navigation_server_3d.h 24 KB

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  1. /**************************************************************************/
  2. /* navigation_server_3d.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 NAVIGATION_SERVER_3D_H
  31. #define NAVIGATION_SERVER_3D_H
  32. #include "core/object/class_db.h"
  33. #include "core/templates/rid.h"
  34. #include "scene/resources/navigation_mesh.h"
  35. #include "scene/resources/navigation_mesh_source_geometry_data_3d.h"
  36. #include "servers/navigation/navigation_path_query_parameters_3d.h"
  37. #include "servers/navigation/navigation_path_query_result_3d.h"
  38. /// This server uses the concept of internal mutability.
  39. /// All the constant functions can be called in multithread because internally
  40. /// the server takes care to schedule the functions access.
  41. ///
  42. /// Note: All the `set` functions are commands executed during the `sync` phase,
  43. /// don't expect that a change is immediately propagated.
  44. class NavigationServer3D : public Object {
  45. GDCLASS(NavigationServer3D, Object);
  46. static NavigationServer3D *singleton;
  47. protected:
  48. static void _bind_methods();
  49. public:
  50. /// Thread safe, can be used across many threads.
  51. static NavigationServer3D *get_singleton();
  52. virtual TypedArray<RID> get_maps() const = 0;
  53. /// Create a new map.
  54. virtual RID map_create() = 0;
  55. /// Set map active.
  56. virtual void map_set_active(RID p_map, bool p_active) = 0;
  57. /// Returns true if the map is active.
  58. virtual bool map_is_active(RID p_map) const = 0;
  59. /// Set the map UP direction.
  60. virtual void map_set_up(RID p_map, Vector3 p_up) = 0;
  61. /// Returns the map UP direction.
  62. virtual Vector3 map_get_up(RID p_map) const = 0;
  63. /// Set the map cell size used to weld the navigation mesh polygons.
  64. virtual void map_set_cell_size(RID p_map, real_t p_cell_size) = 0;
  65. /// Returns the map cell size.
  66. virtual real_t map_get_cell_size(RID p_map) const = 0;
  67. virtual void map_set_cell_height(RID p_map, real_t p_height) = 0;
  68. virtual real_t map_get_cell_height(RID p_map) const = 0;
  69. virtual void map_set_use_edge_connections(RID p_map, bool p_enabled) = 0;
  70. virtual bool map_get_use_edge_connections(RID p_map) const = 0;
  71. /// Set the map edge connection margin used to weld the compatible region edges.
  72. virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) = 0;
  73. /// Returns the edge connection margin of this map.
  74. virtual real_t map_get_edge_connection_margin(RID p_map) const = 0;
  75. /// Set the map link connection radius used to attach links to the nav mesh.
  76. virtual void map_set_link_connection_radius(RID p_map, real_t p_connection_radius) = 0;
  77. /// Returns the link connection radius of this map.
  78. virtual real_t map_get_link_connection_radius(RID p_map) const = 0;
  79. /// Returns the navigation path to reach the destination from the origin.
  80. virtual Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers = 1) const = 0;
  81. 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;
  82. virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const = 0;
  83. virtual Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const = 0;
  84. virtual RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const = 0;
  85. virtual TypedArray<RID> map_get_links(RID p_map) const = 0;
  86. virtual TypedArray<RID> map_get_regions(RID p_map) const = 0;
  87. virtual TypedArray<RID> map_get_agents(RID p_map) const = 0;
  88. virtual TypedArray<RID> map_get_obstacles(RID p_map) const = 0;
  89. virtual void map_force_update(RID p_map) = 0;
  90. /// Creates a new region.
  91. virtual RID region_create() = 0;
  92. virtual void region_set_enabled(RID p_region, bool p_enabled) = 0;
  93. virtual bool region_get_enabled(RID p_region) const = 0;
  94. virtual void region_set_use_edge_connections(RID p_region, bool p_enabled) = 0;
  95. virtual bool region_get_use_edge_connections(RID p_region) const = 0;
  96. /// Set the enter_cost of a region
  97. virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) = 0;
  98. virtual real_t region_get_enter_cost(RID p_region) const = 0;
  99. /// Set the travel_cost of a region
  100. virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) = 0;
  101. virtual real_t region_get_travel_cost(RID p_region) const = 0;
  102. /// Set the node which manages this region.
