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- /**************************************************************************/
- /* navigation_agent_3d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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. */
- /**************************************************************************/
- #ifndef NAVIGATION_AGENT_3D_H
- #define NAVIGATION_AGENT_3D_H
- #include "scene/main/node.h"
- #include "servers/navigation/navigation_path_query_parameters_3d.h"
- #include "servers/navigation/navigation_path_query_result_3d.h"
- class Node3D;
- class NavigationAgent3D : public Node {
- GDCLASS(NavigationAgent3D, Node);
- Node3D *agent_parent = nullptr;
- RID agent;
- RID map_override;
- bool avoidance_enabled = false;
- bool use_3d_avoidance = false;
- uint32_t avoidance_layers = 1;
- uint32_t avoidance_mask = 1;
- real_t avoidance_priority = 1.0;
- uint32_t navigation_layers = 1;
- NavigationPathQueryParameters3D::PathfindingAlgorithm pathfinding_algorithm = NavigationPathQueryParameters3D::PathfindingAlgorithm::PATHFINDING_ALGORITHM_ASTAR;
- NavigationPathQueryParameters3D::PathPostProcessing path_postprocessing = NavigationPathQueryParameters3D::PathPostProcessing::PATH_POSTPROCESSING_CORRIDORFUNNEL;
- BitField<NavigationPathQueryParameters3D::PathMetadataFlags> path_metadata_flags = NavigationPathQueryParameters3D::PathMetadataFlags::PATH_METADATA_INCLUDE_ALL;
- real_t path_desired_distance = 1.0;
- real_t target_desired_distance = 1.0;
- real_t height = 1.0;
- real_t radius = 0.5;
- real_t path_height_offset = 0.0;
- real_t neighbor_distance = 50.0;
- int max_neighbors = 10;
- real_t time_horizon_agents = 1.0;
- real_t time_horizon_obstacles = 0.0;
- real_t max_speed = 10.0;
- real_t path_max_distance = 5.0;
- Vector3 target_position;
- Ref<NavigationPathQueryParameters3D> navigation_query;
- Ref<NavigationPathQueryResult3D> navigation_result;
- int navigation_path_index = 0;
- // the velocity result of the avoidance simulation step
- Vector3 safe_velocity;
- /// The submitted target velocity, sets the "wanted" rvo agent velocity on the next update
- // this velocity is not guaranteed, the simulation will try to fulfill it if possible
- // if other agents or obstacles interfere it will be changed accordingly
- Vector3 velocity;
- bool velocity_submitted = false;
- /// The submitted forced velocity, overrides the rvo agent velocity on the next update
- // should only be used very intentionally and not every frame as it interferes with the simulation stability
- Vector3 velocity_forced;
- bool velocity_forced_submitted = false;
- // 2D avoidance has no y-axis. This stores and reapplies the y-axis velocity to the agent before and after the avoidance step.
- // While not perfect it at least looks way better than agent's that clip through everything that is not a flat surface
- bool keep_y_velocity = true;
- float stored_y_velocity = 0.0;
- bool target_position_submitted = false;
- bool target_reached = false;
- bool navigation_finished = true;
- // No initialized on purpose
- uint32_t update_frame_id = 0;
- // Debug properties for exposed bindings
- bool debug_enabled = false;
- float debug_path_custom_point_size = 4.0;
- bool debug_use_custom = false;
- Color debug_path_custom_color = Color(1.0, 1.0, 1.0, 1.0);
- #ifdef DEBUG_ENABLED
- // Debug properties internal only
- bool debug_path_dirty = true;
- RID debug_path_instance;
- Ref<ArrayMesh> debug_path_mesh;
- Ref<StandardMaterial3D> debug_agent_path_line_custom_material;
- Ref<StandardMaterial3D> debug_agent_path_point_custom_material;
- #endif // DEBUG_ENABLED
- protected:
- static void _bind_methods();
- void _notification(int p_what);
- void _validate_property(PropertyInfo &p_property) const;
- #ifndef DISABLE_DEPRECATED
- bool _set(const StringName &p_name, const Variant &p_value);
- bool _get(const StringName &p_name, Variant &r_ret) const;
- #endif // DISABLE_DEPRECATED
- public:
- NavigationAgent3D();
- virtual ~NavigationAgent3D();
- RID get_rid() const { return agent; }
- void set_avoidance_enabled(bool p_enabled);
- bool get_avoidance_enabled() const;
- void set_agent_parent(Node *p_agent_parent);
- void set_navigation_layers(uint32_t p_navigation_layers);
- uint32_t get_navigation_layers() const;
- void set_navigation_layer_value(int p_layer_number, bool p_value);
