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- /**************************************************************************/
- /* navigation_server_2d.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_SERVER_2D_H
- #define NAVIGATION_SERVER_2D_H
- #include "core/object/class_db.h"
- #include "core/templates/rid.h"
- #include "scene/resources/navigation_polygon.h"
- #include "servers/navigation/navigation_path_query_parameters_2d.h"
- #include "servers/navigation/navigation_path_query_result_2d.h"
- // This server exposes the `NavigationServer3D` features in the 2D world.
- class NavigationServer2D : public Object {
- GDCLASS(NavigationServer2D, Object);
- static NavigationServer2D *singleton;
- void _emit_map_changed(RID p_map);
- protected:
- static void _bind_methods();
- public:
- /// Thread safe, can be used across many threads.
- static NavigationServer2D *get_singleton() { return singleton; }
- virtual TypedArray<RID> get_maps() const;
- /// Create a new map.
- virtual RID map_create();
- /// Set map active.
- virtual void map_set_active(RID p_map, bool p_active);
- /// Returns true if the map is active.
- virtual bool map_is_active(RID p_map) const;
- /// 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);
- /// Returns the map cell size.
- virtual real_t map_get_cell_size(RID p_map) const;
- /// 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);
- /// Returns the edge connection margin of this map.
- virtual real_t map_get_edge_connection_margin(RID p_map) const;
- /// Set the map link connection radius used to attach links to the nav mesh.
- virtual void map_set_link_connection_radius(RID p_map, real_t p_connection_radius);
- /// Returns the link connection radius of this map.
- virtual real_t map_get_link_connection_radius(RID p_map) const;
- /// Returns the navigation path to reach the destination from the origin.
- virtual Vector<Vector2> map_get_path(RID p_map, Vector2 p_origin, Vector2 p_destination, bool p_optimize, uint32_t p_navigation_layers = 1) const;
- virtual Vector2 map_get_closest_point(RID p_map, const Vector2 &p_point) const;
- virtual RID map_get_closest_point_owner(RID p_map, const Vector2 &p_point) const;
- virtual TypedArray<RID> map_get_links(RID p_map) const;
- virtual TypedArray<RID> map_get_regions(RID p_map) const;
- virtual TypedArray<RID> map_get_agents(RID p_map) const;
- virtual void map_force_update(RID p_map);
- /// Creates a new region.
- virtual RID region_create();
- /// Set the enter_cost of a region
- virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost);
- virtual real_t region_get_enter_cost(RID p_region) const;
- /// Set the travel_cost of a region
- virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost);
- virtual real_t region_get_travel_cost(RID p_region) const;
- /// Set the node which manages this region.
- virtual void region_set_owner_id(RID p_region, ObjectID p_owner_id);
- virtual ObjectID region_get_owner_id(RID p_region) const;
- virtual bool region_owns_point(RID p_region, const Vector2 &p_point) const;
- /// Set the map of this region.
- virtual void region_set_map(RID p_region, RID p_map);
- virtual RID region_get_map(RID p_region) const;
- /// Set the region's layers
- virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers);
- virtual uint32_t region_get_navigation_layers(RID p_region) const;
- /// Set the global transformation of this region.
- virtual void region_set_transform(RID p_region, Transform2D p_transform);
- /// Set the navigation poly of this region.
- virtual void region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon);
- /// Get a list of a region's connection to other regions.
- virtual int region_get_connections_count(RID p_region) const;
- virtual Vector2 region_get_connection_pathway_start(RID p_region, int p_connection_id) const;
- virtual Vector2 region_get_connection_pathway_end(RID p_region, int p_connection_id) const;
- /// Creates a new link between positions in the nav map.
- virtual RID link_create();
- /// Set the map of this link.
- virtual void link_set_map(RID p_link, RID p_map);
- virtual RID link_get_map(RID p_link) const;
- /// Set whether this link travels in both directions.
- virtual void link_set_bidirectional(RID p_link, bool p_bidirectional);
- virtual bool link_is_bidirectional(RID p_link) const;
- /// Set the link's layers.
- virtual void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers);
- virtual uint32_t link_get_navigation_layers(RID p_link) const;
- /// Set the start position of the link.
- virtual void link_set_start_position(RID p_link, Vector2 p_position);
- virtual Vector2 link_get_start_position(RID p_link) const;
- /// Set the end position of the link.
