09bc9eb101
Change the entire navigation system. Remove editor prefix from nav mesh generator class. It is now used for baking at runtime as well. Navigation supports obstacle avoidance now with the RVO2 library. Nav system will also automatically link all nav meshes together to form one overall complete nav map.
196 lines
7.4 KiB
C++
196 lines
7.4 KiB
C++
/*************************************************************************/
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/* navigation_obstacle_2d.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "navigation_obstacle_2d.h"
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#include "scene/2d/collision_shape_2d.h"
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#include "scene/2d/navigation_2d.h"
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#include "scene/2d/physics_body_2d.h"
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#include "servers/navigation_2d_server.h"
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void NavigationObstacle2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_navigation", "navigation"), &NavigationObstacle2D::set_navigation_node);
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ClassDB::bind_method(D_METHOD("get_navigation"), &NavigationObstacle2D::get_navigation_node);
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ClassDB::bind_method(D_METHOD("set_estimate_radius", "estimate_radius"), &NavigationObstacle2D::set_estimate_radius);
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ClassDB::bind_method(D_METHOD("is_radius_estimated"), &NavigationObstacle2D::is_radius_estimated);
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ClassDB::bind_method(D_METHOD("set_radius", "radius"), &NavigationObstacle2D::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"), &NavigationObstacle2D::get_radius);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "estimate_radius"), "set_estimate_radius", "is_radius_estimated");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.01,500,0.01"), "set_radius", "get_radius");
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}
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void NavigationObstacle2D::_validate_property(PropertyInfo &p_property) const {
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if (p_property.name == "radius") {
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if (estimate_radius) {
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p_property.usage = PROPERTY_USAGE_NOEDITOR;
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}
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}
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}
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void NavigationObstacle2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_READY: {
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initialize_agent();
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parent_node2d = Object::cast_to<Node2D>(get_parent());
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// Search the navigation node and set it
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{
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Navigation2D *nav = nullptr;
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Node *p = get_parent();
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while (p != nullptr) {
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nav = Object::cast_to<Navigation2D>(p);
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if (nav != nullptr) {
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p = nullptr;
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} else {
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p = p->get_parent();
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}
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}
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set_navigation(nav);
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}
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set_physics_process_internal(true);
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} break;
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case NOTIFICATION_EXIT_TREE: {
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set_navigation(nullptr);
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set_physics_process_internal(false);
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request_ready(); // required to solve an issue with losing the navigation
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} break;
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case NOTIFICATION_PARENTED: {
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parent_node2d = Object::cast_to<Node2D>(get_parent());
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reevaluate_agent_radius();
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}
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case NOTIFICATION_UNPARENTED: {
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parent_node2d = nullptr;
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}
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (parent_node2d) {
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Navigation2DServer::get_singleton()->agent_set_position(agent, parent_node2d->get_global_transform().get_origin());
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}
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} break;
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}
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}
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NavigationObstacle2D::NavigationObstacle2D() :
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navigation(nullptr),
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agent(RID()) {
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agent = Navigation2DServer::get_singleton()->agent_create();
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}
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NavigationObstacle2D::~NavigationObstacle2D() {
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Navigation2DServer::get_singleton()->free(agent);
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agent = RID(); // Pointless
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}
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void NavigationObstacle2D::set_navigation(Navigation2D *p_nav) {
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if (navigation == p_nav) {
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return; // Pointless
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}
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navigation = p_nav;
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Navigation2DServer::get_singleton()->agent_set_map(agent, navigation == nullptr ? RID() : navigation->get_rid());
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}
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void NavigationObstacle2D::set_navigation_node(Node *p_nav) {
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Navigation2D *nav = Object::cast_to<Navigation2D>(p_nav);
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ERR_FAIL_COND(nav == nullptr);
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set_navigation(nav);
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}
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Node *NavigationObstacle2D::get_navigation_node() const {
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return Object::cast_to<Node>(navigation);
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}
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String NavigationObstacle2D::get_configuration_warning() const {
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if (!Object::cast_to<Node2D>(get_parent())) {
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return TTR("The NavigationObstacle2D only serves to provide collision avoidance to a Node2D object.");
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}
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return String();
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}
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void NavigationObstacle2D::initialize_agent() {
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Navigation2DServer::get_singleton()->agent_set_neighbor_dist(agent, 0.0);
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Navigation2DServer::get_singleton()->agent_set_max_neighbors(agent, 0);
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Navigation2DServer::get_singleton()->agent_set_time_horizon(agent, 0.0);
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Navigation2DServer::get_singleton()->agent_set_max_speed(agent, 0.0);
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}
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void NavigationObstacle2D::reevaluate_agent_radius() {
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if (!estimate_agent_radius()) {
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Navigation2DServer::get_singleton()->agent_set_radius(agent, radius);
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} else if (parent_node2d) {
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Navigation2DServer::get_singleton()->agent_set_radius(agent, estimate_agent_radius());
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}
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}
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real_t NavigationObstacle2D::estimate_agent_radius() const {
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if (parent_node2d) {
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// Estimate the radius of this physics body
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real_t radius = 0.0;
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for (int i(0); i < parent_node2d->get_child_count(); i++) {
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// For each collision shape
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CollisionShape2D *cs = Object::cast_to<CollisionShape2D>(parent_node2d->get_child(i));
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if (cs) {
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// Take the distance between the Body center to the shape center
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real_t r = cs->get_transform().get_origin().length();
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if (cs->get_shape().is_valid()) {
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// and add the enclosing shape radius
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r += cs->get_shape()->get_enclosing_radius();
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}
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Size2 s = cs->get_global_transform().get_scale();
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r *= MAX(s.x, s.y);
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// Takes the biggest radius
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radius = MAX(radius, r);
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}
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}
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Vector2 s = parent_node2d->get_global_transform().get_scale();
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radius *= MAX(s.x, s.y);
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if (radius > 0.0) {
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return radius;
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}
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}
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return 1.0; // Never a 0 radius
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}
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void NavigationObstacle2D::set_estimate_radius(bool p_estimate_radius) {
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estimate_radius = p_estimate_radius;
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_change_notify();
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reevaluate_agent_radius();
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}
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void NavigationObstacle2D::set_radius(real_t p_radius) {
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ERR_FAIL_COND_MSG(p_radius <= 0.0, "Radius must be greater than 0.");
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radius = p_radius;
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reevaluate_agent_radius();
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}
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