693aeaf799
Mark Navigation/Navigation2D nodes as deprecated. They already just redirect calls to the NavigationServer and have no longer a real purpose. In Godot 4.0 both nodes are already removed for good reasons.
91 lines
3.6 KiB
C++
91 lines
3.6 KiB
C++
/*************************************************************************/
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/* navigation.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_H
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#define NAVIGATION_H
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#include "scene/3d/navigation_mesh_instance.h"
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#include "scene/3d/spatial.h"
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class Navigation : public Spatial {
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GDCLASS(Navigation, Spatial);
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RID map;
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Vector3 up = Vector3(0, 1, 0);
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real_t cell_size = 0.25;
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real_t cell_height = 0.25;
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real_t edge_connection_margin = 0.25;
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uint32_t navigation_layers = 1;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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RID get_rid() const {
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return map;
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}
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void set_up_vector(const Vector3 &p_up);
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Vector3 get_up_vector() const;
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void set_cell_size(float p_cell_size);
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float get_cell_size() const {
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return cell_size;
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}
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void set_cell_height(float p_cell_height);
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float get_cell_height() const {
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return cell_height;
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}
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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_edge_connection_margin(float p_edge_connection_margin);
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float get_edge_connection_margin() const {
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return edge_connection_margin;
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}
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Vector<Vector3> get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize = true) const;
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Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision = false) const;
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Vector3 get_closest_point(const Vector3 &p_point) const;
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Vector3 get_closest_point_normal(const Vector3 &p_point) const;
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RID get_closest_point_owner(const Vector3 &p_point) const;
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virtual String get_configuration_warning() const;
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Navigation();
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~Navigation();
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};
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#endif // NAVIGATION_H
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