/**************************************************************************/ /* nav_region.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "nav_region.h" #include "nav_map.h" #include "3d/nav_mesh_queries_3d.h" void NavRegion::set_map(NavMap *p_map) { … } void NavRegion::set_enabled(bool p_enabled) { if (enabled == p_enabled) { return; } enabled = p_enabled; // TODO: This should not require a full rebuild as the region has not really changed. polygons_dirty = true; }; void NavRegion::set_use_edge_connections(bool p_enabled) { … } void NavRegion::set_transform(Transform3D p_transform) { … } void NavRegion::set_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh) { … } Vector3 NavRegion::get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision) const { … } gd::ClosestPointQueryResult NavRegion::get_closest_point_info(const Vector3 &p_point) const { … } Vector3 NavRegion::get_random_point(uint32_t p_navigation_layers, bool p_uniformly) const { … } bool NavRegion::sync() { … } void NavRegion::update_polygons() { … }