  103. virtual void region_set_owner_id(RID p_region, ObjectID p_owner_id) = 0;
  104. virtual ObjectID region_get_owner_id(RID p_region) const = 0;
  105. virtual bool region_owns_point(RID p_region, const Vector3 &p_point) const = 0;
  106. /// Set the map of this region.
  107. virtual void region_set_map(RID p_region, RID p_map) = 0;
  108. virtual RID region_get_map(RID p_region) const = 0;
  109. /// Set the region's layers
  110. virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) = 0;
  111. virtual uint32_t region_get_navigation_layers(RID p_region) const = 0;
  112. /// Set the global transformation of this region.
  113. virtual void region_set_transform(RID p_region, Transform3D p_transform) = 0;
  114. /// Set the navigation mesh of this region.
  115. virtual void region_set_navigation_mesh(RID p_region, Ref<NavigationMesh> p_navigation_mesh) = 0;
  116. #ifndef DISABLE_DEPRECATED
  117. /// Bake the navigation mesh.
  118. virtual void region_bake_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh, Node *p_root_node) = 0;
  119. #endif // DISABLE_DEPRECATED
  120. /// Get a list of a region's connection to other regions.
  121. virtual int region_get_connections_count(RID p_region) const = 0;
  122. virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const = 0;
  123. virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const = 0;
  124. /// Creates a new link between positions in the nav map.
  125. virtual RID link_create() = 0;
  126. /// Set the map of this link.
  127. virtual void link_set_map(RID p_link, RID p_map) = 0;
  128. virtual RID link_get_map(RID p_link) const = 0;
  129. virtual void link_set_enabled(RID p_link, bool p_enabled) = 0;
  130. virtual bool link_get_enabled(RID p_link) const = 0;
  131. /// Set whether this link travels in both directions.
  132. virtual void link_set_bidirectional(RID p_link, bool p_bidirectional) = 0;
  133. virtual bool link_is_bidirectional(RID p_link) const = 0;
  134. /// Set the link's layers.
  135. virtual void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers) = 0;
  136. virtual uint32_t link_get_navigation_layers(RID p_link) const = 0;
  137. /// Set the start position of the link.
  138. virtual void link_set_start_position(RID p_link, Vector3 p_position) = 0;
  139. virtual Vector3 link_get_start_position(RID p_link) const = 0;
  140. /// Set the end position of the link.
  141. virtual void link_set_end_position(RID p_link, Vector3 p_position) = 0;
  142. virtual Vector3 link_get_end_position(RID p_link) const = 0;
  143. /// Set the enter cost of the link.
  144. virtual void link_set_enter_cost(RID p_link, real_t p_enter_cost) = 0;
  145. virtual real_t link_get_enter_cost(RID p_link) const = 0;
  146. /// Set the travel cost of the link.
  147. virtual void link_set_travel_cost(RID p_link, real_t p_travel_cost) = 0;
  148. virtual real_t link_get_travel_cost(RID p_link) const = 0;
  149. /// Set the node which manages this link.
  150. virtual void link_set_owner_id(RID p_link, ObjectID p_owner_id) = 0;
  151. virtual ObjectID link_get_owner_id(RID p_link) const = 0;
  152. /// Creates the agent.
  153. virtual RID agent_create() = 0;
  154. /// Put the agent in the map.
  155. virtual void agent_set_map(RID p_agent, RID p_map) = 0;
  156. virtual RID agent_get_map(RID p_agent) const = 0;
  157. virtual void agent_set_paused(RID p_agent, bool p_paused) = 0;
  158. virtual bool agent_get_paused(RID p_agent) const = 0;
  159. virtual void agent_set_avoidance_enabled(RID p_agent, bool p_enabled) = 0;
  160. virtual bool agent_get_avoidance_enabled(RID p_agent) const = 0;
  161. virtual void agent_set_use_3d_avoidance(RID p_agent, bool p_enabled) = 0;
  162. virtual bool agent_get_use_3d_avoidance(RID p_agent) const = 0;
  163. /// The maximum distance (center point to
  164. /// center point) to other agents this agent
  165. /// takes into account in the navigation. The
  166. /// larger this number, the longer the running
  167. /// time of the simulation. If the number is too
  168. /// low, the simulation will not be safe.
