09bc9eb101
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.
71 lines
3 KiB
C++
71 lines
3 KiB
C++
/*************************************************************************/
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/* shape.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 SHAPE_H
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#define SHAPE_H
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#include "core/resource.h"
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class ArrayMesh;
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class Shape : public Resource {
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GDCLASS(Shape, Resource);
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OBJ_SAVE_TYPE(Shape);
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RES_BASE_EXTENSION("shape");
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RID shape;
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real_t margin;
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Ref<ArrayMesh> debug_mesh_cache;
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protected:
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static void _bind_methods();
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_FORCE_INLINE_ RID get_shape() const { return shape; }
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Shape(RID p_shape);
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virtual void _update_shape();
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public:
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virtual RID get_rid() const { return shape; }
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Ref<ArrayMesh> get_debug_mesh();
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virtual Vector<Vector3> get_debug_mesh_lines() = 0; // { return Vector<Vector3>(); }
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/// Returns the radius of a sphere that fully enclose this shape
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virtual real_t get_enclosing_radius() const = 0;
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void add_vertices_to_array(PoolVector<Vector3> &array, const Transform &p_xform);
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real_t get_margin() const;
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void set_margin(real_t p_margin);
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Shape();
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~Shape();
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};
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#endif // SHAPE_H
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