/*************************************************************************/ /* navigation.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_H #define NAVIGATION_H #include "scene/3d/navigation_mesh_instance.h" #include "scene/3d/spatial.h" class Navigation : public Spatial { GDCLASS(Navigation, Spatial); RID map; Vector3 up; real_t cell_size; real_t edge_connection_margin; protected: static void _bind_methods(); void _notification(int p_what); public: RID get_rid() const { return map; } void set_up_vector(const Vector3 &p_up); Vector3 get_up_vector() const; void set_cell_size(float p_cell_size); float get_cell_size() const { return cell_size; } void set_edge_connection_margin(float p_edge_connection_margin); float get_edge_connection_margin() const { return edge_connection_margin; } Vector get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize = true) const; Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision = false) const; Vector3 get_closest_point(const Vector3 &p_point) const; Vector3 get_closest_point_normal(const Vector3 &p_point) const; RID get_closest_point_owner(const Vector3 &p_point) const; Navigation(); ~Navigation(); }; #endif // NAVIGATION_H