virtualx-engine/scene/3d/navigation.h
smix8 8bd7c6188b [3.5] Update NavigationServer backport
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
2022-06-14 05:55:14 +02:00

89 lines
3.6 KiB
C++

/*************************************************************************/
/* navigation.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 */
/* 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_H
#define NAVIGATION_H
#include "scene/3d/navigation_mesh_instance.h"
#include "scene/3d/spatial.h"
class Navigation : public Spatial {
GDCLASS(Navigation, Spatial);
RID map;
Vector3 up = Vector3(0, 1, 0);
real_t cell_size = 0.25;
real_t cell_height = 0.25;
real_t edge_connection_margin = 0.25;
uint32_t navigation_layers = 1;
protected:
static void _bind_methods();
void _notification(int p_what);
public:
RID get_rid() const {
return map;
}
void set_up_vector(const Vector3 &p_up);
Vector3 get_up_vector() const;
void set_cell_size(float p_cell_size);
float get_cell_size() const {
return cell_size;
}
void set_cell_height(float p_cell_height);
float get_cell_height() const {
return cell_height;
}
void set_navigation_layers(uint32_t p_navigation_layers);
uint32_t get_navigation_layers() const;
void set_edge_connection_margin(float p_edge_connection_margin);
float get_edge_connection_margin() const {
return edge_connection_margin;
}
Vector<Vector3> get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize = true) const;
Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision = false) const;
Vector3 get_closest_point(const Vector3 &p_point) const;
Vector3 get_closest_point_normal(const Vector3 &p_point) const;
RID get_closest_point_owner(const Vector3 &p_point) const;
Navigation();
~Navigation();
};
#endif // NAVIGATION_H