godot-module-template/engine/modules/navigation_2d/nav_obstacle_2d.h
2025-04-12 18:40:44 +02:00

101 lines
3.7 KiB
C++

/**************************************************************************/
/* nav_obstacle_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#pragma once
#include "nav_rid_2d.h"
#include "core/object/class_db.h"
#include "core/templates/self_list.h"
class NavAgent2D;
class NavMap2D;
class NavObstacle2D : public NavRid2D {
NavAgent2D *agent = nullptr;
NavMap2D *map = nullptr;
Vector2 velocity;
Vector2 position;
Vector<Vector2> vertices;
real_t radius = 0.0;
bool avoidance_enabled = false;
uint32_t avoidance_layers = 1;
bool obstacle_dirty = true;
uint32_t last_map_iteration_id = 0;
bool paused = false;
SelfList<NavObstacle2D> sync_dirty_request_list_element;
public:
NavObstacle2D();
~NavObstacle2D();
void set_avoidance_enabled(bool p_enabled);
bool is_avoidance_enabled() { return avoidance_enabled; }
void set_map(NavMap2D *p_map);
NavMap2D *get_map() { return map; }
void set_agent(NavAgent2D *p_agent);
NavAgent2D *get_agent() { return agent; }
void set_position(const Vector2 &p_position);
Vector2 get_position() const { return position; }
void set_radius(real_t p_radius);
real_t get_radius() const { return radius; }
void set_velocity(const Vector2 &p_velocity);
Vector2 get_velocity() const { return velocity; }
void set_vertices(const Vector<Vector2> &p_vertices);
const Vector<Vector2> &get_vertices() const { return vertices; }
bool is_map_changed();
void set_avoidance_layers(uint32_t p_layers);
uint32_t get_avoidance_layers() const { return avoidance_layers; }
void set_paused(bool p_paused);
bool get_paused() const;
bool is_dirty() const;
void sync();
void request_sync();
void cancel_sync_request();
private:
void internal_update_agent();
};