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90019676b0
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
179 lines
5.4 KiB
C++
179 lines
5.4 KiB
C++
/*************************************************************************/
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/* navigation_agent_3d.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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_AGENT_3D_H
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#define NAVIGATION_AGENT_3D_H
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#include "scene/main/node.h"
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class Node3D;
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class NavigationAgent3D : public Node {
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GDCLASS(NavigationAgent3D, Node);
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Node3D *agent_parent = nullptr;
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RID agent;
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RID map_before_pause;
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RID map_override;
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bool avoidance_enabled = false;
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uint32_t navigation_layers = 1;
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real_t path_desired_distance = 1.0;
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real_t target_desired_distance = 1.0;
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real_t radius = 0.0;
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real_t navigation_height_offset = 0.0;
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bool ignore_y = false;
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real_t neighbor_dist = 0.0;
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int max_neighbors = 0;
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real_t time_horizon = 0.0;
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real_t max_speed = 0.0;
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real_t path_max_distance = 3.0;
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Vector3 target_location;
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Vector<Vector3> navigation_path;
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int nav_path_index = 0;
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bool velocity_submitted = false;
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Vector3 prev_safe_velocity;
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/// The submitted target velocity
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Vector3 target_velocity;
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bool target_reached = false;
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bool navigation_finished = true;
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// No initialized on purpose
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uint32_t update_frame_id = 0;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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NavigationAgent3D();
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virtual ~NavigationAgent3D();
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RID get_rid() const {
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return agent;
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}
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void set_avoidance_enabled(bool p_enabled);
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bool get_avoidance_enabled() const;
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void set_agent_parent(Node *p_agent_parent);
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void set_navigation_layers(uint32_t p_navigation_layers);
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uint32_t get_navigation_layers() const;
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void set_navigation_layer_value(int p_layer_number, bool p_value);
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bool get_navigation_layer_value(int p_layer_number) const;
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void set_navigation_map(RID p_navigation_map);
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RID get_navigation_map() const;
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void set_path_desired_distance(real_t p_dd);
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real_t get_path_desired_distance() const {
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return path_desired_distance;
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}
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void set_target_desired_distance(real_t p_dd);
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real_t get_target_desired_distance() const {
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return target_desired_distance;
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}
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void set_radius(real_t p_radius);
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real_t get_radius() const {
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return radius;
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}
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void set_agent_height_offset(real_t p_hh);
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real_t get_agent_height_offset() const {
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return navigation_height_offset;
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}
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void set_ignore_y(bool p_ignore_y);
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bool get_ignore_y() const {
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return ignore_y;
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}
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void set_neighbor_dist(real_t p_dist);
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real_t get_neighbor_dist() const {
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return neighbor_dist;
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}
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void set_max_neighbors(int p_count);
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int get_max_neighbors() const {
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return max_neighbors;
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}
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void set_time_horizon(real_t p_time);
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real_t get_time_horizon() const {
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return time_horizon;
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}
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void set_max_speed(real_t p_max_speed);
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real_t get_max_speed() const {
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return max_speed;
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}
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void set_path_max_distance(real_t p_pmd);
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real_t get_path_max_distance();
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void set_target_location(Vector3 p_location);
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Vector3 get_target_location() const;
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Vector3 get_next_location();
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Vector<Vector3> get_nav_path() const {
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return navigation_path;
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}
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int get_nav_path_index() const {
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return nav_path_index;
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}
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real_t distance_to_target() const;
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bool is_target_reached() const;
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bool is_target_reachable();
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bool is_navigation_finished();
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Vector3 get_final_location();
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void set_velocity(Vector3 p_velocity);
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void _avoidance_done(Vector3 p_new_velocity);
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TypedArray<String> get_configuration_warnings() const override;
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private:
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void update_navigation();
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void _request_repath();
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void _check_distance_to_target();
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};
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#endif // NAVIGATION_AGENT_3D_H
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