navigation.cpp 19 KB

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  1. /*************************************************************************/
  2. /* navigation.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "navigation.h"
  31. void Navigation::_navmesh_link(int p_id) {
  32. ERR_FAIL_COND(!navmesh_map.has(p_id));
  33. NavMesh &nm = navmesh_map[p_id];
  34. ERR_FAIL_COND(nm.linked);
  35. PoolVector<Vector3> vertices = nm.navmesh->get_vertices();
  36. int len = vertices.size();
  37. if (len == 0)
  38. return;
  39. PoolVector<Vector3>::Read r = vertices.read();
  40. for (int i = 0; i < nm.navmesh->get_polygon_count(); i++) {
  41. //build
  42. List<Polygon>::Element *P = nm.polygons.push_back(Polygon());
  43. Polygon &p = P->get();
  44. p.owner = &nm;
  45. Vector<int> poly = nm.navmesh->get_polygon(i);
  46. int plen = poly.size();
  47. const int *indices = poly.ptr();
  48. bool valid = true;
  49. p.edges.resize(plen);
  50. Vector3 center;
  51. float sum = 0;
  52. for (int j = 0; j < plen; j++) {
  53. int idx = indices[j];
  54. if (idx < 0 || idx >= len) {
  55. valid = false;
  56. break;
  57. }
  58. Polygon::Edge e;
  59. Vector3 ep = nm.xform.xform(r[idx]);
  60. center += ep;
  61. e.point = _get_point(ep);
  62. p.edges[j] = e;
  63. if (j >= 2) {
  64. Vector3 epa = nm.xform.xform(r[indices[j - 2]]);
  65. Vector3 epb = nm.xform.xform(r[indices[j - 1]]);
  66. sum += up.dot((epb - epa).cross(ep - epa));
  67. }
  68. }
  69. p.clockwise = sum > 0;
  70. if (!valid) {
  71. nm.polygons.pop_back();
  72. ERR_CONTINUE(!valid);
  73. continue;
  74. }
  75. p.center = center;
  76. if (plen != 0) {
  77. p.center /= plen;
  78. }
  79. //connect
  80. for (int j = 0; j < plen; j++) {
  81. int next = (j + 1) % plen;
  82. EdgeKey ek(p.edges[j].point, p.edges[next].point);
  83. Map<EdgeKey, Connection>::Element *C = connections.find(ek);
  84. if (!C) {
  85. Connection c;
  86. c.A = &p;
  87. c.A_edge = j;
  88. c.B = NULL;
  89. c.B_edge = -1;
  90. connections[ek] = c;
  91. } else {
  92. if (C->get().B != NULL) {
  93. ConnectionPending pending;
  94. pending.polygon = &p;
  95. pending.edge = j;
  96. p.edges[j].P = C->get().pending.push_back(pending);
  97. continue;
  98. //print_line(String()+_get_vertex(ek.a)+" -> "+_get_vertex(ek.b));
  99. }
  100. //ERR_CONTINUE(C->get().B!=NULL); //wut
  101. C->get().B = &p;
  102. C->get().B_edge = j;
  103. C->get().A->edges[C->get().A_edge].C = &p;
  104. C->get().A->edges[C->get().A_edge].C_edge = j;
  105. p.edges[j].C = C->get().A;
  106. p.edges[j].C_edge = C->get().A_edge;
  107. //connection successful.
