navigation_server_3d.h 28 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/3d/navigation_mesh_source_geometry_data_3d.h"
  35. #include "scene/resources/navigation_mesh.h"
  36. #include "servers/navigation/navigation_path_query_parameters_3d.h"
  37. #include "servers/navigation/navigation_path_query_result_3d.h"
  38. struct NavMeshGeometryParser3D {
  39. RID self;
  40. Callable callback;
  41. };
  42. /// This server uses the concept of internal mutability.
  43. /// All the constant functions can be called in multithread because internally
  44. /// the server takes care to schedule the functions access.
  45. ///
  46. /// Note: All the `set` functions are commands executed during the `sync` phase,
  47. /// don't expect that a change is immediately propagated.
  48. class NavigationServer3D : public Object {
  49. GDCLASS(NavigationServer3D, Object);
  50. static NavigationServer3D *singleton;
  51. protected:
  52. static void _bind_methods();
  53. public:
  54. /// Thread safe, can be used across many threads.
  55. static NavigationServer3D *get_singleton();
  56. virtual TypedArray<RID> get_maps() const = 0;
  57. /// Create a new map.
  58. virtual RID map_create() = 0;
  59. /// Set map active.
  60. virtual void map_set_active(RID p_map, bool p_active) = 0;
  61. /// Returns true if the map is active.
  62. virtual bool map_is_active(RID p_map) const = 0;
  63. /// Set the map UP direction.
  64. virtual void map_set_up(RID p_map, Vector3 p_up) = 0;
  65. /// Returns the map UP direction.
  66. virtual Vector3 map_get_up(RID p_map) const = 0;
  67. /// Set the map cell size used to weld the navigation mesh polygons.
  68. virtual void map_set_cell_size(RID p_map, real_t p_cell_size) = 0;
  69. /// Returns the map cell size.
  70. virtual real_t map_get_cell_size(RID p_map) const = 0;
  71. virtual void map_set_cell_height(RID p_map, real_t p_height) = 0;
  72. virtual real_t map_get_cell_height(RID p_map) const = 0;
  73. virtual void map_set_merge_rasterizer_cell_scale(RID p_map, float p_value) = 0;
  74. virtual float map_get_merge_rasterizer_cell_scale(RID p_map) const = 0;
  75. virtual void map_set_use_edge_connections(RID p_map, bool p_enabled) = 0;
  76. virtual bool map_get_use_edge_connections(RID p_map) const = 0;
  77. /// Set the map edge connection margin used to weld the compatible region edges.
  78. virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) = 0;
  79. /// Returns the edge connection margin of this map.
  80. virtual real_t map_get_edge_connection_margin(RID p_map) const = 0;
  81. /// Set the map link connection radius used to attach links to the nav mesh.
  82. virtual void map_set_link_connection_radius(RID p_map, real_t p_connection_radius) = 0;
  83. /// Returns the link connection radius of this map.
  84. virtual real_t map_get_link_connection_radius(RID p_map) const = 0;
  85. /// Returns the navigation path to reach the destination from the origin.
  86. virtual Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers = 1) = 0;
  87. 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;
  88. virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const = 0;
  89. virtual Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const = 0;
  90. virtual RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const = 0;
  91. virtual TypedArray<RID> map_get_links(RID p_map) const = 0;
  92. virtual TypedArray<RID> map_get_regions(RID p_map) const = 0;
  93. virtual TypedArray<RID> map_get_agents(RID p_map) const = 0;
  94. virtual TypedArray<RID> map_get_obstacles(RID p_map) const = 0;
  95. virtual void map_force_update(RID p_map) = 0;
  96. virtual uint32_t map_get_iteration_id(RID p_map) const = 0;
  97. virtual void map_set_use_async_iterations(RID p_map, bool p_enabled) = 0;
  98. virtual bool map_get_use_async_iterations(RID p_map) const = 0;
  99. virtual Vector3 map_get_random_point(RID p_map, uint32_t p_navigation_layers, bool p_uniformly) const = 0;
  100. /// Creates a new region.
