/*************************************************************************/ /* navigation_region_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_REGION_2D_H #define NAVIGATION_REGION_2D_H #include "scene/2d/node_2d.h" #include "scene/resources/navigation_mesh.h" class NavigationPolygon : public Resource { GDCLASS(NavigationPolygon, Resource); Vector<Vector2> vertices; struct Polygon { Vector<int> indices; }; Vector<Polygon> polygons; Vector<Vector<Vector2>> outlines; mutable Rect2 item_rect; mutable bool rect_cache_dirty = true; Mutex navmesh_generation; // Navigation mesh Ref<NavigationMesh> navmesh; protected: static void _bind_methods(); void _set_polygons(const TypedArray<Vector<int32_t>> &p_array); Array _get_polygons() const; void _set_outlines(const TypedArray<Vector<Vector2>> &p_array); Array _get_outlines() const; public: #ifdef TOOLS_ENABLED Rect2 _edit_get_rect() const; bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const; #endif void set_vertices(const Vector<Vector2> &p_vertices); Vector<Vector2> get_vertices() const; void add_polygon(const Vector<int> &p_polygon); int get_polygon_count() const; void add_outline(const Vector<Vector2> &p_outline); void add_outline_at_index(const Vector<Vector2> &p_outline, int p_index); void set_outline(int p_idx, const Vector<Vector2> &p_outline); Vector<Vector2> get_outline(int p_idx) const; void remove_outline(int p_idx); int get_outline_count() const; void clear_outlines(); void make_polygons_from_outlines(); Vector<int> get_polygon(int p_idx); void clear_polygons(); Ref<NavigationMesh> get_mesh(); NavigationPolygon() {} ~NavigationPolygon() {} }; class NavigationRegion2D : public Node2D { GDCLASS(NavigationRegion2D, Node2D); bool enabled = true; RID region; Ref<NavigationPolygon> navpoly; void _navpoly_changed(); void _map_changed(RID p_RID); protected: void _notification(int p_what); static void _bind_methods(); public: #ifdef TOOLS_ENABLED virtual Rect2 _edit_get_rect() const override; virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override; #endif void set_enabled(bool p_enabled); bool is_enabled() const; void set_layers(uint32_t p_layers); uint32_t get_layers() const; void set_navigation_polygon(const Ref<NavigationPolygon> &p_navpoly); Ref<NavigationPolygon> get_navigation_polygon() const; TypedArray<String> get_configuration_warnings() const override; NavigationRegion2D(); ~NavigationRegion2D(); }; #endif // NAVIGATION_REGION_2D_H