godot_navigation_server_2d.cpp 18 KB

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  1. /**************************************************************************/
  2. /* godot_navigation_server_2d.cpp */
  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. #include "godot_navigation_server_2d.h"
  31. #ifdef CLIPPER2_ENABLED
  32. #include "nav_mesh_generator_2d.h"
  33. #endif // CLIPPER2_ENABLED
  34. #include "servers/navigation_server_3d.h"
  35. #define FORWARD_0(FUNC_NAME) \
  36. GodotNavigationServer2D::FUNC_NAME() { \
  37. return NavigationServer3D::get_singleton()->FUNC_NAME(); \
  38. }
  39. #define FORWARD_0_C(FUNC_NAME) \
  40. GodotNavigationServer2D::FUNC_NAME() \
  41. const { \
  42. return NavigationServer3D::get_singleton()->FUNC_NAME(); \
  43. }
  44. #define FORWARD_1(FUNC_NAME, T_0, D_0, CONV_0) \
  45. GodotNavigationServer2D::FUNC_NAME(T_0 D_0) { \
  46. return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0)); \
  47. }
  48. #define FORWARD_1_C(FUNC_NAME, T_0, D_0, CONV_0) \
  49. GodotNavigationServer2D::FUNC_NAME(T_0 D_0) \
  50. const { \
  51. return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0)); \
  52. }
  53. #define FORWARD_1_R_C(CONV_R, FUNC_NAME, T_0, D_0, CONV_0) \
  54. GodotNavigationServer2D::FUNC_NAME(T_0 D_0) \
  55. const { \
  56. return CONV_R(NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0))); \
  57. }
  58. #define FORWARD_2(FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) \
  59. GodotNavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1) { \
  60. return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1)); \
  61. }
  62. #define FORWARD_2_C(FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) \
  63. GodotNavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1) \
  64. const { \
  65. return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1)); \
  66. }
  67. #define FORWARD_2_R_C(CONV_R, FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) \
  68. GodotNavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1) \
  69. const { \
  70. return CONV_R(NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1))); \
  71. }
  72. #define FORWARD_5_R_C(CONV_R, FUNC_NAME, T_0, D_0, T_1, D_1, T_2, D_2, T_3, D_3, T_4, D_4, CONV_0, CONV_1, CONV_2, CONV_3, CONV_4) \
  73. GodotNavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3, T_4 D_4) \
  74. const { \
  75. return CONV_R(NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1), CONV_2(D_2), CONV_3(D_3), CONV_4(D_4))); \
  76. }
  77. static RID rid_to_rid(const RID d) {
  78. return d;
  79. }
  80. static bool bool_to_bool(const bool d) {
  81. return d;
  82. }
  83. static int int_to_int(const int d) {
  84. return d;
  85. }
  86. static uint32_t uint32_to_uint32(const uint32_t d) {
  87. return d;
  88. }
  89. static real_t real_to_real(const real_t d) {
  90. return d;
  91. }
  92. static Vector3 v2_to_v3(const Vector2 d) {
  93. return Vector3(d.x, 0.0, d.y);
  94. }
  95. static Vector2 v3_to_v2(const Vector3 &d) {
  96. return Vector2(d.x, d.z);
  97. }
  98. static Vector<Vector3> vector_v2_to_v3(const Vector<Vector2> &d) {
  99. Vector<Vector3> nd;
  100. nd.resize(d.size());
  101. for (int i(0); i < nd.size(); i++) {
  102. nd.write[i] = v2_to_v3(d[i]);
  103. }
  104. return nd;
  105. }
  106. static Vector<Vector2> vector_v3_to_v2(const Vector<Vector3> &d) {
  107. Vector<Vector2> nd;
  108. nd.resize(d.size());
