nav_map.h 8.9 KB

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  1. /**************************************************************************/
  2. /* nav_map.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef NAV_MAP_H
  31. #define NAV_MAP_H
  32. #include "nav_rid.h"
  33. #include "nav_utils.h"
  34. #include "core/math/math_defs.h"
  35. #include "core/object/worker_thread_pool.h"
  36. #include "servers/navigation/navigation_globals.h"
  37. #include <KdTree2d.h>
  38. #include <KdTree3d.h>
  39. #include <RVOSimulator2d.h>
  40. #include <RVOSimulator3d.h>
  41. class NavLink;
  42. class NavRegion;
  43. class NavAgent;
  44. class NavObstacle;
  45. class NavMap : public NavRid {
  46. RWLock map_rwlock;
  47. /// Map Up
  48. Vector3 up = Vector3(0, 1, 0);
  49. /// To find the polygons edges the vertices are displaced in a grid where
  50. /// each cell has the following cell_size and cell_height.
  51. real_t cell_size = NavigationDefaults3D::navmesh_cell_size;
  52. real_t cell_height = NavigationDefaults3D::navmesh_cell_height;
  53. // For the inter-region merging to work, internal rasterization is performed.
  54. float merge_rasterizer_cell_size = NavigationDefaults3D::navmesh_cell_size;
  55. float merge_rasterizer_cell_height = NavigationDefaults3D::navmesh_cell_height;
  56. // This value is used to control sensitivity of internal rasterizer.
  57. float merge_rasterizer_cell_scale = 1.0;
  58. bool use_edge_connections = true;
  59. /// This value is used to detect the near edges to connect.
  60. real_t edge_connection_margin = NavigationDefaults3D::edge_connection_margin;
  61. /// This value is used to limit how far links search to find polygons to connect to.
  62. real_t link_connection_radius = NavigationDefaults3D::link_connection_radius;
  63. bool regenerate_polygons = true;
  64. bool regenerate_links = true;
  65. /// Map regions
  66. LocalVector<NavRegion *> regions;
  67. /// Map links
  68. LocalVector<NavLink *> links;
  69. LocalVector<gd::Polygon> link_polygons;
  70. /// Map polygons
  71. LocalVector<gd::Polygon> polygons;
  72. /// RVO avoidance worlds
  73. RVO2D::RVOSimulator2D rvo_simulation_2d;
  74. RVO3D::RVOSimulator3D rvo_simulation_3d;
  75. /// avoidance controlled agents
  76. LocalVector<NavAgent *> active_2d_avoidance_agents;
  77. LocalVector<NavAgent *> active_3d_avoidance_agents;
  78. /// dirty flag when one of the agent's arrays are modified
  79. bool agents_dirty = true;
  80. /// All the Agents (even the controlled one)
  81. LocalVector<NavAgent *> agents;
  82. /// All the avoidance obstacles (both static and dynamic)
  83. LocalVector<NavObstacle *> obstacles;
  84. /// Are rvo obstacles modified?
  85. bool obstacles_dirty = true;
  86. /// Physics delta time
  87. real_t deltatime = 0.0;
  88. /// Change the id each time the map is updated.
