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godot/modules/navigation/nav_obstacle.cpp
smix8 313c1d1100 Add function to get navigation map iteration id from NavigationServer
Adds function to get navigation map iteration id from NavigationServer.
2024-02-22 09:45:49 +01:00

219 lines
5.4 KiB
C++

/**************************************************************************/
/* 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<Vector3> &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;
}