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//-----------------------------------------------------------------------------
// Name: navmeshconnectionobject.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Objects/object.h>
#include <Game/EntityDescription.h>
#include <vector>
#include <string>
#include <list>
//-----------------------------------------------------------------------------
// Class Definition
//-----------------------------------------------------------------------------
class NavmeshConnectionObject : public Object {
public:
EntityType GetType() const override { return _navmesh_connection_object; }
std::vector<NavMeshConnectionData> connections;
NavmeshConnectionObject();
bool ConnectTo(Object& other, bool checking_other = false) override;
bool AcceptConnectionsFrom(ConnectionType type, Object& object) override;
virtual bool Disconnect(Object& other, bool checking_other = false);
void GetConnectionIDs(std::vector<int>* cons) override;
void ResetConnectionOffMeshReference();
void ResetPolyAreaAssignment();
std::vector<NavMeshConnectionData>::iterator GetConnectionTo(int other_object_id);
void UpdatePolyAreas();
int GetModelID();
void NotifyDeleted(Object* o) override;
void GetDesc(EntityDescription& desc) const override;
bool SetFromDesc(const EntityDescription& desc) override;
static void RegisterToScript(ASContext* as_context);
void Draw() override;
void Update(float timestep) override;
void FinalizeLoadedConnections() override;
bool Initialize() override;
void Moved(Object::MoveType type) override;
void RemapReferences(std::map<int, int> id_map) override;
};
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