godot/modules/navigation/nav_region.h

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/**************************************************************************/
/* nav_region.h */
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/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 NAV_REGION_H
#define NAV_REGION_H
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#include "nav_base.h"
#include "nav_utils.h"
#include "core/os/rw_lock.h"
#include "scene/resources/navigation_mesh.h"
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class NavRegion : public NavBase {
NavMap *map = nullptr;
Transform3D transform;
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Vector<gd::Edge::Connection> connections;
bool enabled = true;
bool use_edge_connections = true;
bool polygons_dirty = true;
/// Cache
LocalVector<gd::Polygon> polygons;
real_t surface_area = 0.0;
RWLock navmesh_rwlock;
Vector<Vector3> pending_navmesh_vertices;
Vector<Vector<int>> pending_navmesh_polygons;
public:
NavRegion() {
type = NavigationUtilities::PathSegmentType::PATH_SEGMENT_TYPE_REGION;
}
void scratch_polygons() {
polygons_dirty = true;
}
void set_enabled(bool p_enabled);
bool get_enabled() const { return enabled; }
void set_map(NavMap *p_map);
NavMap *get_map() const {
return map;
}
void set_use_edge_connections(bool p_enabled);
bool get_use_edge_connections() const {
return use_edge_connections;
}
void set_transform(Transform3D transform);
const Transform3D &get_transform() const {
return transform;
}
void set_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh);
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Vector<gd::Edge::Connection> &get_connections() {
return connections;
}
int get_connections_count() const;
Vector3 get_connection_pathway_start(int p_connection_id) const;
Vector3 get_connection_pathway_end(int p_connection_id) const;
LocalVector<gd::Polygon> const &get_polygons() const {
return polygons;
}
Vector3 get_random_point(uint32_t p_navigation_layers, bool p_uniformly) const;
real_t get_surface_area() const { return surface_area; };
bool sync();
private:
void update_polygons();
};
#endif // NAV_REGION_H