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/*************************************************************************/
/* nav_region.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 NAV_REGION_H
#define NAV_REGION_H
#include "scene/resources/navigation_mesh.h"
#include "nav_rid.h"
#include "nav_utils.h"
#include <vector>
class NavMap;
class NavRegion;
class NavRegion : public NavRid {
NavMap *map = nullptr;
Transform3D transform;
Ref<NavigationMesh> mesh;
uint32_t layers = 1;
float enter_cost = 0.0;
float travel_cost = 1.0;
Vector<gd::Edge::Connection> connections;
bool polygons_dirty = true;
/// Cache
std::vector<gd::Polygon> polygons;
public:
NavRegion() {}
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_layers(uint32_t p_layers);
uint32_t get_layers() const;
void set_transform(Transform3D transform);
const Transform3D &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;
std::vector<gd::Polygon> const &get_polygons() const {
return polygons;
}
bool sync();
private:
void update_polygons();
};
#endif // NAV_REGION_H
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