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			170 lines
		
	
	
	
		
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			C++
		
	
	
	
	
	
			
		
		
	
	
			170 lines
		
	
	
	
		
			7.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  navigation_server_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) 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_SERVER_2D_H
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#define NAVIGATION_SERVER_2D_H
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#include "core/object/class_db.h"
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#include "core/templates/rid.h"
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#include "scene/2d/navigation_region_2d.h"
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// This server exposes the `NavigationServer3D` features in the 2D world.
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class NavigationServer2D : public Object {
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	GDCLASS(NavigationServer2D, Object);
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	static NavigationServer2D *singleton;
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	void _emit_map_changed(RID p_map);
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protected:
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	static void _bind_methods();
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public:
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	/// Thread safe, can be used across many threads.
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	static const NavigationServer2D *get_singleton() { return singleton; }
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	/// MUST be used in single thread!
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	static NavigationServer2D *get_singleton_mut() { return singleton; }
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	/// Create a new map.
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	virtual RID map_create() const;
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	/// Set map active.
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	virtual void map_set_active(RID p_map, bool p_active) const;
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	/// Returns true if the map is active.
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	virtual bool map_is_active(RID p_map) const;
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	/// Set the map cell size used to weld the navigation mesh polygons.
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	virtual void map_set_cell_size(RID p_map, real_t p_cell_size) const;
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	/// Returns the map cell size.
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	virtual real_t map_get_cell_size(RID p_map) const;
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	/// Set the map edge connection margin used to weld the compatible region edges.
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	virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) const;
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	/// Returns the edge connection margin of this map.
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	virtual real_t map_get_edge_connection_margin(RID p_map) const;
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	/// Returns the navigation path to reach the destination from the origin.
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	virtual Vector<Vector2> map_get_path(RID p_map, Vector2 p_origin, Vector2 p_destination, bool p_optimize, uint32_t p_layers = 1) const;
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	virtual Vector2 map_get_closest_point(RID p_map, const Vector2 &p_point) const;
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	virtual RID map_get_closest_point_owner(RID p_map, const Vector2 &p_point) const;
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	/// Creates a new region.
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	virtual RID region_create() const;
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	/// Set the map of this region.
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	virtual void region_set_map(RID p_region, RID p_map) const;
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	/// Set the region's layers
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	virtual void region_set_layers(RID p_region, uint32_t p_layers) const;
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	virtual uint32_t region_get_layers(RID p_region) const;
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	/// Set the global transformation of this region.
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	virtual void region_set_transform(RID p_region, Transform2D p_transform) const;
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	/// Set the navigation poly of this region.
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	virtual void region_set_navpoly(RID p_region, Ref<NavigationPolygon> p_nav_mesh) const;
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	/// Get a list of a region's connection to other regions.
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	virtual int region_get_connections_count(RID p_region) const;
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	virtual Vector2 region_get_connection_pathway_start(RID p_region, int p_connection_id) const;
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	virtual Vector2 region_get_connection_pathway_end(RID p_region, int p_connection_id) const;
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	/// Creates the agent.
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	virtual RID agent_create() const;
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	/// Put the agent in the map.
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	virtual void agent_set_map(RID p_agent, RID p_map) const;
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	/// The maximum distance (center point to
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	/// center point) to other agents this agent
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	/// takes into account in the navigation. The
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	/// larger this number, the longer the running
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	/// time of the simulation. If the number is too
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	/// low, the simulation will not be safe.
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	/// Must be non-negative.
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	virtual void agent_set_neighbor_dist(RID p_agent, real_t p_dist) const;
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	/// The maximum number of other agents this
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	/// agent takes into account in the navigation.
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	/// The larger this number, the longer the
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	/// running time of the simulation. If the
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	/// number is too low, the simulation will not
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	/// be safe.
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	virtual void agent_set_max_neighbors(RID p_agent, int p_count) const;
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	/// The minimal amount of time for which this
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	/// agent's velocities that are computed by the
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	/// simulation are safe with respect to other
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	/// agents. The larger this number, the sooner
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	/// this agent will respond to the presence of
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	/// other agents, but the less freedom this
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	/// agent has in choosing its velocities.
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	/// Must be positive.
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	virtual void agent_set_time_horizon(RID p_agent, real_t p_time) const;
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	/// The radius of this agent.
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	/// Must be non-negative.
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	virtual void agent_set_radius(RID p_agent, real_t p_radius) const;
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	/// The maximum speed of this agent.
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	/// Must be non-negative.
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	virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) const;
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	/// Current velocity of the agent
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	virtual void agent_set_velocity(RID p_agent, Vector2 p_velocity) const;
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	/// The new target velocity.
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	virtual void agent_set_target_velocity(RID p_agent, Vector2 p_velocity) const;
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	/// Position of the agent in world space.
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	virtual void agent_set_position(RID p_agent, Vector2 p_position) const;
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	/// Agent ignore the Y axis and avoid collisions by moving only on the horizontal plane
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	virtual void agent_set_ignore_y(RID p_agent, bool p_ignore) const;
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	/// Returns true if the map got changed the previous frame.
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	virtual bool agent_is_map_changed(RID p_agent) const;
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	/// Callback called at the end of the RVO process
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	virtual void agent_set_callback(RID p_agent, Object *p_receiver, StringName p_method, Variant p_udata = Variant()) const;
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	/// Destroy the `RID`
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	virtual void free(RID p_object) const;
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	NavigationServer2D();
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	virtual ~NavigationServer2D();
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};
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#endif // NAVIGATION_SERVER_2D_H
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