  109. for (int i(0); i < nd.size(); i++) {
  110. nd.write[i] = v3_to_v2(d[i]);
  111. }
  112. return nd;
  113. }
  114. static Transform3D trf2_to_trf3(const Transform2D &d) {
  115. Vector3 o(v2_to_v3(d.get_origin()));
  116. Basis b;
  117. b.rotate(Vector3(0, -1, 0), d.get_rotation());
  118. b.scale(v2_to_v3(d.get_scale()));
  119. return Transform3D(b, o);
  120. }
  121. static ObjectID id_to_id(const ObjectID &id) {
  122. return id;
  123. }
  124. static Callable callable_to_callable(const Callable &c) {
  125. return c;
  126. }
  127. static Ref<NavigationMesh> poly_to_mesh(Ref<NavigationPolygon> d) {
  128. if (d.is_valid()) {
  129. return d->get_navigation_mesh();
  130. } else {
  131. return Ref<NavigationMesh>();
  132. }
  133. }
  134. void GodotNavigationServer2D::init() {
  135. #ifdef CLIPPER2_ENABLED
  136. navmesh_generator_2d = memnew(NavMeshGenerator2D);
  137. ERR_FAIL_NULL_MSG(navmesh_generator_2d, "Failed to init NavMeshGenerator2D.");
  138. #endif // CLIPPER2_ENABLED
  139. }
  140. void GodotNavigationServer2D::sync() {
  141. #ifdef CLIPPER2_ENABLED
  142. if (navmesh_generator_2d) {
  143. navmesh_generator_2d->sync();
  144. }
  145. #endif // CLIPPER2_ENABLED
  146. }
  147. void GodotNavigationServer2D::finish() {
  148. #ifdef CLIPPER2_ENABLED
  149. if (navmesh_generator_2d) {
  150. navmesh_generator_2d->finish();
  151. memdelete(navmesh_generator_2d);
  152. navmesh_generator_2d = nullptr;
  153. }
  154. #endif // CLIPPER2_ENABLED
  155. }
  156. void GodotNavigationServer2D::parse_source_geometry_data(const Ref<NavigationPolygon> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData2D> &p_source_geometry_data, Node *p_root_node, const Callable &p_callback) {
  157. ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "The SceneTree can only be parsed on the main thread. Call this function from the main thread or use call_deferred().");
  158. ERR_FAIL_COND_MSG(!p_navigation_mesh.is_valid(), "Invalid navigation polygon.");
  159. ERR_FAIL_NULL_MSG(p_root_node, "No parsing root node specified.");
  160. ERR_FAIL_COND_MSG(!p_root_node->is_inside_tree(), "The root node needs to be inside the SceneTree.");
  161. #ifdef CLIPPER2_ENABLED
  162. ERR_FAIL_NULL(NavMeshGenerator2D::get_singleton());
  163. NavMeshGenerator2D::get_singleton()->parse_source_geometry_data(p_navigation_mesh, p_source_geometry_data, p_root_node, p_callback);
  164. #endif // CLIPPER2_ENABLED
  165. }
  166. void GodotNavigationServer2D::bake_from_source_geometry_data(const Ref<NavigationPolygon> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData2D> &p_source_geometry_data, const Callable &p_callback) {
  167. ERR_FAIL_COND_MSG(!p_navigation_mesh.is_valid(), "Invalid navigation polygon.");
  168. ERR_FAIL_COND_MSG(!p_source_geometry_data.is_valid(), "Invalid NavigationMeshSourceGeometryData2D.");
  169. #ifdef CLIPPER2_ENABLED
  170. ERR_FAIL_NULL(NavMeshGenerator2D::get_singleton());
  171. NavMeshGenerator2D::get_singleton()->bake_from_source_geometry_data(p_navigation_mesh, p_source_geometry_data, p_callback);
  172. #endif // CLIPPER2_ENABLED
  173. }
  174. void GodotNavigationServer2D::bake_from_source_geometry_data_async(const Ref<NavigationPolygon> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData2D> &p_source_geometry_data, const Callable &p_callback) {
  175. ERR_FAIL_COND_MSG(!p_navigation_mesh.is_valid(), "Invalid navigation mesh.");
