/**************************************************************************/ /* navigation_obstacle_3d.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "navigation_obstacle_3d.h" #include "core/math/geometry_2d.h" #include "scene/3d/collision_shape_3d.h" #include "scene/3d/physics_body_3d.h" #include "servers/navigation_server_3d.h" void NavigationObstacle3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_rid"), &NavigationObstacle3D::get_rid); ClassDB::bind_method(D_METHOD("set_avoidance_enabled", "enabled"), &NavigationObstacle3D::set_avoidance_enabled); ClassDB::bind_method(D_METHOD("get_avoidance_enabled"), &NavigationObstacle3D::get_avoidance_enabled); ClassDB::bind_method(D_METHOD("set_navigation_map", "navigation_map"), &NavigationObstacle3D::set_navigation_map); ClassDB::bind_method(D_METHOD("get_navigation_map"), &NavigationObstacle3D::get_navigation_map); ClassDB::bind_method(D_METHOD("set_radius", "radius"), &NavigationObstacle3D::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &NavigationObstacle3D::get_radius); ClassDB::bind_method(D_METHOD("set_height", "height"), &NavigationObstacle3D::set_height); ClassDB::bind_method(D_METHOD("get_height"), &NavigationObstacle3D::get_height); ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &NavigationObstacle3D::set_velocity); ClassDB::bind_method(D_METHOD("get_velocity"), &NavigationObstacle3D::get_velocity); ClassDB::bind_method(D_METHOD("set_vertices", "vertices"), &NavigationObstacle3D::set_vertices); ClassDB::bind_method(D_METHOD("get_vertices"), &NavigationObstacle3D::get_vertices); ClassDB::bind_method(D_METHOD("set_avoidance_layers", "layers"), &NavigationObstacle3D::set_avoidance_layers); ClassDB::bind_method(D_METHOD("get_avoidance_layers"), &NavigationObstacle3D::get_avoidance_layers); ClassDB::bind_method(D_METHOD("set_avoidance_layer_value", "layer_number", "value"), &NavigationObstacle3D::set_avoidance_layer_value); ClassDB::bind_method(D_METHOD("get_avoidance_layer_value", "layer_number"), &NavigationObstacle3D::get_avoidance_layer_value); ClassDB::bind_method(D_METHOD("set_use_3d_avoidance", "enabled"), &NavigationObstacle3D::set_use_3d_avoidance); ClassDB::bind_method(D_METHOD("get_use_3d_avoidance"), &NavigationObstacle3D::get_use_3d_avoidance); ADD_GROUP("Avoidance", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "avoidance_enabled"), "set_avoidance_enabled", "get_avoidance_enabled"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.0,100,0.01,suffix:m"), "set_radius", "get_radius"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.0,100,0.01,suffix:m"), "set_height", "get_height"); ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR3_ARRAY, "vertices"), "set_vertices", "get_vertices"); ADD_PROPERTY(PropertyInfo(Variant::INT, "avoidance_layers", PROPERTY_HINT_LAYERS_AVOIDANCE), "set_avoidance_layers", "get_avoidance_layers"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_3d_avoidance"), "set_use_3d_avoidance", "get_use_3d_avoidance"); } void NavigationObstacle3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_POST_ENTER_TREE: { if (map_override.is_valid()) { _update_map(map_override); } else if (is_inside_tree()) { _update_map(get_world_3d()->get_navigation_map()); } else { _update_map(RID()); } previous_transform = get_global_transform(); // need to trigger map controlled agent assignment somehow for the fake_agent since obstacles use no callback like regular agents NavigationServer3D::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled); _update_position(get_global_transform().origin); set_physics_process_internal(true); #ifdef DEBUG_ENABLED if ((NavigationServer3D::get_singleton()->get_debug_avoidance_enabled()) && (NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_radius())) { _update_fake_agent_radius_debug(); _update_static_obstacle_debug(); } #endif // DEBUG_ENABLED } break; case NOTIFICATION_EXIT_TREE: { set_physics_process_internal(false); _update_map(RID()); #ifdef DEBUG_ENABLED if (fake_agent_radius_debug_instance.is_valid()) { RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, false); } if (static_obstacle_debug_instance.is_valid()) { RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false); } #endif // DEBUG_ENABLED } break; case NOTIFICATION_PAUSED: { if (!can_process()) { map_before_pause = map_current; _update_map(RID()); } else if (can_process() && !(map_before_pause == RID())) { _update_map(map_before_pause); map_before_pause = RID(); } NavigationServer3D::get_singleton()->obstacle_set_paused(obstacle, !can_process()); } break; case NOTIFICATION_UNPAUSED: { if (!can_process()) { map_before_pause = map_current; _update_map(RID()); } else if (can_process() && !(map_before_pause == RID())) { _update_map(map_before_pause); map_before_pause = RID(); } NavigationServer3D::get_singleton()->obstacle_set_paused(obstacle, !can_process()); } break; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { if (is_inside_tree()) { _update_position(get_global_transform().origin); if (velocity_submitted) { velocity_submitted = false; // only update if there is a noticeable change, else the rvo agent preferred velocity stays the same if (!previous_velocity.is_equal_approx(velocity)) { NavigationServer3D::get_singleton()->obstacle_set_velocity(obstacle, velocity); } previous_velocity = velocity; } #ifdef DEBUG_ENABLED if (fake_agent_radius_debug_instance.is_valid() && radius > 0.0) { Transform3D debug_transform; debug_transform.origin = get_global_position(); RS::get_singleton()->instance_set_transform(fake_agent_radius_debug_instance, debug_transform); } if (static_obstacle_debug_instance.is_valid() && get_vertices().size() > 0) { Transform3D debug_transform; debug_transform.origin = get_global_position(); RS::get_singleton()->instance_set_transform(static_obstacle_debug_instance, debug_transform); } #endif // DEBUG_ENABLED } } break; } } NavigationObstacle3D::NavigationObstacle3D() { obstacle = NavigationServer3D::get_singleton()->obstacle_create(); NavigationServer3D::get_singleton()->obstacle_set_height(obstacle, height); NavigationServer3D::get_singleton()->obstacle_set_radius(obstacle, radius); NavigationServer3D::get_singleton()->obstacle_set_vertices(obstacle, vertices); NavigationServer3D::get_singleton()->obstacle_set_avoidance_layers(obstacle, avoidance_layers); NavigationServer3D::get_singleton()->obstacle_set_use_3d_avoidance(obstacle, use_3d_avoidance); NavigationServer3D::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled); #ifdef DEBUG_ENABLED NavigationServer3D::get_singleton()->connect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_fake_agent_radius_debug)); NavigationServer3D::get_singleton()->connect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_static_obstacle_debug)); _update_fake_agent_radius_debug(); _update_static_obstacle_debug(); #endif // DEBUG_ENABLED } NavigationObstacle3D::~NavigationObstacle3D() { ERR_FAIL_NULL(NavigationServer3D::get_singleton()); NavigationServer3D::get_singleton()->free(obstacle); obstacle = RID(); #ifdef DEBUG_ENABLED NavigationServer3D::get_singleton()->disconnect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_fake_agent_radius_debug)); NavigationServer3D::get_singleton()->disconnect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_static_obstacle_debug)); if (fake_agent_radius_debug_instance.is_valid()) { RenderingServer::get_singleton()->free(fake_agent_radius_debug_instance); } if (fake_agent_radius_debug_mesh.is_valid()) { RenderingServer::get_singleton()->free(fake_agent_radius_debug_mesh->get_rid()); } if (static_obstacle_debug_instance.is_valid()) { RenderingServer::get_singleton()->free(static_obstacle_debug_instance); } if (static_obstacle_debug_mesh.is_valid()) { RenderingServer::get_singleton()->free(static_obstacle_debug_mesh->get_rid()); } #endif // DEBUG_ENABLED } void NavigationObstacle3D::set_vertices(const Vector &p_vertices) { vertices = p_vertices; NavigationServer3D::get_singleton()->obstacle_set_vertices(obstacle, vertices); #ifdef DEBUG_ENABLED _update_static_obstacle_debug(); #endif // DEBUG_ENABLED } void NavigationObstacle3D::set_navigation_map(RID p_navigation_map) { if (map_override == p_navigation_map) { return; } map_override = p_navigation_map; _update_map(map_override); } RID NavigationObstacle3D::get_navigation_map() const { if (map_override.is_valid()) { return map_override; } else if (is_inside_tree()) { return get_world_3d()->get_navigation_map(); } return RID(); } void NavigationObstacle3D::set_radius(real_t p_radius) { ERR_FAIL_COND_MSG(p_radius < 0.0, "Radius must be positive."); if (Math::is_equal_approx(radius, p_radius)) { return; } radius = p_radius; NavigationServer3D::get_singleton()->obstacle_set_radius(obstacle, radius); #ifdef DEBUG_ENABLED _update_fake_agent_radius_debug(); #endif // DEBUG_ENABLED } void NavigationObstacle3D::set_height(real_t p_height) { ERR_FAIL_COND_MSG(p_height < 0.0, "Height must be positive."); if (Math::is_equal_approx(height, p_height)) { return; } height = p_height; NavigationServer3D::get_singleton()->obstacle_set_height(obstacle, height); #ifdef DEBUG_ENABLED _update_static_obstacle_debug(); #endif // DEBUG_ENABLED } void NavigationObstacle3D::set_avoidance_layers(uint32_t p_layers) { avoidance_layers = p_layers; NavigationServer3D::get_singleton()->obstacle_set_avoidance_layers(obstacle, avoidance_layers); } uint32_t NavigationObstacle3D::get_avoidance_layers() const { return avoidance_layers; } void NavigationObstacle3D::set_avoidance_layer_value(int p_layer_number, bool p_value) { ERR_FAIL_COND_MSG(p_layer_number < 1, "Avoidance layer number must be between 1 and 32 inclusive."); ERR_FAIL_COND_MSG(p_layer_number > 32, "Avoidance layer number must be between 1 and 32 inclusive."); uint32_t avoidance_layers_new = get_avoidance_layers(); if (p_value) { avoidance_layers_new |= 1 << (p_layer_number - 1); } else { avoidance_layers_new &= ~(1 << (p_layer_number - 1)); } set_avoidance_layers(avoidance_layers_new); } bool NavigationObstacle3D::get_avoidance_layer_value(int p_layer_number) const { ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Avoidance layer number must be between 1 and 32 inclusive."); ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Avoidance layer number must be between 1 and 32 inclusive."); return get_avoidance_layers() & (1 << (p_layer_number - 1)); } void NavigationObstacle3D::set_avoidance_enabled(bool p_enabled) { if (avoidance_enabled == p_enabled) { return; } avoidance_enabled = p_enabled; NavigationServer3D::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled); } bool NavigationObstacle3D::get_avoidance_enabled() const { return avoidance_enabled; } void NavigationObstacle3D::set_use_3d_avoidance(bool p_use_3d_avoidance) { use_3d_avoidance = p_use_3d_avoidance; _update_use_3d_avoidance(use_3d_avoidance); notify_property_list_changed(); } void NavigationObstacle3D::set_velocity(const Vector3 p_velocity) { velocity = p_velocity; velocity_submitted = true; } void NavigationObstacle3D::_update_map(RID p_map) { NavigationServer3D::get_singleton()->obstacle_set_map(obstacle, p_map); map_current = p_map; } void NavigationObstacle3D::_update_position(const Vector3 