/*************************************************************************/ /* navigation_agent_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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_AGENT_2D_H #define NAVIGATION_AGENT_2D_H #include "core/templates/vector.h" #include "scene/main/node.h" class Node2D; class NavigationAgent2D : public Node { GDCLASS(NavigationAgent2D, Node); Node2D *agent_parent = nullptr; RID agent; uint32_t navigable_layers = 1; real_t target_desired_distance = 1.0; real_t radius; real_t neighbor_dist; int max_neighbors; real_t time_horizon; real_t max_speed; real_t path_max_distance = 3.0; Vector2 target_location; Vector navigation_path; int nav_path_index; bool velocity_submitted = false; Vector2 prev_safe_velocity; /// The submitted target velocity Vector2 target_velocity; bool target_reached = false; bool navigation_finished = true; // No initialized on purpose uint32_t update_frame_id; protected: static void _bind_methods(); void _notification(int p_what); public: NavigationAgent2D(); virtual ~NavigationAgent2D(); RID get_rid() const { return agent; } void set_navigable_layers(uint32_t p_layers); uint32_t get_navigable_layers() const; void set_target_desired_distance(real_t p_dd); real_t get_target_desired_distance() const { return target_desired_distance; } void set_radius(real_t p_radius); real_t get_radius() const { return radius; } void set_neighbor_dist(real_t p_dist); real_t get_neighbor_dist() const { return neighbor_dist; } void set_max_neighbors(int p_count); int get_max_neighbors() const { return max_neighbors; } void set_time_horizon(real_t p_time); real_t get_time_horizon() const { return time_horizon; } void set_max_speed(real_t p_max_speed); real_t get_max_speed() const { return max_speed; } void set_path_max_distance(real_t p_pmd); real_t get_path_max_distance(); void set_target_location(Vector2 p_location); Vector2 get_target_location() const; Vector2 get_next_location(); Vector get_nav_path() const { return navigation_path; } int get_nav_path_index() const { return nav_path_index; } real_t distance_to_target() const; bool is_target_reached() const; bool is_target_reachable(); bool is_navigation_finished(); Vector2 get_final_location(); void set_velocity(Vector2 p_velocity); void _avoidance_done(Vector3 p_new_velocity); TypedArray get_configuration_warnings() const override; private: void update_navigation(); }; #endif