godot/modules/navigation/nav_obstacle.h
smix8 a6ac305f96 Rework Navigation Avoidance
Rework Navigation Avoidance.
2023-05-10 05:01:58 +02:00

79 lines
3.2 KiB
C++

/**************************************************************************/
/* 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 "core/object/class_db.h"
#include "core/templates/local_vector.h"
#include "nav_agent.h"
#include "nav_rid.h"
class NavMap;
class NavObstacle : public NavRid {
NavMap *map = nullptr;
Vector3 position;
Vector<Vector3> vertices;
real_t height = 0.0;
uint32_t avoidance_layers = 1;
bool obstacle_dirty = true;
uint32_t map_update_id = 0;
public:
NavObstacle();
~NavObstacle();
void set_map(NavMap *p_map);
NavMap *get_map() { return map; }
void set_position(const Vector3 p_position);
const Vector3 &get_position() const { return position; }
void set_height(const real_t p_height);
real_t get_height() const { return height; }
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; };
bool check_dirty();
};
#endif // NAV_OBSTACLE_H