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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
104 lines
4.1 KiB
C++
104 lines
4.1 KiB
C++
/**************************************************************************/
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/* navigation_region_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef NAVIGATION_REGION_3D_H
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#define NAVIGATION_REGION_3D_H
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#include "scene/3d/node_3d.h"
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#include "scene/resources/navigation_mesh.h"
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class NavigationRegion3D : public Node3D {
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GDCLASS(NavigationRegion3D, Node3D);
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bool enabled = true;
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RID region;
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uint32_t navigation_layers = 1;
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real_t enter_cost = 0.0;
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real_t travel_cost = 1.0;
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Ref<NavigationMesh> navigation_mesh;
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Thread bake_thread;
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void _navigation_changed();
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#ifdef DEBUG_ENABLED
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RID debug_instance;
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RID debug_edge_connections_instance;
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Ref<ArrayMesh> debug_mesh;
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Ref<ArrayMesh> debug_edge_connections_mesh;
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private:
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void _update_debug_mesh();
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void _update_debug_edge_connections_mesh();
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void _navigation_map_changed(RID p_map);
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#endif // DEBUG_ENABLED
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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#ifndef DISABLE_DEPRECATED
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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#endif // DISABLE_DEPRECATED
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public:
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_navigation_layers(uint32_t p_navigation_layers);
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uint32_t get_navigation_layers() const;
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void set_navigation_layer_value(int p_layer_number, bool p_value);
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bool get_navigation_layer_value(int p_layer_number) const;
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RID get_region_rid() const;
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void set_enter_cost(real_t p_enter_cost);
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real_t get_enter_cost() const;
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void set_travel_cost(real_t p_travel_cost);
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real_t get_travel_cost() const;
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void set_navigation_mesh(const Ref<NavigationMesh> &p_navigation_mesh);
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Ref<NavigationMesh> get_navigation_mesh() const;
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/// Bakes the navigation mesh; once done, automatically
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/// sets the new navigation mesh and emits a signal
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void bake_navigation_mesh(bool p_on_thread);
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void _bake_finished(Ref<NavigationMesh> p_navigation_mesh);
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PackedStringArray get_configuration_warnings() const override;
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NavigationRegion3D();
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~NavigationRegion3D();
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};
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#endif // NAVIGATION_REGION_3D_H
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