virtualx-engine/scene/3d/navigation.cpp
Jake Young 09bc9eb101
Backport NavigationServer with RVO2 to 3.x
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.
2022-01-05 16:00:56 +01:00

119 lines
5.8 KiB
C++

/*************************************************************************/
/* navigation.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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.h"
#include "servers/navigation_server.h"
Vector<Vector3> Navigation::get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize) const {
return NavigationServer::get_singleton()->map_get_path(map, p_start, p_end, p_optimize);
}
Vector3 Navigation::get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision) const {
return NavigationServer::get_singleton()->map_get_closest_point_to_segment(map, p_from, p_to, p_use_collision);
}
Vector3 Navigation::get_closest_point(const Vector3 &p_point) const {
return NavigationServer::get_singleton()->map_get_closest_point(map, p_point);
}
Vector3 Navigation::get_closest_point_normal(const Vector3 &p_point) const {
return NavigationServer::get_singleton()->map_get_closest_point_normal(map, p_point);
}
RID Navigation::get_closest_point_owner(const Vector3 &p_point) const {
return NavigationServer::get_singleton()->map_get_closest_point_owner(map, p_point);
}
void Navigation::set_up_vector(const Vector3 &p_up) {
up = p_up;
NavigationServer::get_singleton()->map_set_up(map, up);
}
Vector3 Navigation::get_up_vector() const {
return up;
}
void Navigation::set_cell_size(float p_cell_size) {
cell_size = p_cell_size;
NavigationServer::get_singleton()->map_set_cell_size(map, cell_size);
}
void Navigation::set_edge_connection_margin(float p_edge_connection_margin) {
edge_connection_margin = p_edge_connection_margin;
NavigationServer::get_singleton()->map_set_edge_connection_margin(map, edge_connection_margin);
}
void Navigation::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_rid"), &Navigation::get_rid);
ClassDB::bind_method(D_METHOD("get_simple_path", "start", "end", "optimize"), &Navigation::get_simple_path, DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_closest_point_to_segment", "start", "end", "use_collision"), &Navigation::get_closest_point_to_segment, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_closest_point", "to_point"), &Navigation::get_closest_point);
ClassDB::bind_method(D_METHOD("get_closest_point_normal", "to_point"), &Navigation::get_closest_point_normal);
ClassDB::bind_method(D_METHOD("get_closest_point_owner", "to_point"), &Navigation::get_closest_point_owner);
ClassDB::bind_method(D_METHOD("set_up_vector", "up"), &Navigation::set_up_vector);
ClassDB::bind_method(D_METHOD("get_up_vector"), &Navigation::get_up_vector);
ClassDB::bind_method(D_METHOD("set_cell_size", "cell_size"), &Navigation::set_cell_size);
ClassDB::bind_method(D_METHOD("get_cell_size"), &Navigation::get_cell_size);
ClassDB::bind_method(D_METHOD("set_edge_connection_margin", "margin"), &Navigation::set_edge_connection_margin);
ClassDB::bind_method(D_METHOD("get_edge_connection_margin"), &Navigation::get_edge_connection_margin);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_vector"), "set_up_vector", "get_up_vector");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "cell_size"), "set_cell_size", "get_cell_size");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "edge_connection_margin"), "set_edge_connection_margin", "get_edge_connection_margin");
}
void Navigation::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
NavigationServer::get_singleton()->map_set_active(map, true);
} break;
case NOTIFICATION_EXIT_TREE: {
NavigationServer::get_singleton()->map_set_active(map, false);
} break;
}
}
Navigation::Navigation() {
map = NavigationServer::get_singleton()->map_create();
set_cell_size(0.3);
set_edge_connection_margin(5.0); // Five meters, depends alot on the agents radius
up = Vector3(0, 1, 0);
}
Navigation::~Navigation() {
NavigationServer::get_singleton()->free(map);
}