c1fc331b88
Updates navigation obstacle API.
104 lines
3.9 KiB
C++
104 lines
3.9 KiB
C++
/**************************************************************************/
|
|
/* 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<Vector2> 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:
|
|
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<Vector2> &p_vertices);
|
|
const Vector<Vector2> &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
|