c9258a2a68
Backports the NavigationServer3DDummy from Godot 4 to compile Godot without NavigationServer module.
97 lines
6.1 KiB
C++
97 lines
6.1 KiB
C++
/**************************************************************************/
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/* navigation_server_dummy.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_SERVER_DUMMY_H
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#define NAVIGATION_SERVER_DUMMY_H
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#include "servers/navigation_server.h"
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class NavigationServerDummy : public NavigationServer {
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GDCLASS(NavigationServerDummy, NavigationServer);
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public:
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Array get_maps() const { return Array(); }
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RID map_create() const { return RID(); }
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void map_set_active(RID p_map, bool p_active) const {}
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bool map_is_active(RID p_map) const { return false; }
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void map_set_up(RID p_map, Vector3 p_up) const {}
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Vector3 map_get_up(RID p_map) const { return Vector3(); }
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void map_set_cell_size(RID p_map, real_t p_cell_size) const {}
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real_t map_get_cell_size(RID p_map) const { return 0; }
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void map_set_cell_height(RID p_map, real_t p_cell_height) const {}
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real_t map_get_cell_height(RID p_map) const { return 0; }
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void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) const {}
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real_t map_get_edge_connection_margin(RID p_map) const { return 0; }
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Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers) const { return Vector<Vector3>(); }
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Vector3 map_get_closest_point_to_segment(RID p_map, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) const { return Vector3(); }
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Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const { return Vector3(); }
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Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const { return Vector3(); }
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RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const { return RID(); }
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Array map_get_regions(RID p_map) const { return Array(); }
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Array map_get_agents(RID p_map) const { return Array(); }
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void map_force_update(RID p_map) {}
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RID region_create() const { return RID(); }
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void region_set_enter_cost(RID p_region, real_t p_enter_cost) const {}
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real_t region_get_enter_cost(RID p_region) const { return 0; }
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void region_set_travel_cost(RID p_region, real_t p_travel_cost) const {}
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real_t region_get_travel_cost(RID p_region) const { return 0; }
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bool region_owns_point(RID p_region, const Vector3 &p_point) const { return false; }
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void region_set_map(RID p_region, RID p_map) const {}
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RID region_get_map(RID p_region) const { return RID(); }
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void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) const {}
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uint32_t region_get_navigation_layers(RID p_region) const { return 0; }
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void region_set_transform(RID p_region, Transform p_transform) const {}
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void region_set_navmesh(RID p_region, Ref<NavigationMesh> p_nav_mesh) const {}
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void region_bake_navmesh(Ref<NavigationMesh> r_mesh, Node *p_node) const {}
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int region_get_connections_count(RID p_region) const { return 0; }
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Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const { return Vector3(); }
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Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const { return Vector3(); }
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RID agent_create() const { return RID(); }
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void agent_set_map(RID p_agent, RID p_map) const {}
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RID agent_get_map(RID p_agent) const { return RID(); }
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void agent_set_neighbor_dist(RID p_agent, real_t p_dist) const {}
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void agent_set_max_neighbors(RID p_agent, int p_count) const {}
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void agent_set_time_horizon(RID p_agent, real_t p_time) const {}
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void agent_set_radius(RID p_agent, real_t p_radius) const {}
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void agent_set_max_speed(RID p_agent, real_t p_max_speed) const {}
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void agent_set_velocity(RID p_agent, Vector3 p_velocity) const {}
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void agent_set_target_velocity(RID p_agent, Vector3 p_velocity) const {}
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void agent_set_position(RID p_agent, Vector3 p_position) const {}
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void agent_set_ignore_y(RID p_agent, bool p_ignore) const {}
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bool agent_is_map_changed(RID p_agent) const { return false; }
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void agent_set_callback(RID p_agent, ObjectID p_object_id, StringName p_method, Variant p_udata = Variant()) const {}
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void free(RID p_object) const {}
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void set_active(bool p_active) const {}
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void process(real_t delta_time) {}
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};
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#endif // NAVIGATION_SERVER_DUMMY_H
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