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8686e84b44
Adds multi-threaded NavMesh baking to NavigationServer.
524 lines
24 KiB
C++
524 lines
24 KiB
C++
/**************************************************************************/
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/* navigation_server_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef NAVIGATION_SERVER_3D_H
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#define NAVIGATION_SERVER_3D_H
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#include "core/object/class_db.h"
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#include "core/templates/rid.h"
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#include "scene/resources/navigation_mesh.h"
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#include "scene/resources/navigation_mesh_source_geometry_data_3d.h"
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#include "servers/navigation/navigation_path_query_parameters_3d.h"
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#include "servers/navigation/navigation_path_query_result_3d.h"
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/// This server uses the concept of internal mutability.
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/// All the constant functions can be called in multithread because internally
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/// the server takes care to schedule the functions access.
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///
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/// Note: All the `set` functions are commands executed during the `sync` phase,
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/// don't expect that a change is immediately propagated.
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class NavigationServer3D : public Object {
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GDCLASS(NavigationServer3D, Object);
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static NavigationServer3D *singleton;
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protected:
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static void _bind_methods();
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public:
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/// Thread safe, can be used across many threads.
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static NavigationServer3D *get_singleton();
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virtual TypedArray<RID> get_maps() const = 0;
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/// Create a new map.
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virtual RID map_create() = 0;
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/// Set map active.
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virtual void map_set_active(RID p_map, bool p_active) = 0;
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/// Returns true if the map is active.
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virtual bool map_is_active(RID p_map) const = 0;
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/// Set the map UP direction.
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virtual void map_set_up(RID p_map, Vector3 p_up) = 0;
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/// Returns the map UP direction.
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virtual Vector3 map_get_up(RID p_map) const = 0;
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/// Set the map cell size used to weld the navigation mesh polygons.
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virtual void map_set_cell_size(RID p_map, real_t p_cell_size) = 0;
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/// Returns the map cell size.
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virtual real_t map_get_cell_size(RID p_map) const = 0;
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virtual void map_set_cell_height(RID p_map, real_t p_height) = 0;
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virtual real_t map_get_cell_height(RID p_map) const = 0;
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virtual void map_set_use_edge_connections(RID p_map, bool p_enabled) = 0;
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virtual bool map_get_use_edge_connections(RID p_map) const = 0;
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/// Set the map edge connection margin used to weld the compatible region edges.
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virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) = 0;
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/// Returns the edge connection margin of this map.
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virtual real_t map_get_edge_connection_margin(RID p_map) const = 0;
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/// Set the map link connection radius used to attach links to the nav mesh.
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virtual void map_set_link_connection_radius(RID p_map, real_t p_connection_radius) = 0;
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/// Returns the link connection radius of this map.
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virtual real_t map_get_link_connection_radius(RID p_map) const = 0;
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/// Returns the navigation path to reach the destination from the origin.
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virtual Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers = 1) const = 0;
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virtual Vector3 map_get_closest_point_to_segment(RID p_map, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision = false) const = 0;
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virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const = 0;
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virtual Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const = 0;
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virtual RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const = 0;
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virtual TypedArray<RID> map_get_links(RID p_map) const = 0;
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virtual TypedArray<RID> map_get_regions(RID p_map) const = 0;
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virtual TypedArray<RID> map_get_agents(RID p_map) const = 0;
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virtual TypedArray<RID> map_get_obstacles(RID p_map) const = 0;
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virtual void map_force_update(RID p_map) = 0;
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/// Creates a new region.
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virtual RID region_create() = 0;
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virtual void region_set_enabled(RID p_region, bool p_enabled) = 0;
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virtual bool region_get_enabled(RID p_region) const = 0;
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virtual void region_set_use_edge_connections(RID p_region, bool p_enabled) = 0;
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virtual bool region_get_use_edge_connections(RID p_region) const = 0;
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/// Set the enter_cost of a region
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virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) = 0;
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virtual real_t region_get_enter_cost(RID p_region) const = 0;
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/// Set the travel_cost of a region
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virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) = 0;
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virtual real_t region_get_travel_cost(RID p_region) const = 0;
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/// Set the node which manages this region.
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virtual void region_set_owner_id(RID p_region, ObjectID p_owner_id) = 0;
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virtual ObjectID region_get_owner_id(RID p_region) const = 0;
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virtual bool region_owns_point(RID p_region, const Vector3 &p_point) const = 0;
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/// Set the map of this region.
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virtual void region_set_map(RID p_region, RID p_map) = 0;
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virtual RID region_get_map(RID p_region) const = 0;
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/// Set the region's layers
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virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) = 0;
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virtual uint32_t region_get_navigation_layers(RID p_region) const = 0;
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/// Set the global transformation of this region.
