/*************************************************************************/ /* navigation_agent_3d.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_AGENT_H #define NAVIGATION_AGENT_H #include "scene/main/node.h" class Node3D; class NavigationAgent3D : public Node { GDCLASS(NavigationAgent3D, Node); Node3D *agent_parent = nullptr; RID agent; RID map_before_pause; RID map_override; bool avoidance_enabled = false; uint32_t navigation_layers = 1; real_t target_desired_distance = 1.0; real_t radius = 0.0; real_t navigation_height_offset = 0.0; bool ignore_y = false; real_t neighbor_dist = 0.0; int max_neighbors = 0; real_t time_horizon = 0.0; real_t max_speed = 0.0; real_t path_max_distance = 3.0; Vector3 target_location; Vector navigation_path; int nav_path_index = 0; bool velocity_submitted = false; Vector3 prev_safe_velocity; /// The submitted target velocity Vector3 target_velocity; bool target_reached = false; bool navigation_finished = true; // No initialized on purpose uint32_t update_frame_id = 0; protected: static void _bind_methods(); void _notification(int p_what); public: NavigationAgent3D(); virtual ~NavigationAgent3D(); RID get_rid() const { return agent; } void set_avoidance_enabled(bool p_enabled); bool get_avoidance_enabled() const; void set_agent_parent(Node *p_agent_parent); void set_navigation_layers(uint32_t p_navigation_layers); uint32_t get_navigation_layers() const; void set_navigation_map(RID p_navigation_map); RID get_navigation_map() const; void set_target_desired_distance(real_t p_dd); real_t get_target_desired_distance() const { return target_desired_distance; } void set_radius(real_t p_radius); real_t get_radius() const { return radius; } void set_agent_height_offset(real_t p_hh); real_t get_agent_height_offset() const { return navigation_height_offset; } void set_ignore_y(bool p_ignore_y); bool get_ignore_y() const { return ignore_y; } void set_neighbor_dist(real_t p_dist); real_t get_neighbor_dist() const { return neighbor_dist; } void set_max_neighbors(int p_count); int get_max_neighbors() const { return max_neighbors; } void set_time_horizon(real_t p_time); real_t get_time_horizon() const { return time_horizon; } void set_max_speed(real_t p_max_speed); real_t get_max_speed() const { return max_speed; } void set_path_max_distance(real_t p_pmd); real_t get_path_max_distance(); void set_target_location(Vector3 p_location); Vector3 get_target_location() const; Vector3 get_next_location(); Vector get_nav_path() const { return navigation_path; } int get_nav_path_index() const { return nav_path_index; } real_t distance_to_target() const; bool is_target_reached() const; bool is_target_reachable(); bool is_navigation_finished(); Vector3 get_final_location(); void set_velocity(Vector3 p_velocity); void _avoidance_done(Vector3 p_new_velocity); TypedArray get_configuration_warnings() const override; private: void update_navigation(); void _request_repath(); void _check_distance_to_target(); }; #endif