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/*************************************************************************/
/*  navigation_region_3d.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 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<NavigationMesh> navigation_mesh;

	Thread bake_thread;

	void _navigation_changed();

#ifdef DEBUG_ENABLED
	RID debug_instance;
	RID debug_edge_connections_instance;
	Ref<ArrayMesh> debug_mesh;
	Ref<ArrayMesh> 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<NavigationMesh> &p_navigation_mesh);
	Ref<NavigationMesh> 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<NavigationMesh> p_navigation_mesh);

	PackedStringArray get_configuration_warnings() const override;

	NavigationRegion3D();
	~NavigationRegion3D();
};

#endif // NAVIGATION_REGION_3D_H