67 lines
1.1 KiB
C++
67 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4
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#include "CoreMinimal.h"
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#endif
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#include "UObject/ObjectMacros.h"
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#include "NavigationData.h"
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#include "NavigationGraph.generated.h"
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USTRUCT()
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struct FNavGraphEdge
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{
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GENERATED_USTRUCT_BODY()
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enum {
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EgdeFlagsCount = 7
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};
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struct FNavGraphNode* Start;
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struct FNavGraphNode* End;
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int32 Flags : EgdeFlagsCount;
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uint32 bEnabled : 1;
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FNavGraphEdge()
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: Start(NULL)
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, End(NULL)
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, Flags(0)
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, bEnabled(false)
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{
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}
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};
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USTRUCT()
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struct FNavGraphNode
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{
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GENERATED_USTRUCT_BODY()
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/** Who's this node referring to? This will most commonly point to an actor or a component */
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UPROPERTY()
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TObjectPtr<UObject> Owner;
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enum {
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InitialEdgesCount = 4
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};
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TArray<FNavGraphEdge> Edges;
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// Location to be added here
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// Radius might be needed as well
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FNavGraphNode();
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};
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/** currently abstract since it's not full implemented */
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UCLASS(config=Engine, MinimalAPI, abstract)
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class ANavigationGraph : public ANavigationData
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{
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GENERATED_UCLASS_BODY()
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public:
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};
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