a6ac305f96
Rework Navigation Avoidance.
87 lines
3.3 KiB
C++
87 lines
3.3 KiB
C++
/**************************************************************************/
|
|
/* nav_obstacle.cpp */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* 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. */
|
|
/**************************************************************************/
|
|
|
|
#include "nav_obstacle.h"
|
|
|
|
#include "nav_map.h"
|
|
|
|
NavObstacle::NavObstacle() {}
|
|
|
|
NavObstacle::~NavObstacle() {}
|
|
|
|
void NavObstacle::set_map(NavMap *p_map) {
|
|
if (map != p_map) {
|
|
map = p_map;
|
|
obstacle_dirty = true;
|
|
}
|
|
}
|
|
|
|
void NavObstacle::set_position(const Vector3 p_position) {
|
|
if (position != p_position) {
|
|
position = p_position;
|
|
obstacle_dirty = true;
|
|
}
|
|
}
|
|
|
|
void NavObstacle::set_height(const real_t p_height) {
|
|
if (height != p_height) {
|
|
height = p_height;
|
|
obstacle_dirty = true;
|
|
}
|
|
}
|
|
|
|
void NavObstacle::set_vertices(const Vector<Vector3> &p_vertices) {
|
|
if (vertices != p_vertices) {
|
|
vertices = p_vertices;
|
|
obstacle_dirty = true;
|
|
}
|
|
}
|
|
|
|
bool NavObstacle::is_map_changed() {
|
|
if (map) {
|
|
bool is_changed = map->get_map_update_id() != map_update_id;
|
|
map_update_id = map->get_map_update_id();
|
|
return is_changed;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void NavObstacle::set_avoidance_layers(uint32_t p_layers) {
|
|
avoidance_layers = p_layers;
|
|
obstacle_dirty = true;
|
|
}
|
|
|
|
bool NavObstacle::check_dirty() {
|
|
const bool was_dirty = obstacle_dirty;
|
|
obstacle_dirty = false;
|
|
return was_dirty;
|
|
}
|