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a6ac305f96
Rework Navigation Avoidance.
103 lines
3.9 KiB
C++
103 lines
3.9 KiB
C++
/**************************************************************************/
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/* navigation_obstacle_2d.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_OBSTACLE_2D_H
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#define NAVIGATION_OBSTACLE_2D_H
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#include "scene/2d/node_2d.h"
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class NavigationObstacle2D : public Node2D {
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GDCLASS(NavigationObstacle2D, Node2D);
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RID obstacle;
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RID map_before_pause;
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RID map_override;
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RID map_current;
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real_t radius = 0.0;
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Vector<Vector2> vertices;
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RID fake_agent;
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uint32_t avoidance_layers = 1;
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Transform2D previous_transform;
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Vector2 velocity;
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Vector2 previous_velocity;
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bool velocity_submitted = false;
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#ifdef DEBUG_ENABLED
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private:
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void _update_fake_agent_radius_debug();
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void _update_static_obstacle_debug();
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#endif // DEBUG_ENABLED
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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NavigationObstacle2D();
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virtual ~NavigationObstacle2D();
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RID get_obstacle_rid() const { return obstacle; }
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RID get_agent_rid() const { return fake_agent; }
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void set_navigation_map(RID p_navigation_map);
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RID get_navigation_map() const;
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void set_radius(real_t p_radius);
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real_t get_radius() const { return radius; }
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void set_vertices(const Vector<Vector2> &p_vertices);
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const Vector<Vector2> &get_vertices() const { return vertices; };
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void set_avoidance_layers(uint32_t p_layers);
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uint32_t get_avoidance_layers() const;
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void set_avoidance_mask(uint32_t p_mask);
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uint32_t get_avoidance_mask() const;
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void set_avoidance_layer_value(int p_layer_number, bool p_value);
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bool get_avoidance_layer_value(int p_layer_number) const;
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void set_velocity(const Vector2 p_velocity);
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Vector2 get_velocity() const { return velocity; };
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void _avoidance_done(Vector3 p_new_velocity); // Dummy
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private:
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void _update_map(RID p_map);
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void _update_position(const Vector2 p_position);
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};
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#endif // NAVIGATION_OBSTACLE_2D_H
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