  101. virtual RID region_create() = 0;
  102. virtual void region_set_enabled(RID p_region, bool p_enabled) = 0;
  103. virtual bool region_get_enabled(RID p_region) const = 0;
  104. virtual void region_set_use_edge_connections(RID p_region, bool p_enabled) = 0;
  105. virtual bool region_get_use_edge_connections(RID p_region) const = 0;
  106. /// Set the enter_cost of a region
  107. virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) = 0;
  108. virtual real_t region_get_enter_cost(RID p_region) const = 0;
  109. /// Set the travel_cost of a region
  110. virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) = 0;
  111. virtual real_t region_get_travel_cost(RID p_region) const = 0;
  112. /// Set the node which manages this region.
  113. virtual void region_set_owner_id(RID p_region, ObjectID p_owner_id) = 0;
  114. virtual ObjectID region_get_owner_id(RID p_region) const = 0;
  115. virtual bool region_owns_point(RID p_region, const Vector3 &p_point) const = 0;
  116. /// Set the map of this region.
  117. virtual void region_set_map(RID p_region, RID p_map) = 0;
  118. virtual RID region_get_map(RID p_region) const = 0;
  119. /// Set the region's layers
  120. virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) = 0;
  121. virtual uint32_t region_get_navigation_layers(RID p_region) const = 0;
  122. /// Set the global transformation of this region.
  123. virtual void region_set_transform(RID p_region, Transform3D p_transform) = 0;
  124. virtual Transform3D region_get_transform(RID p_region) const = 0;
  125. /// Set the navigation mesh of this region.
  126. virtual void region_set_navigation_mesh(RID p_region, Ref<NavigationMesh> p_navigation_mesh) = 0;
  127. #ifndef DISABLE_DEPRECATED
  128. /// Bake the navigation mesh.
  129. virtual void region_bake_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh, Node *p_root_node) = 0;
  130. #endif // DISABLE_DEPRECATED
  131. /// Get a list of a region's connection to other regions.
  132. virtual int region_get_connections_count(RID p_region) const = 0;
  133. virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const = 0;
  134. virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const = 0;
  135. virtual Vector3 region_get_closest_point_to_segment(RID p_region, const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision = false) const = 0;
  136. virtual Vector3 region_get_closest_point(RID p_region, const Vector3 &p_point) const = 0;
  137. virtual Vector3 region_get_closest_point_normal(RID p_region, const Vector3 &p_point) const = 0;
  138. virtual Vector3 region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const = 0;
  139. virtual AABB region_get_bounds(RID p_region) const = 0;
  140. /// Creates a new link between positions in the nav map.
  141. virtual RID link_create() = 0;
  142. /// Set the map of this link.
  143. virtual void link_set_map(RID p_link, RID p_map) = 0;
  144. virtual RID link_get_map(RID p_link) const = 0;
  145. virtual void link_set_enabled(RID p_link, bool p_enabled) = 0;
  146. virtual bool link_get_enabled(RID p_link) const = 0;
  147. /// Set whether this link travels in both directions.
  148. virtual void link_set_bidirectional(RID p_link, bool p_bidirectional) = 0;
  149. virtual bool link_is_bidirectional(RID p_link) const = 0;
  150. /// Set the link's layers.
  151. virtual void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers) = 0;
  152. virtual uint32_t link_get_navigation_layers(RID p_link) const = 0;
  153. /// Set the start position of the link.
  154. virtual void link_set_start_position(RID p_link, Vector3 p_position) = 0;
  155. virtual Vector3 link_get_start_position(RID p_link) const = 0;
  156. /// Set the end position of the link.
  157. virtual void link_set_end_position(RID p_link, Vector3 p_position) = 0;
  158. virtual Vector3 link_get_end_position(RID p_link) const = 0;
  159. /// Set the enter cost of the link.
  160. virtual void link_set_enter_cost(RID p_link, real_t p_enter_cost) = 0;
  161. virtual real_t link_get_enter_cost(RID p_link) const = 0;
  162. /// Set the travel cost of the link.
