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Little Bits

-=-=-=-=-=-

-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
This commit is contained in:
Juan Linietsky
2014-08-14 10:31:38 -03:00
parent c3e1d7b7c7
commit 2ee4ac183b
56 changed files with 3943 additions and 1757 deletions

View File

@@ -103,6 +103,8 @@ class Navigation : public Spatial {
return Vector3(p_point.x,p_point.y,p_point.z)*cell_size;
}
void _navmesh_link(int p_id);
void _navmesh_unlink(int p_id);
@@ -110,18 +112,23 @@ class Navigation : public Spatial {
Map<int,NavMesh> navmesh_map;
int last_id;
Vector3 up;
protected:
static void _bind_methods();
public:
void set_up_vector(const Vector3& p_up);
Vector3 get_up_vector() const;
//API should be as dynamic as possible
int navmesh_create(const Ref<NavigationMesh>& p_mesh,const Transform& p_xform);
void navmesh_set_transform(int p_id, const Transform& p_xform);
void navmesh_remove(int p_id);
Vector<Vector3> get_simple_path(const Vector3& p_start, const Vector3& p_end);
Vector<Vector3> get_simple_path(const Vector3& p_start, const Vector3& p_end,bool p_optimize=true);
Vector3 get_closest_point_to_segment(const Vector3& p_from,const Vector3& p_to);
Vector3 get_closest_point(const Vector3& p_point);
Vector3 get_closest_point_normal(const Vector3& p_point);