/**************************************************************************/ /* nav_obstacle.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "nav_obstacle.h" #include "nav_agent.h" #include "nav_map.h" NavObstacle::NavObstacle() {} NavObstacle::~NavObstacle() {} void NavObstacle::set_agent(NavAgent *p_agent) { if (agent == p_agent) { return; } agent = p_agent; internal_update_agent(); } void NavObstacle::set_avoidance_enabled(bool p_enabled) { if (avoidance_enabled == p_enabled) { return; } avoidance_enabled = p_enabled; obstacle_dirty = true; internal_update_agent(); } void NavObstacle::set_use_3d_avoidance(bool p_enabled) { if (use_3d_avoidance == p_enabled) { return; } use_3d_avoidance = p_enabled; obstacle_dirty = true; if (agent) { agent->set_use_3d_avoidance(use_3d_avoidance); } } void NavObstacle::set_map(NavMap *p_map) { if (map == p_map) { return; } if (map) { map->remove_obstacle(this); if (agent) { agent->set_map(nullptr); } } map = p_map; obstacle_dirty = true; if (map) { map->add_obstacle(this); internal_update_agent(); } } void NavObstacle::set_position(const Vector3 p_position) { if (position == p_position) { return; } position = p_position; obstacle_dirty = true; if (agent) { agent->set_position(position); } } void NavObstacle::set_radius(real_t p_radius) { if (radius == p_radius) { return; } radius = p_radius; if (agent) { agent->set_radius(radius); } } void NavObstacle::set_height(const real_t p_height) { if (height == p_height) { return; } height = p_height; obstacle_dirty = true; if (agent) { agent->set_height(height); } } void NavObstacle::set_velocity(const Vector3 p_velocity) { velocity = p_velocity; if (agent) { agent->set_velocity(velocity); } } void NavObstacle::set_vertices(const Vector &p_vertices) { if (vertices == p_vertices) { return; } vertices = p_vertices; obstacle_dirty = true; } bool NavObstacle::is_map_changed() { if (map) { bool is_changed = map->get_iteration_id() != last_map_iteration_id; last_map_iteration_id = map->get_iteration_id(); return is_changed; } else { return false; } } void NavObstacle::set_avoidance_layers(uint32_t p_layers) { if (avoidance_layers == p_layers) { return; } avoidance_layers = p_layers; obstacle_dirty = true; if (agent) { agent->set_avoidance_layers(avoidance_layers); } } bool NavObstacle::check_dirty() { const bool was_dirty = obstacle_dirty; obstacle_dirty = false; return was_dirty; } void NavObstacle::internal_update_agent() { if (agent) { agent->set_neighbor_distance(0.0); agent->set_max_neighbors(0.0); agent->set_time_horizon_agents(0.0); agent->set_time_horizon_obstacles(0.0); agent->set_avoidance_mask(0.0); agent->set_neighbor_distance(0.0); agent->set_avoidance_priority(1.0); agent->set_map(map); agent->set_paused(paused); agent->set_radius(radius); agent->set_height(height); agent->set_position(position); agent->set_avoidance_layers(avoidance_layers); agent->set_avoidance_enabled(avoidance_enabled); agent->set_use_3d_avoidance(use_3d_avoidance); } } void NavObstacle::set_paused(bool p_paused) { if (paused == p_paused) { return; } paused = p_paused; if (map) { if (paused) { map->remove_obstacle(this); } else { map->add_obstacle(this); } } internal_update_agent(); } bool NavObstacle::get_paused() const { return paused; }