initial commit, 4.5 stable
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100
modules/navigation_2d/nav_obstacle_2d.h
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100
modules/navigation_2d/nav_obstacle_2d.h
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/**************************************************************************/
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/* nav_obstacle_2d.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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#pragma once
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#include "nav_rid_2d.h"
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#include "core/object/class_db.h"
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#include "core/templates/self_list.h"
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class NavAgent2D;
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class NavMap2D;
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class NavObstacle2D : public NavRid2D {
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NavAgent2D *agent = nullptr;
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NavMap2D *map = nullptr;
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Vector2 velocity;
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Vector2 position;
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Vector<Vector2> vertices;
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real_t radius = 0.0;
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bool avoidance_enabled = false;
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uint32_t avoidance_layers = 1;
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bool obstacle_dirty = true;
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uint32_t last_map_iteration_id = 0;
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bool paused = false;
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SelfList<NavObstacle2D> sync_dirty_request_list_element;
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public:
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NavObstacle2D();
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~NavObstacle2D();
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void set_avoidance_enabled(bool p_enabled);
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bool is_avoidance_enabled() { return avoidance_enabled; }
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void set_map(NavMap2D *p_map);
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NavMap2D *get_map() { return map; }
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void set_agent(NavAgent2D *p_agent);
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NavAgent2D *get_agent() { return agent; }
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void set_position(const Vector2 &p_position);
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Vector2 get_position() const { return position; }
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void set_radius(real_t p_radius);
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real_t get_radius() const { return radius; }
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void set_velocity(const Vector2 &p_velocity);
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Vector2 get_velocity() const { return velocity; }
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void set_vertices(const Vector<Vector2> &p_vertices);
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const Vector<Vector2> &get_vertices() const { return vertices; }
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bool is_map_changed();
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void set_avoidance_layers(uint32_t p_layers);
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uint32_t get_avoidance_layers() const { return avoidance_layers; }
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void set_paused(bool p_paused);
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bool get_paused() const;
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bool is_dirty() const;
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void sync();
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void request_sync();
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void cancel_sync_request();
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private:
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void internal_update_agent();
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};
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