- bool get_navigation_layer_value(int p_layer_number) const;
- void set_pathfinding_algorithm(const NavigationPathQueryParameters3D::PathfindingAlgorithm p_pathfinding_algorithm);
- NavigationPathQueryParameters3D::PathfindingAlgorithm get_pathfinding_algorithm() const {
- return pathfinding_algorithm;
- }
- void set_path_postprocessing(const NavigationPathQueryParameters3D::PathPostProcessing p_path_postprocessing);
- NavigationPathQueryParameters3D::PathPostProcessing get_path_postprocessing() const {
- return path_postprocessing;
- }
- void set_path_metadata_flags(BitField<NavigationPathQueryParameters3D::PathMetadataFlags> p_flags);
- BitField<NavigationPathQueryParameters3D::PathMetadataFlags> get_path_metadata_flags() const {
- return path_metadata_flags;
- }
- void set_navigation_map(RID p_navigation_map);
- RID get_navigation_map() const;
- void set_path_desired_distance(real_t p_dd);
- real_t get_path_desired_distance() const { return path_desired_distance; }
- void set_target_desired_distance(real_t p_dd);
- real_t get_target_desired_distance() const { return target_desired_distance; }
- void set_radius(real_t p_radius);
- real_t get_radius() const { return radius; }
- void set_height(real_t p_height);
- real_t get_height() const { return height; }
- void set_path_height_offset(real_t p_path_height_offset);
- real_t get_path_height_offset() const { return path_height_offset; }
- void set_use_3d_avoidance(bool p_use_3d_avoidance);
- bool get_use_3d_avoidance() const { return use_3d_avoidance; }
- void set_keep_y_velocity(bool p_enabled);
- bool get_keep_y_velocity() const;
- void set_neighbor_distance(real_t p_distance);
- real_t get_neighbor_distance() const { return neighbor_distance; }
- void set_max_neighbors(int p_count);
- int get_max_neighbors() const { return max_neighbors; }
- void set_time_horizon_agents(real_t p_time_horizon);
- real_t get_time_horizon_agents() const { return time_horizon_agents; }
- void set_time_horizon_obstacles(real_t p_time_horizon);
- real_t get_time_horizon_obstacles() const { return time_horizon_obstacles; }
- void set_max_speed(real_t p_max_speed);
- real_t get_max_speed() const { return max_speed; }
- void set_path_max_distance(real_t p_pmd);
- real_t get_path_max_distance();
- void set_target_position(Vector3 p_position);
- Vector3 get_target_position() const;
- Vector3 get_next_path_position();
- Ref<NavigationPathQueryResult3D> get_current_navigation_result() const { return navigation_result; }
- const Vector<Vector3> &get_current_navigation_path() const { return navigation_result->get_path(); }
- int get_current_navigation_path_index() const { return navigation_path_index; }
- real_t distance_to_target() const;
- bool is_target_reached() const;
- bool is_target_reachable();
- bool is_navigation_finished();
- Vector3 get_final_position();
- void set_velocity(const Vector3 p_velocity);
- Vector3 get_velocity() { return velocity; }
- void set_velocity_forced(const Vector3 p_velocity);
- void _avoidance_done(Vector3 p_new_velocity);
- PackedStringArray get_configuration_warnings() const override;
- void set_avoidance_layers(uint32_t p_layers);
- uint32_t get_avoidance_layers() const;
- void set_avoidance_mask(uint32_t p_mask);
- uint32_t get_avoidance_mask() const;
- void set_avoidance_layer_value(int p_layer_number, bool p_value);
- bool get_avoidance_layer_value(int p_layer_number) const;
- void set_avoidance_mask_value(int p_mask_number, bool p_value);
- bool get_avoidance_mask_value(int p_mask_number) const;
- void set_avoidance_priority(real_t p_priority);
- real_t get_avoidance_priority() const;
- void set_debug_enabled(bool p_enabled);
- bool get_debug_enabled() const;
- void set_debug_use_custom(bool p_enabled);
- bool get_debug_use_custom() const;
- void set_debug_path_custom_color(Color p_color);
- Color get_debug_path_custom_color() const;
- void set_debug_path_custom_point_size(float p_point_size);
- float get_debug_path_custom_point_size() const;
- private:
- void update_navigation();
- void _request_repath();
- void _check_distance_to_target();
- #ifdef DEBUG_ENABLED
- void _navigation_debug_changed();
- void _update_debug_path();
- #endif // DEBUG_ENABLED
- };
- #endif // NAVIGATION_AGENT_3D_H
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