  176. ERR_FAIL_COND_MSG(!p_source_geometry_data.is_valid(), "Invalid NavigationMeshSourceGeometryData2D.");
  177. #ifdef CLIPPER2_ENABLED
  178. ERR_FAIL_NULL(NavMeshGenerator2D::get_singleton());
  179. NavMeshGenerator2D::get_singleton()->bake_from_source_geometry_data_async(p_navigation_mesh, p_source_geometry_data, p_callback);
  180. #endif // CLIPPER2_ENABLED
  181. }
  182. GodotNavigationServer2D::GodotNavigationServer2D() {}
  183. GodotNavigationServer2D::~GodotNavigationServer2D() {}
  184. TypedArray<RID> FORWARD_0_C(get_maps);
  185. TypedArray<RID> FORWARD_1_C(map_get_links, RID, p_map, rid_to_rid);
  186. TypedArray<RID> FORWARD_1_C(map_get_regions, RID, p_map, rid_to_rid);
  187. TypedArray<RID> FORWARD_1_C(map_get_agents, RID, p_map, rid_to_rid);
  188. TypedArray<RID> FORWARD_1_C(map_get_obstacles, RID, p_map, rid_to_rid);
  189. RID FORWARD_1_C(region_get_map, RID, p_region, rid_to_rid);
  190. RID FORWARD_1_C(agent_get_map, RID, p_agent, rid_to_rid);
  191. RID FORWARD_0(map_create);
  192. void FORWARD_2(map_set_active, RID, p_map, bool, p_active, rid_to_rid, bool_to_bool);
  193. bool FORWARD_1_C(map_is_active, RID, p_map, rid_to_rid);
  194. void GodotNavigationServer2D::map_force_update(RID p_map) {
  195. NavigationServer3D::get_singleton()->map_force_update(p_map);
  196. }
  197. void FORWARD_2(map_set_cell_size, RID, p_map, real_t, p_cell_size, rid_to_rid, real_to_real);
  198. real_t FORWARD_1_C(map_get_cell_size, RID, p_map, rid_to_rid);
  199. void FORWARD_2(map_set_use_edge_connections, RID, p_map, bool, p_enabled, rid_to_rid, bool_to_bool);
  200. bool FORWARD_1_C(map_get_use_edge_connections, RID, p_map, rid_to_rid);
  201. void FORWARD_2(map_set_edge_connection_margin, RID, p_map, real_t, p_connection_margin, rid_to_rid, real_to_real);
  202. real_t FORWARD_1_C(map_get_edge_connection_margin, RID, p_map, rid_to_rid);
  203. void FORWARD_2(map_set_link_connection_radius, RID, p_map, real_t, p_connection_radius, rid_to_rid, real_to_real);
  204. real_t FORWARD_1_C(map_get_link_connection_radius, RID, p_map, rid_to_rid);
  205. Vector<Vector2> FORWARD_5_R_C(vector_v3_to_v2, map_get_path, RID, p_map, Vector2, p_origin, Vector2, p_destination, bool, p_optimize, uint32_t, p_layers, rid_to_rid, v2_to_v3, v2_to_v3, bool_to_bool, uint32_to_uint32);
  206. Vector2 FORWARD_2_R_C(v3_to_v2, map_get_closest_point, RID, p_map, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
  207. RID FORWARD_2_C(map_get_closest_point_owner, RID, p_map, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
  208. RID FORWARD_0(region_create);
  209. void FORWARD_2(region_set_enabled, RID, p_region, bool, p_enabled, rid_to_rid, bool_to_bool);
  210. bool FORWARD_1_C(region_get_enabled, RID, p_region, rid_to_rid);
  211. void FORWARD_2(region_set_use_edge_connections, RID, p_region, bool, p_enabled, rid_to_rid, bool_to_bool);
  212. bool FORWARD_1_C(region_get_use_edge_connections, RID, p_region, rid_to_rid);
  213. void FORWARD_2(region_set_enter_cost, RID, p_region, real_t, p_enter_cost, rid_to_rid, real_to_real);
  214. real_t FORWARD_1_C(region_get_enter_cost, RID, p_region, rid_to_rid);
  215. void FORWARD_2(region_set_travel_cost, RID, p_region, real_t, p_travel_cost, rid_to_rid, real_to_real);
  216. real_t FORWARD_1_C(region_get_travel_cost, RID, p_region, rid_to_rid);
  217. void FORWARD_2(region_set_owner_id, RID, p_region, ObjectID, p_owner_id, rid_to_rid, id_to_id);
  218. ObjectID FORWARD_1_C(region_get_owner_id, RID, p_region, rid_to_rid);
