godot/modules/navigation/nav_region.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

108 lines
3.8 KiB
C++

/**************************************************************************/
/* nav_region.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef NAV_REGION_H
#define NAV_REGION_H
#include "scene/3d/navigation.h"
#include "nav_rid.h"
#include "nav_utils.h"
#include <vector>
class NavMap;
class NavRegion;
class NavRegion : public NavRid {
NavMap *map = nullptr;
Transform transform;
Ref<NavigationMesh> mesh;
uint32_t navigation_layers = 1;
float enter_cost = 0.0;
float travel_cost = 1.0;
Vector<gd::Edge::Connection> connections;
bool polygons_dirty = true;
/// Cache
LocalVector<gd::Polygon> polygons;
public:
void scratch_polygons() {
polygons_dirty = true;
}
void set_map(NavMap *p_map);
NavMap *get_map() const {
return map;
}
void set_enter_cost(float p_enter_cost) { enter_cost = MAX(p_enter_cost, 0.0); }
float get_enter_cost() const { return enter_cost; }
void set_travel_cost(float p_travel_cost) { travel_cost = MAX(p_travel_cost, 0.0); }
float get_travel_cost() const { return travel_cost; }
void set_navigation_layers(uint32_t p_navigation_layers);
uint32_t get_navigation_layers() const;
void set_transform(Transform transform);
const Transform &get_transform() const {
return transform;
}
void set_mesh(Ref<NavigationMesh> p_mesh);
const Ref<NavigationMesh> get_mesh() const {
return mesh;
}
Vector<gd::Edge::Connection> &get_connections() {
return connections;
}
int get_connections_count() const;
Vector3 get_connection_pathway_start(int p_connection_id) const;
Vector3 get_connection_pathway_end(int p_connection_id) const;
LocalVector<gd::Polygon> const &get_polygons() const {
return polygons;
}
bool sync();
NavRegion();
~NavRegion();
private:
void update_polygons();
};
#endif // NAV_REGION_H