  169. /// Must be non-negative.
  170. virtual void agent_set_neighbor_distance(RID p_agent, real_t p_distance) = 0;
  171. /// The maximum number of other agents this
  172. /// agent takes into account in the navigation.
  173. /// The larger this number, the longer the
  174. /// running time of the simulation. If the
  175. /// number is too low, the simulation will not
  176. /// be safe.
  177. virtual void agent_set_max_neighbors(RID p_agent, int p_count) = 0;
  178. // Sets the minimum amount of time in seconds that an agent's
  179. // must be able to stay on the calculated velocity while still avoiding collisions with agent's
  180. // if this value is set to high an agent will often fall back to using a very low velocity just to be safe
  181. virtual void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) = 0;
  182. /// Sets the minimum amount of time in seconds that an agent's
  183. // must be able to stay on the calculated velocity while still avoiding collisions with obstacle's
  184. // if this value is set to high an agent will often fall back to using a very low velocity just to be safe
  185. virtual void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) = 0;
  186. /// The radius of this agent.
  187. /// Must be non-negative.
  188. virtual void agent_set_radius(RID p_agent, real_t p_radius) = 0;
  189. virtual void agent_set_height(RID p_agent, real_t p_height) = 0;
  190. /// The maximum speed of this agent.
  191. /// Must be non-negative.
  192. virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) = 0;
  193. /// forces and agent velocity change in the avoidance simulation, adds simulation instability if done recklessly
  194. virtual void agent_set_velocity_forced(RID p_agent, Vector3 p_velocity) = 0;
  195. /// The wanted velocity for the agent as a "suggestion" to the avoidance simulation.
  196. /// The simulation will try to fulfill this velocity wish if possible but may change the velocity depending on other agent's and obstacles'.
  197. virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) = 0;
  198. /// Position of the agent in world space.
  199. virtual void agent_set_position(RID p_agent, Vector3 p_position) = 0;
  200. /// Returns true if the map got changed the previous frame.
  201. virtual bool agent_is_map_changed(RID p_agent) const = 0;
  202. /// Callback called at the end of the RVO process
  203. virtual void agent_set_avoidance_callback(RID p_agent, Callable p_callback) = 0;
  204. virtual void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) = 0;
  205. virtual void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) = 0;
  206. virtual void agent_set_avoidance_priority(RID p_agent, real_t p_priority) = 0;
  207. /// Creates the obstacle.
  208. virtual RID obstacle_create() = 0;
  209. virtual void obstacle_set_map(RID p_obstacle, RID p_map) = 0;
  210. virtual RID obstacle_get_map(RID p_obstacle) const = 0;
  211. virtual void obstacle_set_paused(RID p_obstacle, bool p_paused) = 0;
  212. virtual bool obstacle_get_paused(RID p_obstacle) const = 0;
  213. virtual void obstacle_set_avoidance_enabled(RID p_obstacle, bool p_enabled) = 0;
  214. virtual bool obstacle_get_avoidance_enabled(RID p_obstacle) const = 0;
  215. virtual void obstacle_set_use_3d_avoidance(RID p_obstacle, bool p_enabled) = 0;
  216. virtual bool obstacle_get_use_3d_avoidance(RID p_obstacle) const = 0;
  217. virtual void obstacle_set_radius(RID p_obstacle, real_t p_radius) = 0;
  218. virtual void obstacle_set_height(RID p_obstacle, real_t p_height) = 0;
  219. virtual void obstacle_set_velocity(RID p_obstacle, Vector3 p_velocity) = 0;
  220. virtual void obstacle_set_position(RID p_obstacle, Vector3 p_position) = 0;
  221. virtual void obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) = 0;
  222. virtual void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) = 0;
  223. /// Destroy the `RID`
  224. virtual void free(RID p_object) = 0;
  225. /// Control activation of this server.