  219. bool FORWARD_2_C(region_owns_point, RID, p_region, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
  220. void FORWARD_2(region_set_map, RID, p_region, RID, p_map, rid_to_rid, rid_to_rid);
  221. void FORWARD_2(region_set_navigation_layers, RID, p_region, uint32_t, p_navigation_layers, rid_to_rid, uint32_to_uint32);
  222. uint32_t FORWARD_1_C(region_get_navigation_layers, RID, p_region, rid_to_rid);
  223. void FORWARD_2(region_set_transform, RID, p_region, Transform2D, p_transform, rid_to_rid, trf2_to_trf3);
  224. void GodotNavigationServer2D::region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon) {
  225. NavigationServer3D::get_singleton()->region_set_navigation_mesh(p_region, poly_to_mesh(p_navigation_polygon));
  226. }
  227. int FORWARD_1_C(region_get_connections_count, RID, p_region, rid_to_rid);
  228. Vector2 FORWARD_2_R_C(v3_to_v2, region_get_connection_pathway_start, RID, p_region, int, p_connection_id, rid_to_rid, int_to_int);
  229. Vector2 FORWARD_2_R_C(v3_to_v2, region_get_connection_pathway_end, RID, p_region, int, p_connection_id, rid_to_rid, int_to_int);
  230. RID FORWARD_0(link_create);
  231. void FORWARD_2(link_set_map, RID, p_link, RID, p_map, rid_to_rid, rid_to_rid);
  232. RID FORWARD_1_C(link_get_map, RID, p_link, rid_to_rid);
  233. void FORWARD_2(link_set_enabled, RID, p_link, bool, p_enabled, rid_to_rid, bool_to_bool);
  234. bool FORWARD_1_C(link_get_enabled, RID, p_link, rid_to_rid);
  235. void FORWARD_2(link_set_bidirectional, RID, p_link, bool, p_bidirectional, rid_to_rid, bool_to_bool);
  236. bool FORWARD_1_C(link_is_bidirectional, RID, p_link, rid_to_rid);
  237. void FORWARD_2(link_set_navigation_layers, RID, p_link, uint32_t, p_navigation_layers, rid_to_rid, uint32_to_uint32);
  238. uint32_t FORWARD_1_C(link_get_navigation_layers, RID, p_link, rid_to_rid);
  239. void FORWARD_2(link_set_start_position, RID, p_link, Vector2, p_position, rid_to_rid, v2_to_v3);
  240. Vector2 FORWARD_1_R_C(v3_to_v2, link_get_start_position, RID, p_link, rid_to_rid);
  241. void FORWARD_2(link_set_end_position, RID, p_link, Vector2, p_position, rid_to_rid, v2_to_v3);
  242. Vector2 FORWARD_1_R_C(v3_to_v2, link_get_end_position, RID, p_link, rid_to_rid);
  243. void FORWARD_2(link_set_enter_cost, RID, p_link, real_t, p_enter_cost, rid_to_rid, real_to_real);
  244. real_t FORWARD_1_C(link_get_enter_cost, RID, p_link, rid_to_rid);
  245. void FORWARD_2(link_set_travel_cost, RID, p_link, real_t, p_travel_cost, rid_to_rid, real_to_real);
  246. real_t FORWARD_1_C(link_get_travel_cost, RID, p_link, rid_to_rid);
  247. void FORWARD_2(link_set_owner_id, RID, p_link, ObjectID, p_owner_id, rid_to_rid, id_to_id);
  248. ObjectID FORWARD_1_C(link_get_owner_id, RID, p_link, rid_to_rid);
  249. RID GodotNavigationServer2D::agent_create() {
  250. RID agent = NavigationServer3D::get_singleton()->agent_create();
  251. return agent;
  252. }
  253. void FORWARD_2(agent_set_avoidance_enabled, RID, p_agent, bool, p_enabled, rid_to_rid, bool_to_bool);
  254. bool FORWARD_1_C(agent_get_avoidance_enabled, RID, p_agent, rid_to_rid);
  255. void FORWARD_2(agent_set_map, RID, p_agent, RID, p_map, rid_to_rid, rid_to_rid);
  256. void FORWARD_2(agent_set_neighbor_distance, RID, p_agent, real_t, p_dist, rid_to_rid, real_to_real);
  257. void FORWARD_2(agent_set_max_neighbors, RID, p_agent, int, p_count, rid_to_rid, int_to_int);
  258. void FORWARD_2(agent_set_time_horizon_agents, RID, p_agent, real_t, p_time_horizon, rid_to_rid, real_to_real);
