OffMeshConnection.h 2.7 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677
  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "Component.h"
  24. namespace Urho3D
  25. {
  26. /// A link between otherwise unconnected regions of the navigation mesh.
  27. class URHO3D_API OffMeshConnection : public Component
  28. {
  29. OBJECT(OffMeshConnection);
  30. public:
  31. /// Construct.
  32. OffMeshConnection(Context* context);
  33. /// Destruct.
  34. virtual ~OffMeshConnection();
  35. /// Register object factory.
  36. static void RegisterObject(Context* context);
  37. /// Handle attribute write access.
  38. virtual void OnSetAttribute(const AttributeInfo& attr, const Variant& src);
  39. /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
  40. virtual void ApplyAttributes();
  41. /// Visualize the component as debug geometry.
  42. virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
  43. /// Set endpoint node.
  44. void SetEndPoint(Node* node);
  45. /// Set radius.
  46. void SetRadius(float radius);
  47. /// Set bidirectional flag. Default true.
  48. void SetBidirectional(bool enabled);
  49. /// Return endpoint node.
  50. Node* GetEndPoint() const;
  51. /// Return radius.
  52. float GetRadius() const { return radius_; }
  53. /// Return whether is bidirectional.
  54. bool IsBidirectional() const { return bidirectional_; }
  55. private:
  56. /// Endpoint node.
  57. WeakPtr<Node> endPoint_;
  58. /// Endpoint node ID.
  59. unsigned endPointID_;
  60. /// Radius.
  61. float radius_;
  62. /// Bidirectional flag.
  63. bool bidirectional_;
  64. /// Endpoint changed flag.
  65. bool endPointDirty_;
  66. };
  67. }