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virtual void region_set_transform(RID p_region, Transform3D p_transform) = 0;
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/// Set the navigation mesh of this region.
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virtual void region_set_navigation_mesh(RID p_region, Ref<NavigationMesh> p_navigation_mesh) = 0;
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#ifndef DISABLE_DEPRECATED
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/// Bake the navigation mesh.
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virtual void region_bake_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh, Node *p_root_node) = 0;
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#endif // DISABLE_DEPRECATED
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/// Get a list of a region's connection to other regions.
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virtual int region_get_connections_count(RID p_region) const = 0;
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virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const = 0;
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virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const = 0;
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/// Creates a new link between positions in the nav map.
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virtual RID link_create() = 0;
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/// Set the map of this link.
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virtual void link_set_map(RID p_link, RID p_map) = 0;
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virtual RID link_get_map(RID p_link) const = 0;
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virtual void link_set_enabled(RID p_link, bool p_enabled) = 0;
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virtual bool link_get_enabled(RID p_link) const = 0;
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/// Set whether this link travels in both directions.
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virtual void link_set_bidirectional(RID p_link, bool p_bidirectional) = 0;
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virtual bool link_is_bidirectional(RID p_link) const = 0;
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/// Set the link's layers.
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virtual void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers) = 0;
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virtual uint32_t link_get_navigation_layers(RID p_link) const = 0;
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/// Set the start position of the link.
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virtual void link_set_start_position(RID p_link, Vector3 p_position) = 0;
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virtual Vector3 link_get_start_position(RID p_link) const = 0;
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/// Set the end position of the link.
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virtual void link_set_end_position(RID p_link, Vector3 p_position) = 0;
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virtual Vector3 link_get_end_position(RID p_link) const = 0;
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/// Set the enter cost of the link.
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virtual void link_set_enter_cost(RID p_link, real_t p_enter_cost) = 0;
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virtual real_t link_get_enter_cost(RID p_link) const = 0;
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/// Set the travel cost of the link.
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virtual void link_set_travel_cost(RID p_link, real_t p_travel_cost) = 0;
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virtual real_t link_get_travel_cost(RID p_link) const = 0;
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/// Set the node which manages this link.
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virtual void link_set_owner_id(RID p_link, ObjectID p_owner_id) = 0;
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virtual ObjectID link_get_owner_id(RID p_link) const = 0;
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/// Creates the agent.
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virtual RID agent_create() = 0;
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/// Put the agent in the map.
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virtual void agent_set_map(RID p_agent, RID p_map) = 0;
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virtual RID agent_get_map(RID p_agent) const = 0;
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virtual void agent_set_paused(RID p_agent, bool p_paused) = 0;
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virtual bool agent_get_paused(RID p_agent) const = 0;
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virtual void agent_set_avoidance_enabled(RID p_agent, bool p_enabled) = 0;
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virtual bool agent_get_avoidance_enabled(RID p_agent) const = 0;
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virtual void agent_set_use_3d_avoidance(RID p_agent, bool p_enabled) = 0;
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virtual bool agent_get_use_3d_avoidance(RID p_agent) const = 0;
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/// The maximum distance (center point to
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/// center point) to other agents this agent
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/// takes into account in the navigation. The
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/// larger this number, the longer the running
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/// time of the simulation. If the number is too
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/// low, the simulation will not be safe.
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/// Must be non-negative.
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virtual void agent_set_neighbor_distance(RID p_agent, real_t p_distance) = 0;
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/// The maximum number of other agents this
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/// agent takes into account in the navigation.
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/// The larger this number, the longer the
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/// running time of the simulation. If the
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/// number is too low, the simulation will not
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/// be safe.
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virtual void agent_set_max_neighbors(RID p_agent, int p_count) = 0;
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// Sets the minimum amount of time in seconds that an agent's
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// must be able to stay on the calculated velocity while still avoiding collisions with agent's
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// if this value is set to high an agent will often fall back to using a very low velocity just to be safe
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virtual void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) = 0;
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/// Sets the minimum amount of time in seconds that an agent's
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// must be able to stay on the calculated velocity while still avoiding collisions with obstacle's
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// if this value is set to high an agent will often fall back to using a very low velocity just to be safe
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virtual void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) = 0;
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/// The radius of this agent.
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/// Must be non-negative.
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virtual void agent_set_radius(RID p_agent, real_t p_radius) = 0;
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virtual void agent_set_height(RID p_agent, real_t p_height) = 0;
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/// The maximum speed of this agent.
