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/*************************************************************************/
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/* navigation_obstacle_3d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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# include "navigation_obstacle_3d.h"
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# include "scene/3d/collision_shape_3d.h"
# include "scene/3d/physics_body_3d.h"
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# include "servers/navigation_server_3d.h"
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void NavigationObstacle3D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " get_rid " ) , & NavigationObstacle3D : : get_rid ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_estimate_radius " , " estimate_radius " ) , & NavigationObstacle3D : : set_estimate_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " is_radius_estimated " ) , & NavigationObstacle3D : : is_radius_estimated ) ;
ClassDB : : bind_method ( D_METHOD ( " set_radius " , " radius " ) , & NavigationObstacle3D : : set_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " get_radius " ) , & NavigationObstacle3D : : get_radius ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " estimate_radius " ) , " set_estimate_radius " , " is_radius_estimated " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " radius " , PROPERTY_HINT_RANGE , " 0.01,100,0.01 " ) , " set_radius " , " get_radius " ) ;
}
void NavigationObstacle3D : : _validate_property ( PropertyInfo & p_property ) const {
if ( p_property . name = = " radius " ) {
if ( estimate_radius ) {
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p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
}
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}
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void NavigationObstacle3D : : _notification ( int p_what ) {
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switch ( p_what ) {
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case NOTIFICATION_ENTER_TREE : {
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parent_node3d = Object : : cast_to < Node3D > ( get_parent ( ) ) ;
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reevaluate_agent_radius ( ) ;
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if ( parent_node3d ! = nullptr ) {
// place agent on navigation map first or else the RVO agent callback creation fails silently later
NavigationServer3D : : get_singleton ( ) - > agent_set_map ( get_rid ( ) , parent_node3d - > get_world_3d ( ) - > get_navigation_map ( ) ) ;
}
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set_physics_process_internal ( true ) ;
} break ;
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case NOTIFICATION_EXIT_TREE : {
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parent_node3d = nullptr ;
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set_physics_process_internal ( false ) ;
} break ;
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case NOTIFICATION_PARENTED : {
parent_node3d = Object : : cast_to < Node3D > ( get_parent ( ) ) ;
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reevaluate_agent_radius ( ) ;
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} break ;
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case NOTIFICATION_UNPARENTED : {
parent_node3d = nullptr ;
} break ;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS : {
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if ( parent_node3d & & parent_node3d - > is_inside_tree ( ) ) {
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NavigationServer3D : : get_singleton ( ) - > agent_set_position ( agent , parent_node3d - > get_global_transform ( ) . origin ) ;
PhysicsBody3D * rigid = Object : : cast_to < PhysicsBody3D > ( get_parent ( ) ) ;
if ( rigid ) {
Vector3 v = rigid - > get_linear_velocity ( ) ;
NavigationServer3D : : get_singleton ( ) - > agent_set_velocity ( agent , v ) ;
NavigationServer3D : : get_singleton ( ) - > agent_set_target_velocity ( agent , v ) ;
}
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}
} break ;
}
}
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NavigationObstacle3D : : NavigationObstacle3D ( ) {
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agent = NavigationServer3D : : get_singleton ( ) - > agent_create ( ) ;
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initialize_agent ( ) ;
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}
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NavigationObstacle3D : : ~ NavigationObstacle3D ( ) {
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NavigationServer3D : : get_singleton ( ) - > free ( agent ) ;
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agent = RID ( ) ; // Pointless
}
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TypedArray < String > NavigationObstacle3D : : get_configuration_warnings ( ) const {
TypedArray < String > warnings = Node : : get_configuration_warnings ( ) ;
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if ( ! Object : : cast_to < Node3D > ( get_parent ( ) ) ) {
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warnings . push_back ( RTR ( " The NavigationObstacle3D only serves to provide collision avoidance to a Node3D inheriting parent object. " ) ) ;
}
if ( Object : : cast_to < StaticBody3D > ( get_parent ( ) ) ) {
warnings . push_back ( RTR ( " The NavigationObstacle3D is intended for constantly moving bodies like CharacterBody3D or RigidDynamicBody3D as it creates only an RVO avoidance radius and does not follow scene geometry exactly. "
" \n Not constantly moving or complete static objects should be (re)baked to a NavigationMesh so agents can not only avoid them but also move along those objects outline at high detail " ) ) ;
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}
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return warnings ;
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}
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void NavigationObstacle3D : : initialize_agent ( ) {
NavigationServer3D : : get_singleton ( ) - > agent_set_neighbor_dist ( agent , 0.0 ) ;
NavigationServer3D : : get_singleton ( ) - > agent_set_max_neighbors ( agent , 0 ) ;
NavigationServer3D : : get_singleton ( ) - > agent_set_time_horizon ( agent , 0.0 ) ;
NavigationServer3D : : get_singleton ( ) - > agent_set_max_speed ( agent , 0.0 ) ;
}
void NavigationObstacle3D : : reevaluate_agent_radius ( ) {
if ( ! estimate_radius ) {
NavigationServer3D : : get_singleton ( ) - > agent_set_radius ( agent , radius ) ;
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} else if ( parent_node3d & & parent_node3d - > is_inside_tree ( ) ) {
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NavigationServer3D : : get_singleton ( ) - > agent_set_radius ( agent , estimate_agent_radius ( ) ) ;
}
}
real_t NavigationObstacle3D : : estimate_agent_radius ( ) const {
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if ( parent_node3d & & parent_node3d - > is_inside_tree ( ) ) {
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// Estimate the radius of this physics body
real_t radius = 0.0 ;
for ( int i ( 0 ) ; i < parent_node3d - > get_child_count ( ) ; i + + ) {
// For each collision shape
CollisionShape3D * cs = Object : : cast_to < CollisionShape3D > ( parent_node3d - > get_child ( i ) ) ;
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if ( cs & & cs - > is_inside_tree ( ) ) {
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// Take the distance between the Body center to the shape center
real_t r = cs - > get_transform ( ) . origin . length ( ) ;
if ( cs - > get_shape ( ) . is_valid ( ) ) {
// and add the enclosing shape radius
r + = cs - > get_shape ( ) - > get_enclosing_radius ( ) ;
}
Vector3 s = cs - > get_global_transform ( ) . basis . get_scale ( ) ;
r * = MAX ( s . x , MAX ( s . y , s . z ) ) ;
// Takes the biggest radius
radius = MAX ( radius , r ) ;
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} else if ( cs & & ! cs - > is_inside_tree ( ) ) {
WARN_PRINT ( " A CollisionShape3D of the NavigationObstacle3D parent node was not inside the SceneTree when estimating the obstacle radius. "
" \n Move the NavigationObstacle3D to a child position below any CollisionShape3D node of the parent node so the CollisionShape3D is already inside the SceneTree. " ) ;
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}
}
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Vector3 s = parent_node3d - > get_global_transform ( ) . basis . get_scale ( ) ;
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radius * = MAX ( s . x , MAX ( s . y , s . z ) ) ;
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if ( radius > 0.0 ) {
return radius ;
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}
}
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return 1.0 ; // Never a 0 radius
}
void NavigationObstacle3D : : set_estimate_radius ( bool p_estimate_radius ) {
estimate_radius = p_estimate_radius ;
notify_property_list_changed ( ) ;
reevaluate_agent_radius ( ) ;
}
void NavigationObstacle3D : : set_radius ( real_t p_radius ) {
ERR_FAIL_COND_MSG ( p_radius < = 0.0 , " Radius must be greater than 0. " ) ;
radius = p_radius ;
reevaluate_agent_radius ( ) ;
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}