c1fc331b88
Updates navigation obstacle API.
197 lines
5.1 KiB
C++
197 lines
5.1 KiB
C++
/**************************************************************************/
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/* nav_obstacle.cpp */
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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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#include "nav_obstacle.h"
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#include "nav_agent.h"
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#include "nav_map.h"
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NavObstacle::NavObstacle() {}
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NavObstacle::~NavObstacle() {}
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void NavObstacle::set_agent(NavAgent *p_agent) {
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if (agent == p_agent) {
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return;
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}
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agent = p_agent;
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internal_update_agent();
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}
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void NavObstacle::set_avoidance_enabled(bool p_enabled) {
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if (avoidance_enabled == p_enabled) {
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return;
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}
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avoidance_enabled = p_enabled;
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obstacle_dirty = true;
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internal_update_agent();
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}
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void NavObstacle::set_use_3d_avoidance(bool p_enabled) {
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if (use_3d_avoidance == p_enabled) {
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return;
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}
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use_3d_avoidance = p_enabled;
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obstacle_dirty = true;
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if (agent) {
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agent->set_use_3d_avoidance(use_3d_avoidance);
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}
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}
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void NavObstacle::set_map(NavMap *p_map) {
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if (map == p_map) {
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return;
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}
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if (map) {
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map->remove_obstacle(this);
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if (agent) {
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agent->set_map(nullptr);
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}
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}
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map = p_map;
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obstacle_dirty = true;
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if (map) {
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map->add_obstacle(this);
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internal_update_agent();
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}
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}
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void NavObstacle::set_position(const Vector3 p_position) {
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if (position == p_position) {
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return;
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}
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position = p_position;
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obstacle_dirty = true;
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if (agent) {
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agent->set_position(position);
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}
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}
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void NavObstacle::set_radius(real_t p_radius) {
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if (radius == p_radius) {
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return;
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}
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radius = p_radius;
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if (agent) {
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agent->set_radius(radius);
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}
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}
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void NavObstacle::set_height(const real_t p_height) {
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if (height == p_height) {
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return;
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}
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height = p_height;
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obstacle_dirty = true;
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if (agent) {
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agent->set_height(height);
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}
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}
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void NavObstacle::set_velocity(const Vector3 p_velocity) {
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velocity = p_velocity;
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if (agent) {
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agent->set_velocity(velocity);
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}
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}
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void NavObstacle::set_vertices(const Vector<Vector3> &p_vertices) {
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if (vertices == p_vertices) {
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return;
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}
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vertices = p_vertices;
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obstacle_dirty = true;
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}
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bool NavObstacle::is_map_changed() {
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if (map) {
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bool is_changed = map->get_map_update_id() != map_update_id;
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map_update_id = map->get_map_update_id();
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return is_changed;
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} else {
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return false;
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}
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}
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void NavObstacle::set_avoidance_layers(uint32_t p_layers) {
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if (avoidance_layers == p_layers) {
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return;
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}
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avoidance_layers = p_layers;
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obstacle_dirty = true;
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if (agent) {
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agent->set_avoidance_layers(avoidance_layers);
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}
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}
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bool NavObstacle::check_dirty() {
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const bool was_dirty = obstacle_dirty;
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obstacle_dirty = false;
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return was_dirty;
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}
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void NavObstacle::internal_update_agent() {
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if (agent) {
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agent->set_neighbor_distance(0.0);
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agent->set_max_neighbors(0.0);
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agent->set_time_horizon_agents(0.0);
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agent->set_time_horizon_obstacles(0.0);
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agent->set_avoidance_mask(0.0);
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agent->set_neighbor_distance(0.0);
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agent->set_avoidance_priority(1.0);
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agent->set_map(map);
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agent->set_radius(radius);
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agent->set_height(height);
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agent->set_position(position);
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agent->set_avoidance_layers(avoidance_layers);
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agent->set_avoidance_enabled(avoidance_enabled);
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agent->set_use_3d_avoidance(use_3d_avoidance);
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}
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}
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