  226. virtual void set_active(bool p_active) = 0;
  227. /// Process the collision avoidance agents.
  228. /// The result of this process is needed by the physics server,
  229. /// so this must be called in the main thread.
  230. /// Note: This function is not thread safe.
  231. virtual void process(real_t delta_time) = 0;
  232. virtual void init() = 0;
  233. virtual void sync() = 0;
  234. virtual void finish() = 0;
  235. /// Returns a customized navigation path using a query parameters object
  236. virtual void query_path(const Ref<NavigationPathQueryParameters3D> &p_query_parameters, Ref<NavigationPathQueryResult3D> p_query_result) const;
  237. virtual NavigationUtilities::PathQueryResult _query_path(const NavigationUtilities::PathQueryParameters &p_parameters) const = 0;
  238. virtual void parse_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, Node *p_root_node, const Callable &p_callback = Callable()) = 0;
  239. virtual void bake_from_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, const Callable &p_callback = Callable()) = 0;
  240. virtual void bake_from_source_geometry_data_async(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, const Callable &p_callback = Callable()) = 0;
  241. NavigationServer3D();
  242. ~NavigationServer3D() override;
  243. enum ProcessInfo {
  244. INFO_ACTIVE_MAPS,
  245. INFO_REGION_COUNT,
  246. INFO_AGENT_COUNT,
  247. INFO_LINK_COUNT,
  248. INFO_POLYGON_COUNT,
  249. INFO_EDGE_COUNT,
  250. INFO_EDGE_MERGE_COUNT,
  251. INFO_EDGE_CONNECTION_COUNT,
  252. INFO_EDGE_FREE_COUNT,
  253. };
  254. virtual int get_process_info(ProcessInfo p_info) const = 0;
  255. void set_debug_enabled(bool p_enabled);
  256. bool get_debug_enabled() const;
  257. private:
  258. bool debug_enabled = false;
  259. #ifdef DEBUG_ENABLED
  260. bool debug_dirty = true;
  261. bool debug_navigation_enabled = false;
  262. bool navigation_debug_dirty = true;
  263. void _emit_navigation_debug_changed_signal();
  264. bool debug_avoidance_enabled = false;
  265. bool avoidance_debug_dirty = true;
  266. void _emit_avoidance_debug_changed_signal();
  267. Color debug_navigation_edge_connection_color = Color(1.0, 0.0, 1.0, 1.0);
  268. Color debug_navigation_geometry_edge_color = Color(0.5, 1.0, 1.0, 1.0);
  269. Color debug_navigation_geometry_face_color = Color(0.5, 1.0, 1.0, 0.4);
  270. Color debug_navigation_geometry_edge_disabled_color = Color(0.5, 0.5, 0.5, 1.0);
  271. Color debug_navigation_geometry_face_disabled_color = Color(0.5, 0.5, 0.5, 0.4);
  272. Color debug_navigation_link_connection_color = Color(1.0, 0.5, 1.0, 1.0);
  273. Color debug_navigation_link_connection_disabled_color = Color(0.5, 0.5, 0.5, 1.0);
  274. Color debug_navigation_agent_path_color = Color(1.0, 0.0, 0.0, 1.0);
  275. real_t debug_navigation_agent_path_point_size = 4.0;
  276. Color debug_navigation_avoidance_agents_radius_color = Color(1.0, 1.0, 0.0, 0.25);
  277. Color debug_navigation_avoidance_obstacles_radius_color = Color(1.0, 0.5, 0.0, 0.25);
  278. Color debug_navigation_avoidance_static_obstacle_pushin_face_color = Color(1.0, 0.0, 0.0, 0.0);
  279. Color debug_navigation_avoidance_static_obstacle_pushout_face_color = Color(1.0, 1.0, 0.0, 0.5);
  280. Color debug_navigation_avoidance_static_obstacle_pushin_edge_color = Color(1.0, 0.0, 0.0, 1.0);
  281. Color debug_navigation_avoidance_static_obstacle_pushout_edge_color = Color(1.0, 1.0, 0.0, 1.0);
  282. bool debug_navigation_enable_edge_connections = true;
  283. bool debug_navigation_enable_edge_connections_xray = true;
  284. bool debug_navigation_enable_edge_lines = true;
  285. bool debug_navigation_enable_edge_lines_xray = true;
  286. bool debug_navigation_enable_geometry_face_random_color = true;
  287. bool debug_navigation_enable_link_connections = true;
  288. bool debug_navigation_enable_link_connections_xray = true;
