/**************************************************************************/ /* navigation_region_3d.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 NAVIGATION_REGION_3D_H #define NAVIGATION_REGION_3D_H #include "scene/3d/node_3d.h" #include "scene/resources/navigation_mesh.h" class NavigationRegion3D : public Node3D { GDCLASS(NavigationRegion3D, Node3D); bool enabled = true; RID region; uint32_t navigation_layers = 1; real_t enter_cost = 0.0; real_t travel_cost = 1.0; Ref navigation_mesh; Thread bake_thread; void _navigation_changed(); #ifdef DEBUG_ENABLED RID debug_instance; RID debug_edge_connections_instance; Ref debug_mesh; Ref debug_edge_connections_mesh; private: void _update_debug_mesh(); void _update_debug_edge_connections_mesh(); void _navigation_map_changed(RID p_map); #endif // DEBUG_ENABLED protected: void _notification(int p_what); static void _bind_methods(); #ifndef DISABLE_DEPRECATED bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; #endif // DISABLE_DEPRECATED public: void set_enabled(bool p_enabled); bool is_enabled() const; void set_navigation_layers(uint32_t p_navigation_layers); uint32_t get_navigation_layers() const; void set_navigation_layer_value(int p_layer_number, bool p_value); bool get_navigation_layer_value(int p_layer_number) const; RID get_region_rid() const; void set_enter_cost(real_t p_enter_cost); real_t get_enter_cost() const; void set_travel_cost(real_t p_travel_cost); real_t get_travel_cost() const; void set_navigation_mesh(const Ref &p_navigation_mesh); Ref get_navigation_mesh() const; /// Bakes the navigation mesh; once done, automatically /// sets the new navigation mesh and emits a signal void bake_navigation_mesh(bool p_on_thread); void _bake_finished(Ref p_navigation_mesh); PackedStringArray get_configuration_warnings() const override; NavigationRegion3D(); ~NavigationRegion3D(); }; #endif // NAVIGATION_REGION_3D_H