p_position) { NavigationServer3D::get_singleton()->obstacle_set_position(obstacle, p_position); } void NavigationObstacle3D::_update_use_3d_avoidance(bool p_use_3d_avoidance) { NavigationServer3D::get_singleton()->obstacle_set_use_3d_avoidance(obstacle, use_3d_avoidance); _update_map(map_current); } #ifdef DEBUG_ENABLED void NavigationObstacle3D::_update_fake_agent_radius_debug() { bool is_debug_enabled = false; if (Engine::get_singleton()->is_editor_hint()) { is_debug_enabled = true; } else if (NavigationServer3D::get_singleton()->get_debug_enabled() && NavigationServer3D::get_singleton()->get_debug_avoidance_enabled() && NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_radius()) { is_debug_enabled = true; } if (is_debug_enabled == false) { if (fake_agent_radius_debug_instance.is_valid()) { RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, false); } return; } if (!fake_agent_radius_debug_instance.is_valid()) { fake_agent_radius_debug_instance = RenderingServer::get_singleton()->instance_create(); } if (!fake_agent_radius_debug_mesh.is_valid()) { fake_agent_radius_debug_mesh = Ref(memnew(ArrayMesh)); } fake_agent_radius_debug_mesh->clear_surfaces(); Vector face_vertex_array; Vector face_indices_array; int i, j, prevrow, thisrow, point; float x, y, z; int rings = 16; int radial_segments = 32; point = 0; thisrow = 0; prevrow = 0; for (j = 0; j <= (rings + 1); j++) { float v = j; float w; v /= (rings + 1); w = sin(Math_PI * v); y = (radius)*cos(Math_PI * v); for (i = 0; i <= radial_segments; i++) { float u = i; u /= radial_segments; x = sin(u * Math_TAU); z = cos(u * Math_TAU); Vector3 p = Vector3(x * radius * w, y, z * radius * w); face_vertex_array.push_back(p); point++; if (i > 0 && j > 0) { face_indices_array.push_back(prevrow + i - 1); face_indices_array.push_back(prevrow + i); face_indices_array.push_back(thisrow + i - 1); face_indices_array.push_back(prevrow + i); face_indices_array.push_back(thisrow + i); face_indices_array.push_back(thisrow + i - 1); }; }; prevrow = thisrow; thisrow = point; }; Array face_mesh_array; face_mesh_array.resize(Mesh::ARRAY_MAX); face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array; face_mesh_array[Mesh::ARRAY_INDEX] = face_indices_array; fake_agent_radius_debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, face_mesh_array); Ref face_material = NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_obstacles_radius_material(); fake_agent_radius_debug_mesh->surface_set_material(0, face_material); RS::get_singleton()->instance_set_base(fake_agent_radius_debug_instance, fake_agent_radius_debug_mesh->get_rid()); if (is_inside_tree()) { RS::get_singleton()->instance_set_scenario(fake_agent_radius_debug_instance, get_world_3d()->get_scenario()); RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, is_visible_in_tree()); } } #endif // DEBUG_ENABLED #ifdef DEBUG_ENABLED void NavigationObstacle3D::_update_static_obstacle_debug() { bool is_debug_enabled = false; if (Engine::get_singleton()->is_editor_hint()) { is_debug_enabled = true; } else if (NavigationServer3D::get_singleton()->get_debug_enabled() && NavigationServer3D::get_singleton()->get_debug_avoidance_enabled() && NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_static()) { is_debug_enabled = true; } if (is_debug_enabled == false) { if (static_obstacle_debug_instance.is_valid()) { RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false); } return; } if (vertices.size() < 3) { if (static_obstacle_debug_instance.is_valid()) { RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false); } return; } if (!static_obstacle_debug_instance.is_valid()) { static_obstacle_debug_instance = RenderingServer::get_singleton()->instance_create(); } if (!static_obstacle_debug_mesh.is_valid()) { static_obstacle_debug_mesh = Ref(memnew(ArrayMesh)); } static_obstacle_debug_mesh->clear_surfaces(); Vector polygon_2d_vertices; polygon_2d_vertices.resize(vertices.size()); Vector2 *polygon_2d_vertices_ptr = polygon_2d_vertices.ptrw(); for (int i = 0; i < vertices.size(); ++i) { Vector3 obstacle_vertex = vertices[i]; Vector2 obstacle_vertex_2d = Vector2(obstacle_vertex.x, obstacle_vertex.z); polygon_2d_vertices_ptr[i] = obstacle_vertex_2d; } Vector triangulated_polygon_2d_indices = Geometry2D::triangulate_polygon(polygon_2d_vertices); if (triangulated_polygon_2d_indices.is_empty()) { // failed triangulation return; } bool obstacle_pushes_inward = Geometry2D::is_polygon_clockwise(polygon_2d_vertices); Vector face_vertex_array; Vector face_indices_array; face_vertex_array.resize(polygon_2d_vertices.size()); face_indices_array.resize(triangulated_polygon_2d_indices.size()); Vector3 *face_vertex_array_ptr = face_vertex_array.ptrw(); int *face_indices_array_ptr = face_indices_array.ptrw(); for (int i = 0; i < triangulated_polygon_2d_indices.size(); ++i) { int vertex_index = triangulated_polygon_2d_indices[i]; const Vector2 &vertex_2d = polygon_2d_vertices[vertex_index]; Vector3 vertex_3d = Vector3(vertex_2d.x, 0.0, vertex_2d.y); face_vertex_array_ptr[vertex_index] = vertex_3d; face_indices_array_ptr[i] = vertex_index; } Array face_mesh_array; face_mesh_array.resize(Mesh::ARRAY_MAX); face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array; face_mesh_array[Mesh::ARRAY_INDEX] = face_indices_array; static_obstacle_debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, face_mesh_array); Vector edge_vertex_array; for (int i = 0; i < polygon_2d_vertices.size(); ++i) { int from_index = i - 1; int to_index = i; if (i == 0) { from_index = polygon_2d_vertices.size() - 1; } const Vector2 &vertex_2d_from = polygon_2d_vertices[from_index]; const Vector2 &vertex_2d_to = polygon_2d_vertices[to_index]; Vector3 vertex_3d_ground_from = Vector3(vertex_2d_from.x, 0.0, vertex_2d_from.y); Vector3 vertex_3d_ground_to = Vector3(vertex_2d_to.x, 0.0, vertex_2d_to.y); edge_vertex_array.push_back(vertex_3d_ground_from); edge_vertex_array.push_back(vertex_3d_ground_to); Vector3 vertex_3d_height_from = Vector3(vertex_2d_from.x, height, vertex_2d_from.y); Vector3 vertex_3d_height_to = Vector3(vertex_2d_to.x, height, vertex_2d_to.y); edge_vertex_array.push_back(vertex_3d_height_from); edge_vertex_array.push_back(vertex_3d_height_to); edge_vertex_array.push_back(vertex_3d_ground_from); edge_vertex_array.push_back(vertex_3d_height_from); } Array edge_mesh_array; edge_mesh_array.resize(Mesh::ARRAY_MAX); edge_mesh_array[Mesh::ARRAY_VERTEX] = edge_vertex_array; static_obstacle_debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, edge_mesh_array); Ref face_material; Ref edge_material; if (obstacle_pushes_inward) { face_material = NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushin_face_material(); edge_material = NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushin_edge_material(); } else { face_material = NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushout_face_material(); edge_material = NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushout_edge_material(); } static_obstacle_debug_mesh->surface_set_material(0, face_material); static_obstacle_debug_mesh->surface_set_material(1, edge_material); RS::get_singleton()->instance_set_base(static_obstacle_debug_instance, static_obstacle_debug_mesh->get_rid()); if (is_inside_tree()) { RS::get_singleton()->instance_set_scenario(static_obstacle_debug_instance, get_world_3d()->get_scenario()); RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, is_visible_in_tree()); } } #endif // DEBUG_ENABLED