Rework Navigation Avoidance
Rework Navigation Avoidance.
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@ -57,6 +57,7 @@ public:
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TypedArray<RID> map_get_links(RID p_map) const override { return TypedArray<RID>(); }
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TypedArray<RID> map_get_regions(RID p_map) const override { return TypedArray<RID>(); }
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TypedArray<RID> map_get_agents(RID p_map) const override { return TypedArray<RID>(); }
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TypedArray<RID> map_get_obstacles(RID p_map) const override { return TypedArray<RID>(); }
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void map_force_update(RID p_map) override {}
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RID region_create() override { return RID(); }
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void region_set_enter_cost(RID p_region, real_t p_enter_cost) override {}
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@ -96,17 +97,32 @@ public:
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RID agent_create() override { return RID(); }
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void agent_set_map(RID p_agent, RID p_map) override {}
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RID agent_get_map(RID p_agent) const override { return RID(); }
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void agent_set_avoidance_enabled(RID p_agent, bool p_enabled) override {}
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bool agent_get_avoidance_enabled(RID p_agent) const override { return false; }
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void agent_set_use_3d_avoidance(RID p_agent, bool p_enabled) override {}
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bool agent_get_use_3d_avoidance(RID p_agent) const override { return false; }
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void agent_set_neighbor_distance(RID p_agent, real_t p_distance) override {}
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void agent_set_max_neighbors(RID p_agent, int p_count) override {}
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void agent_set_time_horizon(RID p_agent, real_t p_time) override {}
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void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) override {}
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void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) override {}
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void agent_set_radius(RID p_agent, real_t p_radius) override {}
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void agent_set_height(RID p_agent, real_t p_height) override {}
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void agent_set_max_speed(RID p_agent, real_t p_max_speed) override {}
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void agent_set_velocity_forced(RID p_agent, Vector3 p_velocity) override {}
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void agent_set_velocity(RID p_agent, Vector3 p_velocity) override {}
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void agent_set_target_velocity(RID p_agent, Vector3 p_velocity) override {}
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void agent_set_position(RID p_agent, Vector3 p_position) override {}
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void agent_set_ignore_y(RID p_agent, bool p_ignore) override {}
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bool agent_is_map_changed(RID p_agent) const override { return false; }
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void agent_set_callback(RID p_agent, Callable p_callback) override {}
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void agent_set_avoidance_callback(RID p_agent, Callable p_callback) override {}
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void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) override {}
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void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) override {}
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void agent_set_avoidance_priority(RID p_agent, real_t p_priority) override {}
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RID obstacle_create() override { return RID(); }
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void obstacle_set_map(RID p_obstacle, RID p_map) override {}
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RID obstacle_get_map(RID p_obstacle) const override { return RID(); }
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void obstacle_set_height(RID p_obstacle, real_t p_height) override {}
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void obstacle_set_position(RID p_obstacle, Vector3 p_position) override {}
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void obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) override {}
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void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) override {}
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void free(RID p_object) override {}
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void set_active(bool p_active) override {}
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void process(real_t delta_time) override {}
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