/**************************************************************************/ /* nav_region.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_REGION_H #define NAV_REGION_H #include "scene/3d/navigation.h" #include "nav_rid.h" #include "nav_utils.h" #include class NavMap; class NavRegion; class NavRegion : public NavRid { NavMap *map = nullptr; Transform transform; Ref mesh; uint32_t navigation_layers = 1; float enter_cost = 0.0; float travel_cost = 1.0; Vector connections; bool polygons_dirty = true; /// Cache LocalVector polygons; public: void scratch_polygons() { polygons_dirty = true; } void set_map(NavMap *p_map); NavMap *get_map() const { return map; } void set_enter_cost(float p_enter_cost) { enter_cost = MAX(p_enter_cost, 0.0); } float get_enter_cost() const { return enter_cost; } void set_travel_cost(float p_travel_cost) { travel_cost = MAX(p_travel_cost, 0.0); } float get_travel_cost() const { return travel_cost; } void set_navigation_layers(uint32_t p_navigation_layers); uint32_t get_navigation_layers() const; void set_transform(Transform transform); const Transform &get_transform() const { return transform; } void set_mesh(Ref p_mesh); const Ref get_mesh() const { return mesh; } Vector &get_connections() { return connections; } int get_connections_count() const; Vector3 get_connection_pathway_start(int p_connection_id) const; Vector3 get_connection_pathway_end(int p_connection_id) const; LocalVector const &get_polygons() const { return polygons; } bool sync(); NavRegion(); ~NavRegion(); private: void update_polygons(); }; #endif // NAV_REGION_H