  108. }
  109. }
  110. }
  111. nm.linked = true;
  112. }
  113. void Navigation::_navmesh_unlink(int p_id) {
  114. ERR_FAIL_COND(!navmesh_map.has(p_id));
  115. NavMesh &nm = navmesh_map[p_id];
  116. ERR_FAIL_COND(!nm.linked);
  117. for (List<Polygon>::Element *E = nm.polygons.front(); E; E = E->next()) {
  118. Polygon &p = E->get();
  119. int ec = p.edges.size();
  120. Polygon::Edge *edges = p.edges.ptr();
  121. for (int i = 0; i < ec; i++) {
  122. int next = (i + 1) % ec;
  123. EdgeKey ek(edges[i].point, edges[next].point);
  124. Map<EdgeKey, Connection>::Element *C = connections.find(ek);
  125. ERR_CONTINUE(!C);
  126. if (edges[i].P) {
  127. C->get().pending.erase(edges[i].P);
  128. edges[i].P = NULL;
  129. } else if (C->get().B) {
  130. //disconnect
  131. C->get().B->edges[C->get().B_edge].C = NULL;
  132. C->get().B->edges[C->get().B_edge].C_edge = -1;
  133. C->get().A->edges[C->get().A_edge].C = NULL;
  134. C->get().A->edges[C->get().A_edge].C_edge = -1;
  135. if (C->get().A == &E->get()) {
  136. C->get().A = C->get().B;
  137. C->get().A_edge = C->get().B_edge;
  138. }
  139. C->get().B = NULL;
  140. C->get().B_edge = -1;
  141. if (C->get().pending.size()) {
  142. //reconnect if something is pending
  143. ConnectionPending cp = C->get().pending.front()->get();
  144. C->get().pending.pop_front();
  145. C->get().B = cp.polygon;
  146. C->get().B_edge = cp.edge;
  147. C->get().A->edges[C->get().A_edge].C = cp.polygon;
  148. C->get().A->edges[C->get().A_edge].C_edge = cp.edge;
  149. cp.polygon->edges[cp.edge].C = C->get().A;
  150. cp.polygon->edges[cp.edge].C_edge = C->get().A_edge;
  151. cp.polygon->edges[cp.edge].P = NULL;
  152. }
  153. } else {
  154. connections.erase(C);
  155. //erase
  156. }
  157. }
  158. }
  159. nm.polygons.clear();
  160. nm.linked = false;
  161. }
  162. int Navigation::navmesh_create(const Ref<NavigationMesh> &p_mesh, const Transform &p_xform, Object *p_owner) {
  163. int id = last_id++;
  164. NavMesh nm;
  165. nm.linked = false;
  166. nm.navmesh = p_mesh;
  167. nm.xform = p_xform;
  168. nm.owner = p_owner;
  169. navmesh_map[id] = nm;
  170. _navmesh_link(id);
  171. return id;
  172. }
  173. void Navigation::navmesh_set_transform(int p_id, const Transform &p_xform) {
  174. ERR_FAIL_COND(!navmesh_map.has(p_id));
  175. NavMesh &nm = navmesh_map[p_id];
  176. if (nm.xform == p_xform)
  177. return; //bleh
  178. _navmesh_unlink(p_id);
  179. nm.xform = p_xform;
  180. _navmesh_link(p_id);
  181. }
  182. void Navigation::navmesh_remove(int p_id) {
  183. ERR_FAIL_COND(!navmesh_map.has(p_id));
  184. _navmesh_unlink(p_id);
  185. navmesh_map.erase(p_id);
  186. }
  187. void Navigation::_clip_path(Vector<Vector3> &path, Polygon *from_poly, const Vector3 &p_to_point, Polygon *p_to_poly) {
  188. Vector3 from = path[path.size() - 1];
  189. if (from.distance_to(p_to_point) < CMP_EPSILON)
  190. return;
  191. Plane cut_plane;
  192. cut_plane.normal = (from - p_to_point).cross(up);
  193. if (cut_plane.normal == Vector3())
  194. return;
  195. cut_plane.normal.normalize();
  196. cut_plane.d = cut_plane.normal.dot(from);
  197. while (from_poly != p_to_poly) {
  198. int pe = from_poly->prev_edge;
  199. Vector3 a = _get_vertex(from_poly->edges[pe].point);
  200. Vector3 b = _get_vertex(from_poly->edges[(pe + 1) % from_poly->edges.size()].point);
  201. from_poly = from_poly->edges[pe].C;
  202. ERR_FAIL_COND(!from_poly);
  203. if (a.distance_to(b) > CMP_EPSILON) {
  204. Vector3 inters;
  205. if (cut_plane.intersects_segment(a, b, &inters)) {
  206. if (inters.distance_to(p_to_point) > CMP_EPSILON && inters.distance_to(path[path.size() - 1]) > CMP_EPSILON) {
  207. path.push_back(inters);
  208. }
  209. }
  210. }
  211. }
  212. }
  213. Vector<Vector3> Navigation::get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize) {
  214. Polygon *begin_poly = NULL;
  215. Polygon *end_poly = NULL;
  216. Vector3 begin_point;
