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- /**************************************************************************/
- /* nav_obstacle.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef NAV_OBSTACLE_H
- #define NAV_OBSTACLE_H
- #include "nav_rid.h"
- #include "core/object/class_db.h"
- #include "core/templates/local_vector.h"
- class NavAgent;
- class NavMap;
- class NavObstacle : public NavRid {
- NavAgent *agent = nullptr;
- NavMap *map = nullptr;
- Vector3 velocity;
- Vector3 position;
- Vector<Vector3> vertices;
- real_t radius = 0.0;
- real_t height = 0.0;
- bool avoidance_enabled = false;
- bool use_3d_avoidance = false;
- uint32_t avoidance_layers = 1;
- bool obstacle_dirty = true;
- uint32_t last_map_iteration_id = 0;
- bool paused = false;
- public:
- NavObstacle();
- ~NavObstacle();
- void set_avoidance_enabled(bool p_enabled);
- bool is_avoidance_enabled() { return avoidance_enabled; }
- void set_use_3d_avoidance(bool p_enabled);
- bool get_use_3d_avoidance() { return use_3d_avoidance; }
- void set_map(NavMap *p_map);
- NavMap *get_map() { return map; }
- void set_agent(NavAgent *p_agent);
- NavAgent *get_agent() { return agent; }
- void set_position(const Vector3 p_position);
- const Vector3 &get_position() const { return position; }
- void set_radius(real_t p_radius);
- real_t get_radius() const { return radius; }
- void set_height(const real_t p_height);
- real_t get_height() const { return height; }
- void set_velocity(const Vector3 p_velocity);
- const Vector3 &get_velocity() const { return velocity; }
- void set_vertices(const Vector<Vector3> &p_vertices);
- const Vector<Vector3> &get_vertices() const { return vertices; }
- bool is_map_changed();
- void set_avoidance_layers(uint32_t p_layers);
- uint32_t get_avoidance_layers() const { return avoidance_layers; }
- void set_paused(bool p_paused);
- bool get_paused() const;
- bool check_dirty();
- private:
- void internal_update_agent();
- };
- #endif // NAV_OBSTACLE_H
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