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- /*************************************************************************/
- /* nav_region.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 NAV_REGION_H
- #define NAV_REGION_H
- #include "scene/resources/navigation_mesh.h"
- #include "nav_rid.h"
- #include "nav_utils.h"
- #include <vector>
- /**
- @author AndreaCatania
- */
- class NavMap;
- class NavRegion;
- class NavRegion : public NavRid {
- NavMap *map = nullptr;
- Transform3D transform;
- Ref<NavigationMesh> mesh;
- uint32_t layers = 1;
- 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_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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