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