  289. bool debug_navigation_enable_agent_paths = true;
  290. bool debug_navigation_enable_agent_paths_xray = true;
  291. bool debug_navigation_avoidance_enable_agents_radius = true;
  292. bool debug_navigation_avoidance_enable_obstacles_radius = true;
  293. bool debug_navigation_avoidance_enable_obstacles_static = true;
  294. Ref<StandardMaterial3D> debug_navigation_geometry_edge_material;
  295. Ref<StandardMaterial3D> debug_navigation_geometry_face_material;
  296. Ref<StandardMaterial3D> debug_navigation_geometry_edge_disabled_material;
  297. Ref<StandardMaterial3D> debug_navigation_geometry_face_disabled_material;
  298. Ref<StandardMaterial3D> debug_navigation_edge_connections_material;
  299. Ref<StandardMaterial3D> debug_navigation_link_connections_material;
  300. Ref<StandardMaterial3D> debug_navigation_link_connections_disabled_material;
  301. Ref<StandardMaterial3D> debug_navigation_avoidance_agents_radius_material;
  302. Ref<StandardMaterial3D> debug_navigation_avoidance_obstacles_radius_material;
  303. Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushin_face_material;
  304. Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushout_face_material;
  305. Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushin_edge_material;
  306. Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushout_edge_material;
  307. Ref<StandardMaterial3D> debug_navigation_agent_path_line_material;
  308. Ref<StandardMaterial3D> debug_navigation_agent_path_point_material;
  309. public:
  310. void set_debug_navigation_enabled(bool p_enabled);
  311. bool get_debug_navigation_enabled() const;
  312. void set_debug_avoidance_enabled(bool p_enabled);
  313. bool get_debug_avoidance_enabled() const;
  314. void set_debug_navigation_edge_connection_color(const Color &p_color);
  315. Color get_debug_navigation_edge_connection_color() const;
  316. void set_debug_navigation_geometry_edge_color(const Color &p_color);
  317. Color get_debug_navigation_geometry_edge_color() const;
  318. void set_debug_navigation_geometry_face_color(const Color &p_color);
  319. Color get_debug_navigation_geometry_face_color() const;
  320. void set_debug_navigation_geometry_edge_disabled_color(const Color &p_color);
  321. Color get_debug_navigation_geometry_edge_disabled_color() const;
  322. void set_debug_navigation_geometry_face_disabled_color(const Color &p_color);
  323. Color get_debug_navigation_geometry_face_disabled_color() const;
  324. void set_debug_navigation_link_connection_color(const Color &p_color);
  325. Color get_debug_navigation_link_connection_color() const;
  326. void set_debug_navigation_link_connection_disabled_color(const Color &p_color);
  327. Color get_debug_navigation_link_connection_disabled_color() const;
  328. void set_debug_navigation_agent_path_color(const Color &p_color);
  329. Color get_debug_navigation_agent_path_color() const;
  330. void set_debug_navigation_avoidance_agents_radius_color(const Color &p_color);
  331. Color get_debug_navigation_avoidance_agents_radius_color() const;
  332. void set_debug_navigation_avoidance_obstacles_radius_color(const Color &p_color);
  333. Color get_debug_navigation_avoidance_obstacles_radius_color() const;
  334. void set_debug_navigation_avoidance_static_obstacle_pushin_face_color(const Color &p_color);
  335. Color get_debug_navigation_avoidance_static_obstacle_pushin_face_color() const;
  336. void set_debug_navigation_avoidance_static_obstacle_pushout_face_color(const Color &p_color);
  337. Color get_debug_navigation_avoidance_static_obstacle_pushout_face_color() const;
  338. void set_debug_navigation_avoidance_static_obstacle_pushin_edge_color(const Color &p_color);
  339. Color get_debug_navigation_avoidance_static_obstacle_pushin_edge_color() const;
