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f986b52b3c
Makes navigation mesh edge connections optional.
140 lines
9.7 KiB
C++
140 lines
9.7 KiB
C++
/**************************************************************************/
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/* navigation_server_3d_dummy.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef NAVIGATION_SERVER_3D_DUMMY_H
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#define NAVIGATION_SERVER_3D_DUMMY_H
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#include "servers/navigation_server_3d.h"
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class NavigationServer3DDummy : public NavigationServer3D {
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GDCLASS(NavigationServer3DDummy, NavigationServer3D);
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public:
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TypedArray<RID> get_maps() const override { return TypedArray<RID>(); }
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RID map_create() override { return RID(); }
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void map_set_active(RID p_map, bool p_active) override {}
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bool map_is_active(RID p_map) const override { return false; }
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void map_set_up(RID p_map, Vector3 p_up) override {}
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Vector3 map_get_up(RID p_map) const override { return Vector3(); }
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void map_set_cell_size(RID p_map, real_t p_cell_size) override {}
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real_t map_get_cell_size(RID p_map) const override { return 0; }
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void map_set_use_edge_connections(RID p_map, bool p_enabled) override {}
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bool map_get_use_edge_connections(RID p_map) const override { return false; }
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void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) override {}
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real_t map_get_edge_connection_margin(RID p_map) const override { return 0; }
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void map_set_link_connection_radius(RID p_map, real_t p_connection_radius) override {}
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real_t map_get_link_connection_radius(RID p_map) const override { return 0; }
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Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers) const override { return Vector<Vector3>(); }
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Vector3 map_get_closest_point_to_segment(RID p_map, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) const override { return Vector3(); }
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Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const override { return Vector3(); }
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Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const override { return Vector3(); }
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RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const override { return RID(); }
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TypedArray<RID> map_get_links(RID p_map) const override { return TypedArray<RID>(); }
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TypedArray<RID> map_get_regions(RID p_map) const override { return TypedArray<RID>(); }
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TypedArray<RID> map_get_agents(RID p_map) const override { return TypedArray<RID>(); }
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TypedArray<RID> map_get_obstacles(RID p_map) const override { return TypedArray<RID>(); }
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void map_force_update(RID p_map) override {}
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RID region_create() override { return RID(); }
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void region_set_use_edge_connections(RID p_region, bool p_enabled) override {}
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bool region_get_use_edge_connections(RID p_region) const override { return false; }
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void region_set_enter_cost(RID p_region, real_t p_enter_cost) override {}
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real_t region_get_enter_cost(RID p_region) const override { return 0; }
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void region_set_travel_cost(RID p_region, real_t p_travel_cost) override {}
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real_t region_get_travel_cost(RID p_region) const override { return 0; }
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void region_set_owner_id(RID p_region, ObjectID p_owner_id) override {}
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ObjectID region_get_owner_id(RID p_region) const override { return ObjectID(); }
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bool region_owns_point(RID p_region, const Vector3 &p_point) const override { return false; }
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void region_set_map(RID p_region, RID p_map) override {}
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RID region_get_map(RID p_region) const override { return RID(); }
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void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) override {}
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uint32_t region_get_navigation_layers(RID p_region) const override { return 0; }
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void region_set_transform(RID p_region, Transform3D p_transform) override {}
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void region_set_navigation_mesh(RID p_region, Ref<NavigationMesh> p_navigation_mesh) override {}
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void region_bake_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh, Node *p_root_node) override {}
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int region_get_connections_count(RID p_region) const override { return 0; }
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Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const override { return Vector3(); }
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Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const override { return Vector3(); }
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RID link_create() override { return RID(); }
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void link_set_map(RID p_link, RID p_map) override {}
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RID link_get_map(RID p_link) const override { return RID(); }
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void link_set_bidirectional(RID p_link, bool p_bidirectional) override {}
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bool link_is_bidirectional(RID p_link) const override { return false; }
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void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers) override {}
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uint32_t link_get_navigation_layers(RID p_link) const override { return 0; }
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void link_set_start_position(RID p_link, Vector3 p_position) override {}
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Vector3 link_get_start_position(RID p_link) const override { return Vector3(); }
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void link_set_end_position(RID p_link, Vector3 p_position) override {}
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Vector3 link_get_end_position(RID p_link) const override { return Vector3(); }
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void link_set_enter_cost(RID p_link, real_t p_enter_cost) override {}
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real_t link_get_enter_cost(RID p_link) const override { return 0; }
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void link_set_travel_cost(RID p_link, real_t p_travel_cost) override {}
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real_t link_get_travel_cost(RID p_link) const override { return 0; }
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void link_set_owner_id(RID p_link, ObjectID p_owner_id) override {}
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ObjectID link_get_owner_id(RID p_link) const override { return ObjectID(); }
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RID agent_create() override { return RID(); }
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void agent_set_map(RID p_agent, RID p_map) override {}
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RID agent_get_map(RID p_agent) const override { return RID(); }
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void agent_set_avoidance_enabled(RID p_agent, bool p_enabled) override {}
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bool agent_get_avoidance_enabled(RID p_agent) const override { return false; }
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void agent_set_use_3d_avoidance(RID p_agent, bool p_enabled) override {}
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bool agent_get_use_3d_avoidance(RID p_agent) const override { return false; }
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void agent_set_neighbor_distance(RID p_agent, real_t p_distance) override {}
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void agent_set_max_neighbors(RID p_agent, int p_count) override {}
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void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) override {}
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void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) override {}
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void agent_set_radius(RID p_agent, real_t p_radius) override {}
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void agent_set_height(RID p_agent, real_t p_height) override {}
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void agent_set_max_speed(RID p_agent, real_t p_max_speed) override {}
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void agent_set_velocity_forced(RID p_agent, Vector3 p_velocity) override {}
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void agent_set_velocity(RID p_agent, Vector3 p_velocity) override {}
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void agent_set_position(RID p_agent, Vector3 p_position) override {}
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bool agent_is_map_changed(RID p_agent) const override { return false; }
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void agent_set_avoidance_callback(RID p_agent, Callable p_callback) override {}
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void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) override {}
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void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) override {}
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void agent_set_avoidance_priority(RID p_agent, real_t p_priority) override {}
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RID obstacle_create() override { return RID(); }
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void obstacle_set_map(RID p_obstacle, RID p_map) override {}
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RID obstacle_get_map(RID p_obstacle) const override { return RID(); }
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void obstacle_set_height(RID p_obstacle, real_t p_height) override {}
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void obstacle_set_position(RID p_obstacle, Vector3 p_position) override {}
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void obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) override {}
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void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) override {}
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void free(RID p_object) override {}
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void set_active(bool p_active) override {}
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void process(real_t delta_time) override {}
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NavigationUtilities::PathQueryResult _query_path(const NavigationUtilities::PathQueryParameters &p_parameters) const override { return NavigationUtilities::PathQueryResult(); }
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int get_process_info(ProcessInfo p_info) const override { return 0; }
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void set_debug_enabled(bool p_enabled) {}
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bool get_debug_enabled() const { return false; }
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};
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#endif // NAVIGATION_SERVER_3D_DUMMY_H
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