godot/scene/2d/navigation_polygon.h

85 lines
1.7 KiB
C++

#ifndef NAVIGATION_POLYGON_H
#define NAVIGATION_POLYGON_H
#include "scene/2d/node_2d.h"
class NavigationPolygon : public Resource {
OBJ_TYPE( NavigationPolygon, Resource );
DVector<Vector2> vertices;
struct Polygon {
Vector<int> indices;
};
Vector<Polygon> polygons;
Vector< DVector<Vector2> > outlines;
protected:
static void _bind_methods();
void _set_polygons(const Array& p_array);
Array _get_polygons() const;
void _set_outlines(const Array& p_array);
Array _get_outlines() const;
public:
void set_vertices(const DVector<Vector2>& p_vertices);
DVector<Vector2> get_vertices() const;
void add_polygon(const Vector<int>& p_polygon);
int get_polygon_count() const;
void add_outline(const DVector<Vector2>& p_outline);
void add_outline_at_index(const DVector<Vector2>& p_outline,int p_index);
void set_outline(int p_idx,const DVector<Vector2>& p_outline);
DVector<Vector2> get_outline(int p_idx) const;
void remove_outline(int p_idx);
int get_outline_count() const;
void clear_outlines();
void make_polygons_from_outlines();
Vector<int> get_polygon(int p_idx);
void clear_polygons();
NavigationPolygon();
};
class Navigation2D;
class NavigationPolygonInstance : public Node2D {
OBJ_TYPE(NavigationPolygonInstance,Node2D);
bool enabled;
int nav_id;
Navigation2D *navigation;
Ref<NavigationPolygon> navpoly;
void _navpoly_changed();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_navigation_polygon(const Ref<NavigationPolygon>& p_navpoly);
Ref<NavigationPolygon> get_navigation_polygon() const;
NavigationPolygonInstance();
};
#endif // NAVIGATIONPOLYGON_H