  217. Vector3 end_point;
  218. float begin_d = 1e20;
  219. float end_d = 1e20;
  220. for (Map<int, NavMesh>::Element *E = navmesh_map.front(); E; E = E->next()) {
  221. if (!E->get().linked)
  222. continue;
  223. for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
  224. Polygon &p = F->get();
  225. for (int i = 2; i < p.edges.size(); i++) {
  226. Face3 f(_get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point));
  227. Vector3 spoint = f.get_closest_point_to(p_start);
  228. float dpoint = spoint.distance_to(p_start);
  229. if (dpoint < begin_d) {
  230. begin_d = dpoint;
  231. begin_poly = &p;
  232. begin_point = spoint;
  233. }
  234. spoint = f.get_closest_point_to(p_end);
  235. dpoint = spoint.distance_to(p_end);
  236. if (dpoint < end_d) {
  237. end_d = dpoint;
  238. end_poly = &p;
  239. end_point = spoint;
  240. }
  241. }
  242. p.prev_edge = -1;
  243. }
  244. }
  245. if (!begin_poly || !end_poly) {
  246. //print_line("No Path Path");
  247. return Vector<Vector3>(); //no path
  248. }
  249. if (begin_poly == end_poly) {
  250. Vector<Vector3> path;
  251. path.resize(2);
  252. path[0] = begin_point;
  253. path[1] = end_point;
  254. //print_line("Direct Path");
  255. return path;
  256. }
  257. bool found_route = false;
  258. List<Polygon *> open_list;
  259. for (int i = 0; i < begin_poly->edges.size(); i++) {
  260. if (begin_poly->edges[i].C) {
  261. begin_poly->edges[i].C->prev_edge = begin_poly->edges[i].C_edge;
  262. begin_poly->edges[i].C->distance = begin_poly->center.distance_to(begin_poly->edges[i].C->center);
  263. open_list.push_back(begin_poly->edges[i].C);
  264. if (begin_poly->edges[i].C == end_poly) {
  265. found_route = true;
  266. }
  267. }
  268. }
  269. while (!found_route) {
  270. if (open_list.size() == 0) {
  271. //print_line("NOU OPEN LIST");
  272. break;
  273. }
  274. //check open list
  275. List<Polygon *>::Element *least_cost_poly = NULL;
  276. float least_cost = 1e30;
  277. //this could be faster (cache previous results)
  278. for (List<Polygon *>::Element *E = open_list.front(); E; E = E->next()) {
  279. Polygon *p = E->get();
  280. float cost = p->distance;
  281. cost += p->center.distance_to(end_point);
  282. if (cost < least_cost) {
  283. least_cost_poly = E;
  284. least_cost = cost;
  285. }
  286. }
  287. Polygon *p = least_cost_poly->get();
  288. //open the neighbours for search
  289. for (int i = 0; i < p->edges.size(); i++) {
  290. Polygon::Edge &e = p->edges[i];
  291. if (!e.C)
  292. continue;
  293. float distance = p->center.distance_to(e.C->center) + p->distance;
  294. if (e.C->prev_edge != -1) {
  295. //oh this was visited already, can we win the cost?
  296. if (e.C->distance > distance) {
  297. e.C->prev_edge = e.C_edge;
  298. e.C->distance = distance;
  299. }
  300. } else {
  301. //add to open neighbours
  302. e.C->prev_edge = e.C_edge;
  303. e.C->distance = distance;
  304. open_list.push_back(e.C);
  305. if (e.C == end_poly) {
  306. //oh my reached end! stop algorithm
  307. found_route = true;
  308. break;
  309. }
  310. }
  311. }
  312. if (found_route)
  313. break;
  314. open_list.erase(least_cost_poly);
  315. }
  316. if (found_route) {
  317. Vector<Vector3> path;
  318. if (p_optimize) {
  319. //string pulling
  320. Polygon *apex_poly = end_poly;
  321. Vector3 apex_point = end_point;
  322. Vector3 portal_left = apex_point;
  323. Vector3 portal_right = apex_point;
  324. Polygon *left_poly = end_poly;
  325. Polygon *right_poly = end_poly;
  326. Polygon *p = end_poly;
  327. path.push_back(end_point);
  328. while (p) {
  329. Vector3 left;
  330. Vector3 right;
  331. #define CLOCK_TANGENT(m_a, m_b, m_c) (((m_a) - (m_c)).cross((m_a) - (m_b)))
  332. if (p == begin_poly) {
  333. left = begin_point;
  334. right = begin_point;
  335. } else {
  336. int prev = p->prev_edge;
  337. int prev_n = (p->prev_edge + 1) % p->edges.size();