  89. uint32_t iteration_id = 0;
  90. bool use_threads = true;
  91. bool avoidance_use_multiple_threads = true;
  92. bool avoidance_use_high_priority_threads = true;
  93. // Performance Monitor
  94. int pm_region_count = 0;
  95. int pm_agent_count = 0;
  96. int pm_link_count = 0;
  97. int pm_polygon_count = 0;
  98. int pm_edge_count = 0;
  99. int pm_edge_merge_count = 0;
  100. int pm_edge_connection_count = 0;
  101. int pm_edge_free_count = 0;
  102. int pm_obstacle_count = 0;
  103. HashMap<NavRegion *, LocalVector<gd::Edge::Connection>> region_external_connections;
  104. struct ConnectionPair {
  105. gd::Edge::Connection connections[2];
  106. int size = 0;
  107. };
  108. HashMap<gd::EdgeKey, ConnectionPair, gd::EdgeKey> connection_pairs_map;
  109. LocalVector<gd::Edge::Connection> free_edges;
  110. public:
  111. NavMap();
  112. ~NavMap();
  113. uint32_t get_iteration_id() const { return iteration_id; }
  114. void set_up(Vector3 p_up);
  115. Vector3 get_up() const {
  116. return up;
  117. }
  118. void set_cell_size(real_t p_cell_size);
  119. real_t get_cell_size() const {
  120. return cell_size;
  121. }
  122. void set_cell_height(real_t p_cell_height);
  123. real_t get_cell_height() const { return cell_height; }
  124. void set_merge_rasterizer_cell_scale(float p_value);
  125. float get_merge_rasterizer_cell_scale() const {
  126. return merge_rasterizer_cell_scale;
  127. }
  128. void set_use_edge_connections(bool p_enabled);
  129. bool get_use_edge_connections() const {
  130. return use_edge_connections;
  131. }
  132. void set_edge_connection_margin(real_t p_edge_connection_margin);
  133. real_t get_edge_connection_margin() const {
  134. return edge_connection_margin;
  135. }
  136. void set_link_connection_radius(real_t p_link_connection_radius);
  137. real_t get_link_connection_radius() const {
  138. return link_connection_radius;
  139. }
  140. gd::PointKey get_point_key(const Vector3 &p_pos) const;
  141. Vector<Vector3> get_path(Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers, Vector<int32_t> *r_path_types, TypedArray<RID> *r_path_rids, Vector<int64_t> *r_path_owners) const;
  142. Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) const;
  143. Vector3 get_closest_point(const Vector3 &p_point) const;
  144. Vector3 get_closest_point_normal(const Vector3 &p_point) const;
  145. gd::ClosestPointQueryResult get_closest_point_info(const Vector3 &p_point) const;
  146. RID get_closest_point_owner(const Vector3 &p_point) const;
  147. void add_region(NavRegion *p_region);
  148. void remove_region(NavRegion *p_region);
  149. const LocalVector<NavRegion *> &get_regions() const {
  150. return regions;
  151. }
  152. void add_link(NavLink *p_link);
  153. void remove_link(NavLink *p_link);
  154. const LocalVector<NavLink *> &get_links() const {
  155. return links;
  156. }
  157. bool has_agent(NavAgent *agent) const;
  158. void add_agent(NavAgent *agent);
  159. void remove_agent(NavAgent *agent);
  160. const LocalVector<NavAgent *> &get_agents() const {
  161. return agents;
  162. }
  163. void set_agent_as_controlled(NavAgent *agent);
  164. void remove_agent_as_controlled(NavAgent *agent);
  165. bool has_obstacle(NavObstacle *obstacle) const;
  166. void add_obstacle(NavObstacle *obstacle);
  167. void remove_obstacle(NavObstacle *obstacle);
  168. const LocalVector<NavObstacle *> &get_obstacles() const {
  169. return obstacles;
  170. }
  171. Vector3 get_random_point(uint32_t p_navigation_layers, bool p_uniformly) const;
  172. void sync();
  173. void step(real_t p_deltatime);
  174. void dispatch_callbacks();
  175. // Performance Monitor
  176. int get_pm_region_count() const { return pm_region_count; }
  177. int get_pm_agent_count() const { return pm_agent_count; }
  178. int get_pm_link_count() const { return pm_link_count; }
  179. int get_pm_polygon_count() const { return pm_polygon_count; }
  180. int get_pm_edge_count() const { return pm_edge_count; }
  181. int get_pm_edge_merge_count() const { return pm_edge_merge_count; }
  182. int get_pm_edge_connection_count() const { return pm_edge_connection_count; }
  183. int get_pm_edge_free_count() const { return pm_edge_free_count; }
  184. int get_pm_obstacle_count() const { return pm_obstacle_count; }
  185. int get_region_connections_count(NavRegion *p_region) const;
  186. Vector3 get_region_connection_pathway_start(NavRegion *p_region, int p_connection_id) const;
  187. Vector3 get_region_connection_pathway_end(NavRegion *p_region, int p_connection_id) const;
  188. private:
  189. void compute_single_step(uint32_t index, NavAgent **agent);
  190. void compute_single_avoidance_step_2d(uint32_t index, NavAgent **agent);
  191. void compute_single_avoidance_step_3d(uint32_t index, NavAgent **agent);
  192. void _update_rvo_simulation();
  193. void _update_rvo_obstacles_tree_2d();
  194. void _update_rvo_agents_tree_2d();
  195. void _update_rvo_agents_tree_3d();
  196. void _update_merge_rasterizer_cell_dimensions();
  197. };
  198. #endif // NAV_MAP_H