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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
154 lines
5.5 KiB
C++
154 lines
5.5 KiB
C++
/**************************************************************************/
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/* nav_agent.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 NAV_AGENT_H
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#define NAV_AGENT_H
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#include "nav_agent.h"
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#include "nav_rid.h"
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#include "core/object/class_db.h"
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#include "core/templates/local_vector.h"
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#include <Agent2d.h>
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#include <Agent3d.h>
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class NavMap;
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class NavAgent : public NavRid {
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Vector3 position;
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Vector3 target_position;
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Vector3 velocity;
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Vector3 velocity_forced;
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real_t height = 1.0;
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real_t radius = 1.0;
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real_t max_speed = 1.0;
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real_t time_horizon_agents = 1.0;
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real_t time_horizon_obstacles = 0.0;
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int max_neighbors = 5;
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real_t neighbor_distance = 5.0;
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Vector3 safe_velocity;
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bool clamp_speed = true; // Experimental, clamps velocity to max_speed.
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NavMap *map = nullptr;
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RVO2D::Agent2D rvo_agent_2d;
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RVO3D::Agent3D rvo_agent_3d;
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bool use_3d_avoidance = false;
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bool avoidance_enabled = false;
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uint32_t avoidance_layers = 1;
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uint32_t avoidance_mask = 1;
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real_t avoidance_priority = 1.0;
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Callable avoidance_callback = Callable();
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bool agent_dirty = true;
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uint32_t map_update_id = 0;
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public:
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NavAgent();
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void set_avoidance_enabled(bool p_enabled);
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bool is_avoidance_enabled() { return avoidance_enabled; }
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void set_use_3d_avoidance(bool p_enabled);
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bool get_use_3d_avoidance() { return use_3d_avoidance; }
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void set_map(NavMap *p_map);
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NavMap *get_map() { return map; }
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bool is_map_changed();
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RVO2D::Agent2D *get_rvo_agent_2d() { return &rvo_agent_2d; }
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RVO3D::Agent3D *get_rvo_agent_3d() { return &rvo_agent_3d; }
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void set_avoidance_callback(Callable p_callback);
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bool has_avoidance_callback() const;
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void dispatch_avoidance_callback();
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void set_neighbor_distance(real_t p_neighbor_distance);
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real_t get_neighbor_distance() const { return neighbor_distance; }
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void set_max_neighbors(int p_max_neighbors);
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int get_max_neighbors() const { return max_neighbors; }
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void set_time_horizon_agents(real_t p_time_horizon);
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real_t get_time_horizon_agents() const { return time_horizon_agents; }
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void set_time_horizon_obstacles(real_t p_time_horizon);
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real_t get_time_horizon_obstacles() const { return time_horizon_obstacles; }
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void set_radius(real_t p_radius);
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real_t get_radius() const { return radius; }
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void set_height(real_t p_height);
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real_t get_height() const { return height; }
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void set_max_speed(real_t p_max_speed);
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real_t get_max_speed() const { return max_speed; }
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void set_position(const Vector3 p_position);
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const Vector3 &get_position() const { return position; }
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void set_target_position(const Vector3 p_target_position);
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const Vector3 &get_target_position() const { return target_position; }
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void set_velocity(const Vector3 p_velocity);
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const Vector3 &get_velocity() const { return velocity; }
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void set_velocity_forced(const Vector3 p_velocity);
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const Vector3 &get_velocity_forced() const { return velocity_forced; }
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void set_avoidance_layers(uint32_t p_layers);
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uint32_t get_avoidance_layers() const { return avoidance_layers; };
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void set_avoidance_mask(uint32_t p_mask);
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uint32_t get_avoidance_mask() const { return avoidance_mask; };
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void set_avoidance_priority(real_t p_priority);
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real_t get_avoidance_priority() const { return avoidance_priority; };
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bool check_dirty();
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// Updates this agent with rvo data after the rvo simulation avoidance step.
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void update();
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// RVO debug data from the last frame update.
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const Dictionary get_avoidance_data() const;
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private:
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void _update_rvo_agent_properties();
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};
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#endif // NAV_AGENT_H
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