/**************************************************************************/ /* 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 "nav_rid.h" #include "core/object/class_db.h" #include "core/templates/local_vector.h" class NavAgent; class NavMap; class NavObstacle : public NavRid { NavAgent *agent = nullptr; NavMap *map = nullptr; Vector3 velocity; Vector3 position; Vector<Vector3> vertices; real_t radius = 0.0; real_t height = 0.0; bool avoidance_enabled = false; bool use_3d_avoidance = false; uint32_t avoidance_layers = 1; bool obstacle_dirty = true; uint32_t map_update_id = 0; bool paused = false; public: NavObstacle(); ~NavObstacle(); void set_avoidance_enabled(bool p_enabled); bool is_avoidance_enabled() { return avoidance_enabled; } void set_use_3d_avoidance(bool p_enabled); bool get_use_3d_avoidance() { return use_3d_avoidance; } void set_map(NavMap *p_map); NavMap *get_map() { return map; } void set_agent(NavAgent *p_agent); NavAgent *get_agent() { return agent; } void set_position(const Vector3 p_position); const Vector3 &get_position() const { return position; } void set_radius(real_t p_radius); real_t get_radius() const { return radius; } void set_height(const real_t p_height); real_t get_height() const { return height; } void set_velocity(const Vector3 p_velocity); const Vector3 &get_velocity() const { return velocity; } 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; }; void set_paused(bool p_paused); bool get_paused() const; bool check_dirty(); private: void internal_update_agent(); }; #endif // NAV_OBSTACLE_H