virtualx-engine/servers/navigation_server.h
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

199 lines
8.2 KiB
C++

/*************************************************************************/
/* navigation_server.h */
/*************************************************************************/
/* 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). */
/* */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/
/**
@author AndreaCatania
*/
#ifndef NAVIGATION_SERVER_H
#define NAVIGATION_SERVER_H
#include "core/object.h"
#include "core/rid.h"
#include "scene/3d/navigation_mesh_instance.h"
/// This server uses the concept of internal mutability.
/// All the constant functions can be called in multithread because internally
/// the server takes care to schedule the functions access.
///
/// Note: All the `set` functions are commands executed during the `sync` phase,
/// don't expect that a change is immediately propagated.
class NavigationServer : public Object {
GDCLASS(NavigationServer, Object);
static NavigationServer *singleton;
protected:
static void _bind_methods();
public:
/// Thread safe, can be used across many threads.
static const NavigationServer *get_singleton();
/// MUST be used in single thread!
static NavigationServer *get_singleton_mut();
/// Create a new map.
virtual RID map_create() const = 0;
/// Set map active.
virtual void map_set_active(RID p_map, bool p_active) const = 0;
/// Returns true if the map is active.
virtual bool map_is_active(RID p_map) const = 0;
/// Set the map UP direction.
virtual void map_set_up(RID p_map, Vector3 p_up) const = 0;
/// Returns the map UP direction.
virtual Vector3 map_get_up(RID p_map) const = 0;
/// Set the map cell size used to weld the navigation mesh polygons.
virtual void map_set_cell_size(RID p_map, real_t p_cell_size) const = 0;
/// Returns the map cell size.
virtual real_t map_get_cell_size(RID p_map) const = 0;
/// Set the map edge connection margin used to weld the compatible region edges.
virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) const = 0;
/// Returns the edge connection margin of this map.
virtual real_t map_get_edge_connection_margin(RID p_map) const = 0;
/// Returns the navigation path to reach the destination from the origin.
virtual Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize) const = 0;
virtual Vector3 map_get_closest_point_to_segment(RID p_map, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision = false) const = 0;
virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const = 0;
virtual Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const = 0;
virtual RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const = 0;
/// Creates a new region.
virtual RID region_create() const = 0;
/// Set the map of this region.
virtual void region_set_map(RID p_region, RID p_map) const = 0;
/// Set the global transformation of this region.
virtual void region_set_transform(RID p_region, Transform p_transform) const = 0;
/// Set the navigation mesh of this region.
virtual void region_set_navmesh(RID p_region, Ref<NavigationMesh> p_nav_mesh) const = 0;
/// Bake the navigation mesh
virtual void region_bake_navmesh(Ref<NavigationMesh> r_mesh, Node *p_node) const = 0;
/// Creates the agent.
virtual RID agent_create() const = 0;
/// Put the agent in the map.
virtual void agent_set_map(RID p_agent, RID p_map) const = 0;
/// The maximum distance (center point to
/// center point) to other agents this agent
/// takes into account in the navigation. The
/// larger this number, the longer the running
/// time of the simulation. If the number is too
/// low, the simulation will not be safe.
/// Must be non-negative.
virtual void agent_set_neighbor_dist(RID p_agent, real_t p_dist) const = 0;
/// The maximum number of other agents this
/// agent takes into account in the navigation.
/// The larger this number, the longer the
/// running time of the simulation. If the
/// number is too low, the simulation will not
/// be safe.
virtual void agent_set_max_neighbors(RID p_agent, int p_count) const = 0;
/// The minimal amount of time for which this
/// agent's velocities that are computed by the
/// simulation are safe with respect to other
/// agents. The larger this number, the sooner
/// this agent will respond to the presence of
/// other agents, but the less freedom this
/// agent has in choosing its velocities.
/// Must be positive.
virtual void agent_set_time_horizon(RID p_agent, real_t p_time) const = 0;
/// The radius of this agent.
/// Must be non-negative.
virtual void agent_set_radius(RID p_agent, real_t p_radius) const = 0;
/// The maximum speed of this agent.
/// Must be non-negative.
virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) const = 0;
/// Current velocity of the agent
virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) const = 0;
/// The new target velocity.
virtual void agent_set_target_velocity(RID p_agent, Vector3 p_velocity) const = 0;
/// Position of the agent in world space.
virtual void agent_set_position(RID p_agent, Vector3 p_position) const = 0;
/// Agent ignore the Y axis and avoid collisions by moving only on the horizontal plane
virtual void agent_set_ignore_y(RID p_agent, bool p_ignore) const = 0;
/// Returns true if the map got changed the previous frame.
virtual bool agent_is_map_changed(RID p_agent) const = 0;
/// Callback called at the end of the RVO process
virtual void agent_set_callback(RID p_agent, Object *p_receiver, StringName p_method, Variant p_udata = Variant()) const = 0;
/// Destroy the `RID`
virtual void free(RID p_object) const = 0;
/// Control activation of this server.
virtual void set_active(bool p_active) const = 0;
/// Process the collision avoidance agents.
/// The result of this process is needed by the physics server,
/// so this must be called in the main thread.
/// Note: This function is not thread safe.
virtual void process(real_t delta_time) = 0;
NavigationServer();
virtual ~NavigationServer();
};
typedef NavigationServer *(*NavigationServerCallback)();
/// Manager used for the server singleton registration
class NavigationServerManager {
static NavigationServerCallback create_callback;
public:
static void set_default_server(NavigationServerCallback p_callback);
static NavigationServer *new_default_server();
};
#endif