godot/scene/2d/navigation_region_2d.h

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/*************************************************************************/
/* navigation_region_2d.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 NAVIGATION_REGION_2D_H
#define NAVIGATION_REGION_2D_H
#include "scene/2d/node_2d.h"
#include "scene/resources/navigation_mesh.h"
class NavigationPolygon : public Resource {
GDCLASS(NavigationPolygon, Resource);
Vector<Vector2> vertices;
struct Polygon {
Vector<int> indices;
};
Vector<Polygon> polygons;
Vector<Vector<Vector2>> outlines;
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mutable Rect2 item_rect;
mutable bool rect_cache_dirty = true;
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Mutex navmesh_generation;
// Navigation mesh
Ref<NavigationMesh> navmesh;
protected:
static void _bind_methods();
void _set_polygons(const TypedArray<Vector<int32_t>> &p_array);
Array _get_polygons() const;
void _set_outlines(const TypedArray<Vector<Vector2>> &p_array);
Array _get_outlines() const;
public:
#ifdef TOOLS_ENABLED
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Rect2 _edit_get_rect() const;
bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
#endif
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void set_vertices(const Vector<Vector2> &p_vertices);
Vector<Vector2> get_vertices() const;
void add_polygon(const Vector<int> &p_polygon);
int get_polygon_count() const;
void add_outline(const Vector<Vector2> &p_outline);
void add_outline_at_index(const Vector<Vector2> &p_outline, int p_index);
void set_outline(int p_idx, const Vector<Vector2> &p_outline);
Vector<Vector2> get_outline(int p_idx) const;
void remove_outline(int p_idx);
int get_outline_count() const;
void clear_outlines();
void make_polygons_from_outlines();
Vector<int> get_polygon(int p_idx);
void clear_polygons();
Ref<NavigationMesh> get_mesh();
NavigationPolygon() {}
~NavigationPolygon() {}
};
class NavigationRegion2D : public Node2D {
GDCLASS(NavigationRegion2D, Node2D);
bool enabled = true;
RID region;
Ref<NavigationPolygon> navpoly;
void _navpoly_changed();
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void _map_changed(RID p_RID);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
#endif
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void set_enabled(bool p_enabled);
bool is_enabled() const;
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void set_layers(uint32_t p_layers);
uint32_t get_layers() const;
void set_navigation_polygon(const Ref<NavigationPolygon> &p_navpoly);
Ref<NavigationPolygon> get_navigation_polygon() const;
TypedArray<String> get_configuration_warnings() const override;
NavigationRegion2D();
~NavigationRegion2D();
};
#endif // NAVIGATION_REGION_2D_H