virtualx-engine/scene/3d/navigation_obstacle.h
Jake Young 09bc9eb101
Backport NavigationServer with RVO2 to 3.x
Change the entire navigation system.
Remove editor prefix from nav mesh generator class. It is now used for baking
at runtime as well.
Navigation supports obstacle avoidance now with the RVO2 library.
Nav system will also automatically link all nav meshes together to form one
overall complete nav map.
2022-01-05 16:00:56 +01:00

87 lines
3.3 KiB
C++

/*************************************************************************/
/* navigation_obstacle.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 */
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/*************************************************************************/
#ifndef NAVIGATION_OBSTACLE_H
#define NAVIGATION_OBSTACLE_H
#include "scene/3d/spatial.h"
#include "scene/main/node.h"
class Navigation;
class NavigationObstacle : public Node {
GDCLASS(NavigationObstacle, Node);
Spatial *parent_spatial = nullptr;
Navigation *navigation;
RID agent;
bool estimate_radius = true;
real_t radius = 1.0;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
void _notification(int p_what);
public:
NavigationObstacle();
virtual ~NavigationObstacle();
void set_navigation(Navigation *p_nav);
const Navigation *get_navigation() const {
return navigation;
}
void set_navigation_node(Node *p_nav);
Node *get_navigation_node() const;
RID get_rid() const {
return agent;
}
void set_estimate_radius(bool p_estimate_radius);
bool is_radius_estimated() const {
return estimate_radius;
}
void set_radius(real_t p_radius);
real_t get_radius() const {
return radius;
}
virtual String get_configuration_warning() const;
private:
void initialize_agent();
void reevaluate_agent_radius();
real_t estimate_agent_radius() const;
};
#endif