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/// Must be non-negative.
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virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) = 0;
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/// forces and agent velocity change in the avoidance simulation, adds simulation instability if done recklessly
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virtual void agent_set_velocity_forced(RID p_agent, Vector3 p_velocity) = 0;
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/// The wanted velocity for the agent as a "suggestion" to the avoidance simulation.
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/// The simulation will try to fulfill this velocity wish if possible but may change the velocity depending on other agent's and obstacles'.
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virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) = 0;
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/// Position of the agent in world space.
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virtual void agent_set_position(RID p_agent, Vector3 p_position) = 0;
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/// Returns true if the map got changed the previous frame.
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virtual bool agent_is_map_changed(RID p_agent) const = 0;
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/// Callback called at the end of the RVO process
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virtual void agent_set_avoidance_callback(RID p_agent, Callable p_callback) = 0;
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virtual void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) = 0;
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virtual void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) = 0;
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virtual void agent_set_avoidance_priority(RID p_agent, real_t p_priority) = 0;
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/// Creates the obstacle.
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virtual RID obstacle_create() = 0;
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virtual void obstacle_set_map(RID p_obstacle, RID p_map) = 0;
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virtual RID obstacle_get_map(RID p_obstacle) const = 0;
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virtual void obstacle_set_paused(RID p_obstacle, bool p_paused) = 0;
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virtual bool obstacle_get_paused(RID p_obstacle) const = 0;
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virtual void obstacle_set_avoidance_enabled(RID p_obstacle, bool p_enabled) = 0;
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virtual bool obstacle_get_avoidance_enabled(RID p_obstacle) const = 0;
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virtual void obstacle_set_use_3d_avoidance(RID p_obstacle, bool p_enabled) = 0;
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virtual bool obstacle_get_use_3d_avoidance(RID p_obstacle) const = 0;
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virtual void obstacle_set_radius(RID p_obstacle, real_t p_radius) = 0;
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virtual void obstacle_set_height(RID p_obstacle, real_t p_height) = 0;
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virtual void obstacle_set_velocity(RID p_obstacle, Vector3 p_velocity) = 0;
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virtual void obstacle_set_position(RID p_obstacle, Vector3 p_position) = 0;
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virtual void obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) = 0;
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virtual void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) = 0;
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/// Destroy the `RID`
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virtual void free(RID p_object) = 0;
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/// Control activation of this server.
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virtual void set_active(bool p_active) = 0;
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/// Process the collision avoidance agents.
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/// The result of this process is needed by the physics server,
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/// so this must be called in the main thread.
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/// Note: This function is not thread safe.
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virtual void process(real_t delta_time) = 0;
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virtual void init() = 0;
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virtual void finish() = 0;
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/// Returns a customized navigation path using a query parameters object
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virtual void query_path(const Ref<NavigationPathQueryParameters3D> &p_query_parameters, Ref<NavigationPathQueryResult3D> p_query_result) const;
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virtual NavigationUtilities::PathQueryResult _query_path(const NavigationUtilities::PathQueryParameters &p_parameters) const = 0;
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virtual void parse_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, Node *p_root_node, const Callable &p_callback = Callable()) = 0;
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virtual void bake_from_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, const Callable &p_callback = Callable()) = 0;
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virtual void bake_from_source_geometry_data_async(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, const Callable &p_callback = Callable()) = 0;
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NavigationServer3D();
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~NavigationServer3D() override;
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enum ProcessInfo {
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INFO_ACTIVE_MAPS,
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INFO_REGION_COUNT,
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INFO_AGENT_COUNT,
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INFO_LINK_COUNT,
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INFO_POLYGON_COUNT,
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INFO_EDGE_COUNT,
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INFO_EDGE_MERGE_COUNT,
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INFO_EDGE_CONNECTION_COUNT,
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INFO_EDGE_FREE_COUNT,
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};
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virtual int get_process_info(ProcessInfo p_info) const = 0;
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void set_debug_enabled(bool p_enabled);
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bool get_debug_enabled() const;
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private:
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bool debug_enabled = false;
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#ifdef DEBUG_ENABLED
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bool debug_dirty = true;
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bool debug_navigation_enabled = false;
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bool navigation_debug_dirty = true;
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void _emit_navigation_debug_changed_signal();
