godot/scene/3d/navigation_region_3d.h
Nathan Franke 2a8c59c171
Use Array for node configuration warnings
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-04-11 23:25:38 -05:00

75 lines
3.2 KiB
C++

/*************************************************************************/
/* navigation_region_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef NAVIGATION_REGION_H
#define NAVIGATION_REGION_H
#include "scene/3d/node_3d.h"
#include "scene/resources/mesh.h"
#include "scene/resources/navigation_mesh.h"
class NavigationRegion3D : public Node3D {
GDCLASS(NavigationRegion3D, Node3D);
bool enabled = true;
RID region;
Ref<NavigationMesh> navmesh;
Node *debug_view = nullptr;
Thread bake_thread;
void _navigation_changed();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_layers(uint32_t p_layers);
uint32_t get_layers() const;
void set_navigation_mesh(const Ref<NavigationMesh> &p_navmesh);
Ref<NavigationMesh> get_navigation_mesh() const;
/// Bakes the navigation mesh in a dedicated thread; once done, automatically
/// sets the new navigation mesh and emits a signal
void bake_navigation_mesh();
void _bake_finished(Ref<NavigationMesh> p_nav_mesh);
TypedArray<String> get_configuration_warnings() const override;
NavigationRegion3D();
~NavigationRegion3D();
};
#endif // NAVIGATION_REGION_H