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Utility functions for NavigationServer2D/3D to find missing RID information when working with Server API directly. e.g. from map to regions and agents, from agent or region to map, from region to map and agents and so on .... Requirement to work with NavigationServer API exklusive without SceneTree nodes and when juggling agents and regions between multiple navigation maps.
210 lines
8.9 KiB
C++
210 lines
8.9 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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/3d/navigation_region_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 const NavigationServer3D *get_singleton();
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/// MUST be used in single thread!
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static NavigationServer3D *get_singleton_mut();
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/// Create a new map.
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virtual RID map_create() const = 0;
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/// Set map active.
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virtual void map_set_active(RID p_map, bool p_active) const = 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) const = 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) const = 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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/// 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) const = 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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/// 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_navigable_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 Array map_get_regions(RID p_map) const = 0;
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virtual Array map_get_agents(RID p_map) const = 0;
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/// Creates a new region.
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virtual RID region_create() 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) const = 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_layers(RID p_region, uint32_t p_layers) const = 0;
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virtual uint32_t region_get_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) const = 0;
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/// Set the navigation mesh of this region.
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virtual void region_set_navmesh(RID p_region, Ref<NavigationMesh> p_nav_mesh) const = 0;
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/// Bake the navigation mesh.
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virtual void region_bake_navmesh(Ref<NavigationMesh> r_mesh, Node *p_node) const = 0;
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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 the agent.
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virtual RID agent_create() const = 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) const = 0;
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virtual RID agent_get_map(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_dist(RID p_agent, real_t p_dist) const = 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) const = 0;
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/// The minimal amount of time for which this
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/// agent's velocities that are computed by the
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/// simulation are safe with respect to other
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/// agents. The larger this number, the sooner
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/// this agent will respond to the presence of
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/// other agents, but the less freedom this
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/// agent has in choosing its velocities.
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/// Must be positive.
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virtual void agent_set_time_horizon(RID p_agent, real_t p_time) const = 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) const = 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) const = 0;
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/// Current velocity of the agent
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virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) const = 0;
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/// The new target velocity.
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virtual void agent_set_target_velocity(RID p_agent, Vector3 p_velocity) const = 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) const = 0;
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/// Agent ignore the Y axis and avoid collisions by moving only on the horizontal plane
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virtual void agent_set_ignore_y(RID p_agent, bool p_ignore) const = 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_callback(RID p_agent, Object *p_receiver, StringName p_method, Variant p_udata = Variant()) const = 0;
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/// Destroy the `RID`
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virtual void free(RID p_object) const = 0;
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/// Control activation of this server.
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virtual void set_active(bool p_active) const = 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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NavigationServer3D();
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virtual ~NavigationServer3D();
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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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#endif // NAVIGATION_SERVER_3D_H
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