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bool debug_avoidance_enabled = false;
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bool avoidance_debug_dirty = true;
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void _emit_avoidance_debug_changed_signal();
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Color debug_navigation_edge_connection_color = Color(1.0, 0.0, 1.0, 1.0);
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Color debug_navigation_geometry_edge_color = Color(0.5, 1.0, 1.0, 1.0);
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Color debug_navigation_geometry_face_color = Color(0.5, 1.0, 1.0, 0.4);
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Color debug_navigation_geometry_edge_disabled_color = Color(0.5, 0.5, 0.5, 1.0);
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Color debug_navigation_geometry_face_disabled_color = Color(0.5, 0.5, 0.5, 0.4);
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Color debug_navigation_link_connection_color = Color(1.0, 0.5, 1.0, 1.0);
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Color debug_navigation_link_connection_disabled_color = Color(0.5, 0.5, 0.5, 1.0);
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Color debug_navigation_agent_path_color = Color(1.0, 0.0, 0.0, 1.0);
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real_t debug_navigation_agent_path_point_size = 4.0;
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Color debug_navigation_avoidance_agents_radius_color = Color(1.0, 1.0, 0.0, 0.25);
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Color debug_navigation_avoidance_obstacles_radius_color = Color(1.0, 0.5, 0.0, 0.25);
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Color debug_navigation_avoidance_static_obstacle_pushin_face_color = Color(1.0, 0.0, 0.0, 0.0);
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Color debug_navigation_avoidance_static_obstacle_pushout_face_color = Color(1.0, 1.0, 0.0, 0.5);
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Color debug_navigation_avoidance_static_obstacle_pushin_edge_color = Color(1.0, 0.0, 0.0, 1.0);
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Color debug_navigation_avoidance_static_obstacle_pushout_edge_color = Color(1.0, 1.0, 0.0, 1.0);
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bool debug_navigation_enable_edge_connections = true;
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bool debug_navigation_enable_edge_connections_xray = true;
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bool debug_navigation_enable_edge_lines = true;
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bool debug_navigation_enable_edge_lines_xray = true;
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bool debug_navigation_enable_geometry_face_random_color = true;
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bool debug_navigation_enable_link_connections = true;
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bool debug_navigation_enable_link_connections_xray = true;
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bool debug_navigation_enable_agent_paths = true;
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bool debug_navigation_enable_agent_paths_xray = true;
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bool debug_navigation_avoidance_enable_agents_radius = true;
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bool debug_navigation_avoidance_enable_obstacles_radius = true;
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bool debug_navigation_avoidance_enable_obstacles_static = true;
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Ref<StandardMaterial3D> debug_navigation_geometry_edge_material;
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Ref<StandardMaterial3D> debug_navigation_geometry_face_material;
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Ref<StandardMaterial3D> debug_navigation_geometry_edge_disabled_material;
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Ref<StandardMaterial3D> debug_navigation_geometry_face_disabled_material;
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Ref<StandardMaterial3D> debug_navigation_edge_connections_material;
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Ref<StandardMaterial3D> debug_navigation_link_connections_material;
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Ref<StandardMaterial3D> debug_navigation_link_connections_disabled_material;
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Ref<StandardMaterial3D> debug_navigation_avoidance_agents_radius_material;
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Ref<StandardMaterial3D> debug_navigation_avoidance_obstacles_radius_material;
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Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushin_face_material;
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Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushout_face_material;
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Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushin_edge_material;
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Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushout_edge_material;
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Ref<StandardMaterial3D> debug_navigation_agent_path_line_material;
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Ref<StandardMaterial3D> debug_navigation_agent_path_point_material;
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public:
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void set_debug_navigation_enabled(bool p_enabled);
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bool get_debug_navigation_enabled() const;
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void set_debug_avoidance_enabled(bool p_enabled);
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bool get_debug_avoidance_enabled() const;
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void set_debug_navigation_edge_connection_color(const Color &p_color);
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Color get_debug_navigation_edge_connection_color() const;
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void set_debug_navigation_geometry_edge_color(const Color &p_color);
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Color get_debug_navigation_geometry_edge_color() const;
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void set_debug_navigation_geometry_face_color(const Color &p_color);
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Color get_debug_navigation_geometry_face_color() const;
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void set_debug_navigation_geometry_edge_disabled_color(const Color &p_color);
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Color get_debug_navigation_geometry_edge_disabled_color() const;
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void set_debug_navigation_geometry_face_disabled_color(const Color &p_color);
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Color get_debug_navigation_geometry_face_disabled_color() const;
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void set_debug_navigation_link_connection_color(const Color &p_color);
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Color get_debug_navigation_link_connection_color() const;
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void set_debug_navigation_link_connection_disabled_color(const Color &p_color);
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Color get_debug_navigation_link_connection_disabled_color() const;
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void set_debug_navigation_agent_path_color(const Color &p_color);
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Color get_debug_navigation_agent_path_color() const;
