godot/scene/3d/navigation_obstacle.h
Rémi Verschelde 818f1eed31 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 14:53:37 +02:00

90 lines
3.3 KiB
C++

/*************************************************************************/
/* navigation_obstacle.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_OBSTACLE_H
#define NAVIGATION_OBSTACLE_H
#include "scene/3d/spatial.h"
#include "scene/main/node.h"
class Navigation;
class NavigationObstacle : public Node {
GDCLASS(NavigationObstacle, Node);
Spatial *parent_spatial = nullptr;
Navigation *navigation;
RID agent;
RID map_before_pause;
bool estimate_radius = true;
real_t radius = 1.0;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
void _notification(int p_what);
public:
NavigationObstacle();
virtual ~NavigationObstacle();
void set_navigation(Navigation *p_nav);
const Navigation *get_navigation() const {
return navigation;
}
void set_navigation_node(Node *p_nav);
Node *get_navigation_node() const;
RID get_rid() const {
return agent;
}
void set_estimate_radius(bool p_estimate_radius);
bool is_radius_estimated() const {
return estimate_radius;
}
void set_radius(real_t p_radius);
real_t get_radius() const {
return radius;
}
virtual String get_configuration_warning() const;
private:
void initialize_agent();
void reevaluate_agent_radius();
real_t estimate_agent_radius() const;
};
#endif // NAVIGATION_OBSTACLE_H