8bd7c6188b
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
164 lines
5 KiB
C++
164 lines
5 KiB
C++
/*************************************************************************/
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/* navigation_agent_2d.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef NAVIGATION_AGENT_2D_H
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#define NAVIGATION_AGENT_2D_H
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#include "core/vector.h"
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#include "scene/main/node.h"
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class Node2D;
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class Navigation2D;
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class NavigationAgent2D : public Node {
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GDCLASS(NavigationAgent2D, Node);
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Node2D *agent_parent = nullptr;
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Navigation2D *navigation = nullptr;
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RID agent;
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RID map_before_pause;
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bool avoidance_enabled = false;
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uint32_t navigation_layers = 1;
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real_t target_desired_distance = 1.0;
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real_t radius = 0.0;
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real_t neighbor_dist = 0.0;
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int max_neighbors = 0;
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real_t time_horizon = 0.0;
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real_t max_speed = 0.0;
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real_t path_max_distance = 3.0;
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Vector2 target_location;
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Vector<Vector2> navigation_path;
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int nav_path_index = 0;
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bool velocity_submitted = false;
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Vector2 prev_safe_velocity;
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/// The submitted target velocity
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Vector2 target_velocity;
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bool target_reached = false;
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bool navigation_finished = true;
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// No initialized on purpose
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uint32_t update_frame_id = 0;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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NavigationAgent2D();
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virtual ~NavigationAgent2D();
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void set_navigation(Navigation2D *p_nav);
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const Navigation2D *get_navigation() const {
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return navigation;
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}
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void set_navigation_node(Node *p_nav);
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Node *get_navigation_node() const;
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RID get_rid() const {
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return agent;
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}
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void set_avoidance_enabled(bool p_enabled);
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bool get_avoidance_enabled() const;
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void set_agent_parent(Node *p_agent_parent);
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void set_navigation_layers(uint32_t p_navigation_layers);
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uint32_t get_navigation_layers() const;
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void set_target_desired_distance(real_t p_dd);
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real_t get_target_desired_distance() const {
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return target_desired_distance;
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}
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void set_radius(real_t p_radius);
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real_t get_radius() const {
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return radius;
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}
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void set_neighbor_dist(real_t p_dist);
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real_t get_neighbor_dist() const {
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return neighbor_dist;
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}
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void set_max_neighbors(int p_count);
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int get_max_neighbors() const {
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return max_neighbors;
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}
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void set_time_horizon(real_t p_time);
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real_t get_time_horizon() const {
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return time_horizon;
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}
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void set_max_speed(real_t p_max_speed);
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real_t get_max_speed() const {
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return max_speed;
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}
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void set_path_max_distance(real_t p_pmd);
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real_t get_path_max_distance();
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void set_target_location(Vector2 p_location);
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Vector2 get_target_location() const;
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Vector2 get_next_location();
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Vector<Vector2> get_nav_path() const {
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return navigation_path;
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}
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int get_nav_path_index() const {
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return nav_path_index;
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}
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real_t distance_to_target() const;
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bool is_target_reached() const;
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bool is_target_reachable();
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bool is_navigation_finished();
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Vector2 get_final_location();
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void set_velocity(Vector2 p_velocity);
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void _avoidance_done(Vector3 p_new_velocity);
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virtual String get_configuration_warning() const;
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private:
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void update_navigation();
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void _request_repath();
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void _check_distance_to_target();
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};
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#endif
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