  338. left = _get_vertex(p->edges[prev].point);
  339. right = _get_vertex(p->edges[prev_n].point);
  340. //if (CLOCK_TANGENT(apex_point,left,(left+right)*0.5).dot(up) < 0){
  341. if (p->clockwise) {
  342. SWAP(left, right);
  343. }
  344. }
  345. bool skip = false;
  346. if (CLOCK_TANGENT(apex_point, portal_left, left).dot(up) >= 0) {
  347. //process
  348. if (portal_left == apex_point || CLOCK_TANGENT(apex_point, left, portal_right).dot(up) > 0) {
  349. left_poly = p;
  350. portal_left = left;
  351. } else {
  352. _clip_path(path, apex_poly, portal_right, right_poly);
  353. apex_point = portal_right;
  354. p = right_poly;
  355. left_poly = p;
  356. apex_poly = p;
  357. portal_left = apex_point;
  358. portal_right = apex_point;
  359. path.push_back(apex_point);
  360. skip = true;
  361. }
  362. }
  363. if (!skip && CLOCK_TANGENT(apex_point, portal_right, right).dot(up) <= 0) {
  364. //process
  365. if (portal_right == apex_point || CLOCK_TANGENT(apex_point, right, portal_left).dot(up) < 0) {
  366. right_poly = p;
  367. portal_right = right;
  368. } else {
  369. _clip_path(path, apex_poly, portal_left, left_poly);
  370. apex_point = portal_left;
  371. p = left_poly;
  372. right_poly = p;
  373. apex_poly = p;
  374. portal_right = apex_point;
  375. portal_left = apex_point;
  376. path.push_back(apex_point);
  377. }
  378. }
  379. if (p != begin_poly)
  380. p = p->edges[p->prev_edge].C;
  381. else
  382. p = NULL;
  383. }
  384. if (path[path.size() - 1] != begin_point)
  385. path.push_back(begin_point);
  386. path.invert();
  387. } else {
  388. //midpoints
  389. Polygon *p = end_poly;
  390. path.push_back(end_point);
  391. while (true) {
  392. int prev = p->prev_edge;
  393. int prev_n = (p->prev_edge + 1) % p->edges.size();
  394. Vector3 point = (_get_vertex(p->edges[prev].point) + _get_vertex(p->edges[prev_n].point)) * 0.5;
  395. path.push_back(point);
  396. p = p->edges[prev].C;
  397. if (p == begin_poly)
  398. break;
  399. }
  400. path.push_back(begin_point);
  401. path.invert();
  402. }
  403. return path;
  404. }
  405. return Vector<Vector3>();
  406. }
  407. Vector3 Navigation::get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision) {
  408. bool use_collision = p_use_collision;
  409. Vector3 closest_point;
  410. float closest_point_d = 1e20;
  411. NavMesh *closest_navmesh = NULL;
  412. for (Map<int, NavMesh>::Element *E = navmesh_map.front(); E; E = E->next()) {
  413. if (!E->get().linked)
  414. continue;
  415. for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
  416. Polygon &p = F->get();
  417. for (int i = 2; i < p.edges.size(); i++) {
  418. Face3 f(_get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point));
  419. Vector3 inters;
  420. if (f.intersects_segment(p_from, p_to, &inters)) {
  421. if (!use_collision) {
  422. closest_point = inters;
  423. use_collision = true;
  424. closest_point_d = p_from.distance_to(inters);
  425. closest_navmesh = p.owner;
  426. } else if (closest_point_d > inters.distance_to(p_from)) {
  427. closest_point = inters;
  428. closest_point_d = p_from.distance_to(inters);
  429. closest_navmesh = p.owner;
  430. }
  431. }
  432. }
  433. if (!use_collision) {
  434. for (int i = 0; i < p.edges.size(); i++) {
  435. Vector3 a, b;
  436. Geometry::get_closest_points_between_segments(p_from, p_to, _get_vertex(p.edges[i].point), _get_vertex(p.edges[(i + 1) % p.edges.size()].point), a, b);
  437. float d = a.distance_to(b);
  438. if (d < closest_point_d) {
  439. closest_point_d = d;
  440. closest_point = b;
  441. closest_navmesh = p.owner;
  442. }
  443. }
  444. }
  445. }
  446. }
  447. if (closest_navmesh && closest_navmesh->owner) {
  448. //print_line("navmesh is: "+Object::cast_to<Node>(closest_navmesh->owner)->get_name());
  449. }
  450. return closest_point;
  451. }
  452. Vector3 Navigation::get_closest_point(const Vector3 &p_point) {
  453. Vector3 closest_point;
