34e7628f5f
Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
99 lines
3.9 KiB
C++
99 lines
3.9 KiB
C++
/*************************************************************************/
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/* navigation_region_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef NAVIGATION_REGION_3D_H
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#define NAVIGATION_REGION_3D_H
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#include "scene/3d/node_3d.h"
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#include "scene/resources/navigation_mesh.h"
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class NavigationRegion3D : public Node3D {
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GDCLASS(NavigationRegion3D, Node3D);
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bool enabled = true;
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RID region;
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uint32_t navigation_layers = 1;
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real_t enter_cost = 0.0;
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real_t travel_cost = 1.0;
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Ref<NavigationMesh> navigation_mesh;
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Thread bake_thread;
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void _navigation_changed();
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#ifdef DEBUG_ENABLED
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RID debug_instance;
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RID debug_edge_connections_instance;
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Ref<ArrayMesh> debug_mesh;
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Ref<ArrayMesh> debug_edge_connections_mesh;
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private:
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void _update_debug_mesh();
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void _update_debug_edge_connections_mesh();
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void _navigation_map_changed(RID p_map);
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#endif // DEBUG_ENABLED
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_navigation_layers(uint32_t p_navigation_layers);
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uint32_t get_navigation_layers() const;
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void set_navigation_layer_value(int p_layer_number, bool p_value);
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bool get_navigation_layer_value(int p_layer_number) const;
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RID get_region_rid() const;
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void set_enter_cost(real_t p_enter_cost);
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real_t get_enter_cost() const;
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void set_travel_cost(real_t p_travel_cost);
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real_t get_travel_cost() const;
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void set_navigation_mesh(const Ref<NavigationMesh> &p_navigation_mesh);
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Ref<NavigationMesh> get_navigation_mesh() const;
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/// Bakes the navigation mesh; once done, automatically
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/// sets the new navigation mesh and emits a signal
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void bake_navigation_mesh(bool p_on_thread);
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void _bake_finished(Ref<NavigationMesh> p_navigation_mesh);
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PackedStringArray get_configuration_warnings() const override;
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NavigationRegion3D();
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~NavigationRegion3D();
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};
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#endif // NAVIGATION_REGION_3D_H
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