  259. void FORWARD_2(agent_set_time_horizon_obstacles, RID, p_agent, real_t, p_time_horizon, rid_to_rid, real_to_real);
  260. void FORWARD_2(agent_set_radius, RID, p_agent, real_t, p_radius, rid_to_rid, real_to_real);
  261. void FORWARD_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed, rid_to_rid, real_to_real);
  262. void FORWARD_2(agent_set_velocity_forced, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3);
  263. void FORWARD_2(agent_set_velocity, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3);
  264. void FORWARD_2(agent_set_position, RID, p_agent, Vector2, p_position, rid_to_rid, v2_to_v3);
  265. bool FORWARD_1_C(agent_is_map_changed, RID, p_agent, rid_to_rid);
  266. void FORWARD_2(agent_set_paused, RID, p_agent, bool, p_paused, rid_to_rid, bool_to_bool);
  267. bool FORWARD_1_C(agent_get_paused, RID, p_agent, rid_to_rid);
  268. void FORWARD_1(free, RID, p_object, rid_to_rid);
  269. void FORWARD_2(agent_set_avoidance_callback, RID, p_agent, Callable, p_callback, rid_to_rid, callable_to_callable);
  270. void FORWARD_2(agent_set_avoidance_layers, RID, p_agent, uint32_t, p_layers, rid_to_rid, uint32_to_uint32);
  271. void FORWARD_2(agent_set_avoidance_mask, RID, p_agent, uint32_t, p_mask, rid_to_rid, uint32_to_uint32);
  272. void FORWARD_2(agent_set_avoidance_priority, RID, p_agent, real_t, p_priority, rid_to_rid, real_to_real);
  273. RID GodotNavigationServer2D::obstacle_create() {
  274. RID obstacle = NavigationServer3D::get_singleton()->obstacle_create();
  275. return obstacle;
  276. }
  277. void FORWARD_2(obstacle_set_avoidance_enabled, RID, p_obstacle, bool, p_enabled, rid_to_rid, bool_to_bool);
  278. bool FORWARD_1_C(obstacle_get_avoidance_enabled, RID, p_obstacle, rid_to_rid);
  279. void FORWARD_2(obstacle_set_map, RID, p_obstacle, RID, p_map, rid_to_rid, rid_to_rid);
  280. RID FORWARD_1_C(obstacle_get_map, RID, p_obstacle, rid_to_rid);
  281. void FORWARD_2(obstacle_set_paused, RID, p_obstacle, bool, p_paused, rid_to_rid, bool_to_bool);
  282. bool FORWARD_1_C(obstacle_get_paused, RID, p_obstacle, rid_to_rid);
  283. void FORWARD_2(obstacle_set_radius, RID, p_obstacle, real_t, p_radius, rid_to_rid, real_to_real);
  284. void FORWARD_2(obstacle_set_velocity, RID, p_obstacle, Vector2, p_velocity, rid_to_rid, v2_to_v3);
  285. void FORWARD_2(obstacle_set_position, RID, p_obstacle, Vector2, p_position, rid_to_rid, v2_to_v3);
  286. void FORWARD_2(obstacle_set_avoidance_layers, RID, p_obstacle, uint32_t, p_layers, rid_to_rid, uint32_to_uint32);
  287. void GodotNavigationServer2D::obstacle_set_vertices(RID p_obstacle, const Vector<Vector2> &p_vertices) {
  288. NavigationServer3D::get_singleton()->obstacle_set_vertices(p_obstacle, vector_v2_to_v3(p_vertices));
  289. }
  290. void GodotNavigationServer2D::query_path(const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result) const {
  291. ERR_FAIL_COND(!p_query_parameters.is_valid());
  292. ERR_FAIL_COND(!p_query_result.is_valid());
  293. const NavigationUtilities::PathQueryResult _query_result = NavigationServer3D::get_singleton()->_query_path(p_query_parameters->get_parameters());
  294. p_query_result->set_path(vector_v3_to_v2(_query_result.path));
  295. p_query_result->set_path_types(_query_result.path_types);
  296. p_query_result->set_path_rids(_query_result.path_rids);
  297. p_query_result->set_path_owner_ids(_query_result.path_owner_ids);
  298. }