  454. float closest_point_d = 1e20;
  455. for (Map<int, NavMesh>::Element *E = navmesh_map.front(); E; E = E->next()) {
  456. if (!E->get().linked)
  457. continue;
  458. for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
  459. Polygon &p = F->get();
  460. for (int i = 2; i < p.edges.size(); i++) {
  461. Face3 f(_get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point));
  462. Vector3 inters = f.get_closest_point_to(p_point);
  463. float d = inters.distance_to(p_point);
  464. if (d < closest_point_d) {
  465. closest_point = inters;
  466. closest_point_d = d;
  467. }
  468. }
  469. }
  470. }
  471. return closest_point;
  472. }
  473. Vector3 Navigation::get_closest_point_normal(const Vector3 &p_point) {
  474. Vector3 closest_point;
  475. Vector3 closest_normal;
  476. float closest_point_d = 1e20;
  477. for (Map<int, NavMesh>::Element *E = navmesh_map.front(); E; E = E->next()) {
  478. if (!E->get().linked)
  479. continue;
  480. for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
  481. Polygon &p = F->get();
  482. for (int i = 2; i < p.edges.size(); i++) {
  483. Face3 f(_get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point));
  484. Vector3 inters = f.get_closest_point_to(p_point);
  485. float d = inters.distance_to(p_point);
  486. if (d < closest_point_d) {
  487. closest_point = inters;
  488. closest_point_d = d;
  489. closest_normal = f.get_plane().normal;
  490. }
  491. }
  492. }
  493. }
  494. return closest_normal;
  495. }
  496. Object *Navigation::get_closest_point_owner(const Vector3 &p_point) {
  497. Vector3 closest_point;
  498. Object *owner = NULL;
  499. float closest_point_d = 1e20;
  500. for (Map<int, NavMesh>::Element *E = navmesh_map.front(); E; E = E->next()) {
  501. if (!E->get().linked)
  502. continue;
  503. for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
  504. Polygon &p = F->get();
  505. for (int i = 2; i < p.edges.size(); i++) {
  506. Face3 f(_get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point));
  507. Vector3 inters = f.get_closest_point_to(p_point);
  508. float d = inters.distance_to(p_point);
  509. if (d < closest_point_d) {
  510. closest_point = inters;
  511. closest_point_d = d;
  512. owner = E->get().owner;
  513. }
  514. }
  515. }
  516. }
  517. return owner;
  518. }
  519. void Navigation::set_up_vector(const Vector3 &p_up) {
  520. up = p_up;
  521. }
  522. Vector3 Navigation::get_up_vector() const {
  523. return up;
  524. }
  525. void Navigation::_bind_methods() {
  526. ClassDB::bind_method(D_METHOD("navmesh_create", "mesh", "xform", "owner"), &Navigation::navmesh_create, DEFVAL(Variant()));
  527. ClassDB::bind_method(D_METHOD("navmesh_set_transform", "id", "xform"), &Navigation::navmesh_set_transform);
  528. ClassDB::bind_method(D_METHOD("navmesh_remove", "id"), &Navigation::navmesh_remove);
  529. ClassDB::bind_method(D_METHOD("get_simple_path", "start", "end", "optimize"), &Navigation::get_simple_path, DEFVAL(true));
  530. ClassDB::bind_method(D_METHOD("get_closest_point_to_segment", "start", "end", "use_collision"), &Navigation::get_closest_point_to_segment, DEFVAL(false));
  531. ClassDB::bind_method(D_METHOD("get_closest_point", "to_point"), &Navigation::get_closest_point);
  532. ClassDB::bind_method(D_METHOD("get_closest_point_normal", "to_point"), &Navigation::get_closest_point_normal);
  533. ClassDB::bind_method(D_METHOD("get_closest_point_owner", "to_point"), &Navigation::get_closest_point_owner);
  534. ClassDB::bind_method(D_METHOD("set_up_vector", "up"), &Navigation::set_up_vector);
  535. ClassDB::bind_method(D_METHOD("get_up_vector"), &Navigation::get_up_vector);
  536. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_vector"), "set_up_vector", "get_up_vector");
  537. }
  538. Navigation::Navigation() {
  539. ERR_FAIL_COND(sizeof(Point) != 8);
  540. cell_size = 0.01; //one centimeter
  541. last_id = 1;
  542. up = Vector3(0, 1, 0);
  543. }