- virtual void link_set_end_position(RID p_link, Vector2 p_position);
- virtual Vector2 link_get_end_position(RID p_link) const;
- /// Set the enter cost of the link.
- virtual void link_set_enter_cost(RID p_link, real_t p_enter_cost);
- virtual real_t link_get_enter_cost(RID p_link) const;
- /// Set the travel cost of the link.
- virtual void link_set_travel_cost(RID p_link, real_t p_travel_cost);
- virtual real_t link_get_travel_cost(RID p_link) const;
- /// Set the node which manages this link.
- virtual void link_set_owner_id(RID p_link, ObjectID p_owner_id);
- virtual ObjectID link_get_owner_id(RID p_link) const;
- /// Creates the agent.
- virtual RID agent_create();
- /// Put the agent in the map.
- virtual void agent_set_map(RID p_agent, RID p_map);
- virtual RID agent_get_map(RID p_agent) const;
- /// 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_distance(RID p_agent, real_t p_distance);
- /// 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);
- /// 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);
- /// The radius of this agent.
- /// Must be non-negative.
- virtual void agent_set_radius(RID p_agent, real_t p_radius);
- /// The maximum speed of this agent.
- /// Must be non-negative.
- virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed);
- /// Current velocity of the agent
- virtual void agent_set_velocity(RID p_agent, Vector2 p_velocity);
- /// The new target velocity.
- virtual void agent_set_target_velocity(RID p_agent, Vector2 p_velocity);
- /// Position of the agent in world space.
- virtual void agent_set_position(RID p_agent, Vector2 p_position);
- /// 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);
- /// Returns true if the map got changed the previous frame.
- virtual bool agent_is_map_changed(RID p_agent) const;
- /// Callback called at the end of the RVO process
- virtual void agent_set_callback(RID p_agent, Callable p_callback);
- /// Returns a customized navigation path using a query parameters object
- virtual void query_path(const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result) const;
- /// Destroy the `RID`
- virtual void free(RID p_object);
- NavigationServer2D();
- virtual ~NavigationServer2D();
- void set_debug_enabled(bool p_enabled);
- bool get_debug_enabled() const;
- #ifdef DEBUG_ENABLED
- void set_debug_navigation_edge_connection_color(const Color &p_color);
- Color get_debug_navigation_edge_connection_color() const;
- void set_debug_navigation_geometry_face_color(const Color &p_color);
- Color get_debug_navigation_geometry_face_color() const;
- void set_debug_navigation_geometry_face_disabled_color(const Color &p_color);
- Color get_debug_navigation_geometry_face_disabled_color() const;
- void set_debug_navigation_geometry_edge_color(const Color &p_color);
- Color get_debug_navigation_geometry_edge_color() const;
- void set_debug_navigation_geometry_edge_disabled_color(const Color &p_color);
- Color get_debug_navigation_geometry_edge_disabled_color() const;
- void set_debug_navigation_link_connection_color(const Color &p_color);
- Color get_debug_navigation_link_connection_color() const;
- void set_debug_navigation_link_connection_disabled_color(const Color &p_color);
- Color get_debug_navigation_link_connection_disabled_color() const;
- void set_debug_navigation_enable_edge_connections(const bool p_value);
- bool get_debug_navigation_enable_edge_connections() const;
- void set_debug_navigation_enable_geometry_face_random_color(const bool p_value);
- bool get_debug_navigation_enable_geometry_face_random_color() const;
- void set_debug_navigation_enable_edge_lines(const bool p_value);
- bool get_debug_navigation_enable_edge_lines() const;
- void set_debug_navigation_agent_path_color(const Color &p_color);
- Color get_debug_navigation_agent_path_color() const;
- void set_debug_navigation_enable_agent_paths(const bool p_value);
- bool get_debug_navigation_enable_agent_paths() const;
- void set_debug_navigation_agent_path_point_size(float p_point_size);
- float get_debug_navigation_agent_path_point_size() const;
- #endif // DEBUG_ENABLED
- #ifdef DEBUG_ENABLED
- private:
- void _emit_navigation_debug_changed_signal();
- #endif // DEBUG_ENABLED
- };
- #endif // NAVIGATION_SERVER_2D_H
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