#include "nav_agent.h"
#include "nav_map.h"
NavAgent::NavAgent() { … }
void NavAgent::set_avoidance_enabled(bool p_enabled) { … }
void NavAgent::set_use_3d_avoidance(bool p_enabled) { … }
void NavAgent::_update_rvo_agent_properties() { … }
void NavAgent::set_map(NavMap *p_map) { … }
bool NavAgent::is_map_changed() { … }
void NavAgent::set_avoidance_callback(Callable p_callback) { … }
bool NavAgent::has_avoidance_callback() const { … }
void NavAgent::dispatch_avoidance_callback() { … }
void NavAgent::set_neighbor_distance(real_t p_neighbor_distance) { … }
void NavAgent::set_max_neighbors(int p_max_neighbors) { … }
void NavAgent::set_time_horizon_agents(real_t p_time_horizon) { … }
void NavAgent::set_time_horizon_obstacles(real_t p_time_horizon) { … }
void NavAgent::set_radius(real_t p_radius) { … }
void NavAgent::set_height(real_t p_height) { … }
void NavAgent::set_max_speed(real_t p_max_speed) { … }
void NavAgent::set_position(const Vector3 p_position) { … }
void NavAgent::set_target_position(const Vector3 p_target_position) { … }
void NavAgent::set_velocity(const Vector3 p_velocity) { … }
void NavAgent::set_velocity_forced(const Vector3 p_velocity) { … }
void NavAgent::update() { … }
void NavAgent::set_avoidance_mask(uint32_t p_mask) { … }
void NavAgent::set_avoidance_layers(uint32_t p_layers) { … }
void NavAgent::set_avoidance_priority(real_t p_priority) {
ERR_FAIL_COND_MSG(p_priority < 0.0, "Avoidance priority must be between 0.0 and 1.0 inclusive.");
ERR_FAIL_COND_MSG(p_priority > 1.0, "Avoidance priority must be between 0.0 and 1.0 inclusive.");
avoidance_priority = p_priority;
if (use_3d_avoidance) {
rvo_agent_3d.avoidance_priority_ = avoidance_priority;
} else {
rvo_agent_2d.avoidance_priority_ = avoidance_priority;
}
agent_dirty = true;
};
bool NavAgent::check_dirty() { … }
const Dictionary NavAgent::get_avoidance_data() const { … }
void NavAgent::set_paused(bool p_paused) { … }
bool NavAgent::get_paused() const { … }