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void set_debug_navigation_avoidance_agents_radius_color(const Color &p_color);
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Color get_debug_navigation_avoidance_agents_radius_color() const;
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void set_debug_navigation_avoidance_obstacles_radius_color(const Color &p_color);
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Color get_debug_navigation_avoidance_obstacles_radius_color() const;
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void set_debug_navigation_avoidance_static_obstacle_pushin_face_color(const Color &p_color);
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Color get_debug_navigation_avoidance_static_obstacle_pushin_face_color() const;
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void set_debug_navigation_avoidance_static_obstacle_pushout_face_color(const Color &p_color);
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Color get_debug_navigation_avoidance_static_obstacle_pushout_face_color() const;
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void set_debug_navigation_avoidance_static_obstacle_pushin_edge_color(const Color &p_color);
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Color get_debug_navigation_avoidance_static_obstacle_pushin_edge_color() const;
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void set_debug_navigation_avoidance_static_obstacle_pushout_edge_color(const Color &p_color);
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Color get_debug_navigation_avoidance_static_obstacle_pushout_edge_color() const;
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void set_debug_navigation_enable_edge_connections(const bool p_value);
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bool get_debug_navigation_enable_edge_connections() const;
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void set_debug_navigation_enable_edge_connections_xray(const bool p_value);
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bool get_debug_navigation_enable_edge_connections_xray() const;
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void set_debug_navigation_enable_edge_lines(const bool p_value);
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bool get_debug_navigation_enable_edge_lines() const;
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void set_debug_navigation_enable_edge_lines_xray(const bool p_value);
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bool get_debug_navigation_enable_edge_lines_xray() const;
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void set_debug_navigation_enable_geometry_face_random_color(const bool p_value);
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bool get_debug_navigation_enable_geometry_face_random_color() const;
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void set_debug_navigation_enable_link_connections(const bool p_value);
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bool get_debug_navigation_enable_link_connections() const;
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void set_debug_navigation_enable_link_connections_xray(const bool p_value);
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bool get_debug_navigation_enable_link_connections_xray() const;
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void set_debug_navigation_enable_agent_paths(const bool p_value);
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bool get_debug_navigation_enable_agent_paths() const;
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void set_debug_navigation_enable_agent_paths_xray(const bool p_value);
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bool get_debug_navigation_enable_agent_paths_xray() const;
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void set_debug_navigation_agent_path_point_size(real_t p_point_size);
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real_t get_debug_navigation_agent_path_point_size() const;
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void set_debug_navigation_avoidance_enable_agents_radius(const bool p_value);
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bool get_debug_navigation_avoidance_enable_agents_radius() const;
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void set_debug_navigation_avoidance_enable_obstacles_radius(const bool p_value);
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bool get_debug_navigation_avoidance_enable_obstacles_radius() const;
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void set_debug_navigation_avoidance_enable_obstacles_static(const bool p_value);
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bool get_debug_navigation_avoidance_enable_obstacles_static() const;
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Ref<StandardMaterial3D> get_debug_navigation_geometry_face_material();
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Ref<StandardMaterial3D> get_debug_navigation_geometry_edge_material();
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Ref<StandardMaterial3D> get_debug_navigation_geometry_face_disabled_material();
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Ref<StandardMaterial3D> get_debug_navigation_geometry_edge_disabled_material();
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Ref<StandardMaterial3D> get_debug_navigation_edge_connections_material();
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Ref<StandardMaterial3D> get_debug_navigation_link_connections_material();
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Ref<StandardMaterial3D> get_debug_navigation_link_connections_disabled_material();
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Ref<StandardMaterial3D> get_debug_navigation_agent_path_line_material();
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Ref<StandardMaterial3D> get_debug_navigation_agent_path_point_material();
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Ref<StandardMaterial3D> get_debug_navigation_avoidance_agents_radius_material();
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Ref<StandardMaterial3D> get_debug_navigation_avoidance_obstacles_radius_material();
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Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushin_face_material();
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Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushout_face_material();
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Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushin_edge_material();
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Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushout_edge_material();
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#endif // DEBUG_ENABLED
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};
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typedef NavigationServer3D *(*NavigationServer3DCallback)();
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/// Manager used for the server singleton registration
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class NavigationServer3DManager {
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static NavigationServer3DCallback create_callback;
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public:
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static void set_default_server(NavigationServer3DCallback p_callback);
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static NavigationServer3D *new_default_server();
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};
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VARIANT_ENUM_CAST(NavigationServer3D::ProcessInfo);
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#endif // NAVIGATION_SERVER_3D_H
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