  340. void set_debug_navigation_avoidance_static_obstacle_pushout_edge_color(const Color &p_color);
  341. Color get_debug_navigation_avoidance_static_obstacle_pushout_edge_color() const;
  342. void set_debug_navigation_enable_edge_connections(const bool p_value);
  343. bool get_debug_navigation_enable_edge_connections() const;
  344. void set_debug_navigation_enable_edge_connections_xray(const bool p_value);
  345. bool get_debug_navigation_enable_edge_connections_xray() const;
  346. void set_debug_navigation_enable_edge_lines(const bool p_value);
  347. bool get_debug_navigation_enable_edge_lines() const;
  348. void set_debug_navigation_enable_edge_lines_xray(const bool p_value);
  349. bool get_debug_navigation_enable_edge_lines_xray() const;
  350. void set_debug_navigation_enable_geometry_face_random_color(const bool p_value);
  351. bool get_debug_navigation_enable_geometry_face_random_color() const;
  352. void set_debug_navigation_enable_link_connections(const bool p_value);
  353. bool get_debug_navigation_enable_link_connections() const;
  354. void set_debug_navigation_enable_link_connections_xray(const bool p_value);
  355. bool get_debug_navigation_enable_link_connections_xray() const;
  356. void set_debug_navigation_enable_agent_paths(const bool p_value);
  357. bool get_debug_navigation_enable_agent_paths() const;
  358. void set_debug_navigation_enable_agent_paths_xray(const bool p_value);
  359. bool get_debug_navigation_enable_agent_paths_xray() const;
  360. void set_debug_navigation_agent_path_point_size(real_t p_point_size);
  361. real_t get_debug_navigation_agent_path_point_size() const;
  362. void set_debug_navigation_avoidance_enable_agents_radius(const bool p_value);
  363. bool get_debug_navigation_avoidance_enable_agents_radius() const;
  364. void set_debug_navigation_avoidance_enable_obstacles_radius(const bool p_value);
  365. bool get_debug_navigation_avoidance_enable_obstacles_radius() const;
  366. void set_debug_navigation_avoidance_enable_obstacles_static(const bool p_value);
  367. bool get_debug_navigation_avoidance_enable_obstacles_static() const;
  368. Ref<StandardMaterial3D> get_debug_navigation_geometry_face_material();
  369. Ref<StandardMaterial3D> get_debug_navigation_geometry_edge_material();
  370. Ref<StandardMaterial3D> get_debug_navigation_geometry_face_disabled_material();
  371. Ref<StandardMaterial3D> get_debug_navigation_geometry_edge_disabled_material();
  372. Ref<StandardMaterial3D> get_debug_navigation_edge_connections_material();
  373. Ref<StandardMaterial3D> get_debug_navigation_link_connections_material();
  374. Ref<StandardMaterial3D> get_debug_navigation_link_connections_disabled_material();
  375. Ref<StandardMaterial3D> get_debug_navigation_agent_path_line_material();
  376. Ref<StandardMaterial3D> get_debug_navigation_agent_path_point_material();
  377. Ref<StandardMaterial3D> get_debug_navigation_avoidance_agents_radius_material();
  378. Ref<StandardMaterial3D> get_debug_navigation_avoidance_obstacles_radius_material();
  379. Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushin_face_material();
  380. Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushout_face_material();
  381. Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushin_edge_material();
  382. Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushout_edge_material();
  383. #endif // DEBUG_ENABLED
  384. };
  385. typedef NavigationServer3D *(*NavigationServer3DCallback)();
  386. /// Manager used for the server singleton registration
  387. class NavigationServer3DManager {
  388. static NavigationServer3DCallback create_callback;
  389. public:
  390. static void set_default_server(NavigationServer3DCallback p_callback);
  391. static NavigationServer3D *new_default_server();
  392. };
  393. VARIANT_ENUM_CAST(NavigationServer3D::ProcessInfo);
  394. #endif // NAVIGATION_SERVER_3D_H