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- /**************************************************************************/
- /* navigation_server.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef NAVIGATION_SERVER_H
- #define NAVIGATION_SERVER_H
- #include "core/object.h"
- #include "core/rid.h"
- #include "scene/3d/navigation_mesh_instance.h"
- /// This server uses the concept of internal mutability.
- /// All the constant functions can be called in multithread because internally
- /// the server takes care to schedule the functions access.
- ///
- /// Note: All the `set` functions are commands executed during the `sync` phase,
- /// don't expect that a change is immediately propagated.
- class NavigationServer : public Object {
- GDCLASS(NavigationServer, Object);
- static NavigationServer *singleton;
- protected:
- static void _bind_methods();
- public:
- /// Thread safe, can be used across many threads.
- static const NavigationServer *get_singleton();
- /// MUST be used in single thread!
- static NavigationServer *get_singleton_mut();
- virtual Array get_maps() const = 0;
- /// Create a new map.
- virtual RID map_create() const = 0;
- /// Set map active.
- virtual void map_set_active(RID p_map, bool p_active) const = 0;
- /// Returns true if the map is active.
- virtual bool map_is_active(RID p_map) const = 0;
- /// Set the map UP direction.
- virtual void map_set_up(RID p_map, Vector3 p_up) const = 0;
- /// Returns the map UP direction.
- virtual Vector3 map_get_up(RID p_map) const = 0;
- /// Set the map cell size used to weld the navigation mesh polygons.
- virtual void map_set_cell_size(RID p_map, real_t p_cell_size) const = 0;
- /// Returns the map cell size.
- virtual real_t map_get_cell_size(RID p_map) const = 0;
- /// Set the map cell height used to weld the navigation mesh polygons.
- virtual void map_set_cell_height(RID p_map, real_t p_cell_height) const = 0;
- /// Returns the map cell height.
- virtual real_t map_get_cell_height(RID p_map) const = 0;
- /// Set the map edge connection margin used to weld the compatible region edges.
- virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) const = 0;
- /// Returns the edge connection margin of this map.
- virtual real_t map_get_edge_connection_margin(RID p_map) const = 0;
- /// Returns the navigation path to reach the destination from the origin.
- 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;
- 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;
- virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const = 0;
- virtual Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const = 0;
- virtual RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const = 0;
- virtual Array map_get_regions(RID p_map) const = 0;
- virtual Array map_get_agents(RID p_map) const = 0;
- virtual void map_force_update(RID p_map) = 0;
- /// Creates a new region.
- virtual RID region_create() const = 0;
- /// Set the enter_cost of a region
- virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) const = 0;
- virtual real_t region_get_enter_cost(RID p_region) const = 0;
- /// Set the travel_cost of a region
- virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) const = 0;
- virtual real_t region_get_travel_cost(RID p_region) const = 0;
- virtual bool region_owns_point(RID p_region, const Vector3 &p_point) const = 0;
- /// Set the map of this region.
- virtual void region_set_map(RID p_region, RID p_map) const = 0;
- virtual RID region_get_map(RID p_region) const = 0;
- /// Set the region's layers
- virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) const = 0;
- virtual uint32_t region_get_navigation_layers(RID p_region) const = 0;
- /// Set the global transformation of this region.
- virtual void region_set_transform(RID p_region, Transform p_transform) const = 0;
- /// Set the navigation mesh of this region.
- virtual void region_set_navmesh(RID p_region, Ref<NavigationMesh> p_nav_mesh) const = 0;
- /// Bake the navigation mesh.
- virtual void region_bake_navmesh(Ref<NavigationMesh> r_mesh, Node *p_node) const = 0;
- /// Get a list of a region's connection to other regions.
- virtual int region_get_connections_count(RID p_region) const = 0;
- virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const = 0;
- virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const = 0;
- /// Creates the agent.
- virtual RID agent_create() const = 0;
- /// Put the agent in the map.
- virtual void agent_set_map(RID p_agent, RID p_map) const = 0;
- virtual RID agent_get_map(RID p_agent) const = 0;
- /// The maximum distance (center point to
- /// center point) to other agents this agent
- /// takes into account in the navigation. The
- /// larger this number, the longer the running
- /// time of the simulation. If the number is too
- /// low, the simulation will not be safe.
- /// Must be non-negative.
- virtual void agent_set_neighbor_dist(RID p_agent, real_t p_dist) const = 0;
- /// The maximum number of other agents this
- /// agent takes into account in the navigation.
- /// The larger this number, the longer the
- /// running time of the simulation. If the
- /// number is too low, the simulation will not
- /// be safe.
- virtual void agent_set_max_neighbors(RID p_agent, int p_count) const = 0;
- /// The minimal amount of time for which this
- /// agent's velocities that are computed by the
- /// simulation are safe with respect to other
- /// agents. The larger this number, the sooner
- /// this agent will respond to the presence of
- /// other agents, but the less freedom this
- /// agent has in choosing its velocities.
- /// Must be positive.
- virtual void agent_set_time_horizon(RID p_agent, real_t p_time) const = 0;
- /// The radius of this agent.
- /// Must be non-negative.
- virtual void agent_set_radius(RID p_agent, real_t p_radius) const = 0;
- /// The maximum speed of this agent.
- /// Must be non-negative.
- virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) const = 0;
- /// Current velocity of the agent
- virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) const = 0;
- /// The new target velocity.
- virtual void agent_set_target_velocity(RID p_agent, Vector3 p_velocity) const = 0;
- /// Position of the agent in world space.
- virtual void agent_set_position(RID p_agent, Vector3 p_position) const = 0;
- /// Agent ignore the Y axis and avoid collisions by moving only on the horizontal plane
- virtual void agent_set_ignore_y(RID p_agent, bool p_ignore) const = 0;
- /// Returns true if the map got changed the previous frame.
- virtual bool agent_is_map_changed(RID p_agent) const = 0;
- /// Callback called at the end of the RVO process
- virtual void agent_set_callback(RID p_agent, Object *p_receiver, StringName p_method, Variant p_udata = Variant()) const = 0;
- /// Destroy the `RID`
- virtual void free(RID p_object) const = 0;
- /// Control activation of this server.
- virtual void set_active(bool p_active) const = 0;
- /// Process the collision avoidance agents.
- /// The result of this process is needed by the physics server,
- /// so this must be called in the main thread.
- /// Note: This function is not thread safe.
- virtual void process(real_t delta_time) = 0;
- NavigationServer();
- virtual ~NavigationServer();
- };
- typedef NavigationServer *(*NavigationServerCallback)();
- /// Manager used for the server singleton registration
- class NavigationServerManager {
- static NavigationServerCallback create_callback;
- public:
- static void set_default_server(NavigationServerCallback p_callback);
- static NavigationServer *new_default_server();
- };
- #endif // NAVIGATION_SERVER_H
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