  163. virtual void link_set_travel_cost(RID p_link, real_t p_travel_cost) = 0;
  164. virtual real_t link_get_travel_cost(RID p_link) const = 0;
  165. /// Set the node which manages this link.
  166. virtual void link_set_owner_id(RID p_link, ObjectID p_owner_id) = 0;
  167. virtual ObjectID link_get_owner_id(RID p_link) const = 0;
  168. /// Creates the agent.
  169. virtual RID agent_create() = 0;
  170. /// Put the agent in the map.
  171. virtual void agent_set_map(RID p_agent, RID p_map) = 0;
  172. virtual RID agent_get_map(RID p_agent) const = 0;
  173. virtual void agent_set_paused(RID p_agent, bool p_paused) = 0;
  174. virtual bool agent_get_paused(RID p_agent) const = 0;
  175. virtual void agent_set_avoidance_enabled(RID p_agent, bool p_enabled) = 0;
  176. virtual bool agent_get_avoidance_enabled(RID p_agent) const = 0;
  177. virtual void agent_set_use_3d_avoidance(RID p_agent, bool p_enabled) = 0;
  178. virtual bool agent_get_use_3d_avoidance(RID p_agent) const = 0;
  179. /// The maximum distance (center point to
  180. /// center point) to other agents this agent
  181. /// takes into account in the navigation. The
  182. /// larger this number, the longer the running
  183. /// time of the simulation. If the number is too
  184. /// low, the simulation will not be safe.
  185. /// Must be non-negative.
  186. virtual void agent_set_neighbor_distance(RID p_agent, real_t p_distance) = 0;
  187. virtual real_t agent_get_neighbor_distance(RID p_agent) const = 0;
  188. /// The maximum number of other agents this
  189. /// agent takes into account in the navigation.
  190. /// The larger this number, the longer the
  191. /// running time of the simulation. If the
  192. /// number is too low, the simulation will not
  193. /// be safe.
  194. virtual void agent_set_max_neighbors(RID p_agent, int p_count) = 0;
  195. virtual int agent_get_max_neighbors(RID p_agent) const = 0;
  196. // Sets the minimum amount of time in seconds that an agent's
  197. // must be able to stay on the calculated velocity while still avoiding collisions with agent's
  198. // if this value is set to high an agent will often fall back to using a very low velocity just to be safe
  199. virtual void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) = 0;
  200. virtual real_t agent_get_time_horizon_agents(RID p_agent) const = 0;
  201. /// Sets the minimum amount of time in seconds that an agent's
  202. // must be able to stay on the calculated velocity while still avoiding collisions with obstacle's
  203. // if this value is set to high an agent will often fall back to using a very low velocity just to be safe
  204. virtual void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) = 0;
  205. virtual real_t agent_get_time_horizon_obstacles(RID p_agent) const = 0;
  206. /// The radius of this agent.
  207. /// Must be non-negative.
  208. virtual void agent_set_radius(RID p_agent, real_t p_radius) = 0;
  209. virtual real_t agent_get_radius(RID p_agent) const = 0;
  210. virtual void agent_set_height(RID p_agent, real_t p_height) = 0;
  211. virtual real_t agent_get_height(RID p_agent) const = 0;
  212. /// The maximum speed of this agent.
  213. /// Must be non-negative.
  214. virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) = 0;
  215. virtual real_t agent_get_max_speed(RID p_agent) const = 0;
  216. /// forces and agent velocity change in the avoidance simulation, adds simulation instability if done recklessly
  217. virtual void agent_set_velocity_forced(RID p_agent, Vector3 p_velocity) = 0;
  218. /// The wanted velocity for the agent as a "suggestion" to the avoidance simulation.
  219. /// The simulation will try to fulfill this velocity wish if possible but may change the velocity depending on other agent's and obstacles'.
  220. virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) = 0;
  221. virtual Vector3 agent_get_velocity(RID p_agent) const = 0;
  222. /// Position of the agent in world space.
  223. virtual void agent_set_position(RID p_agent, Vector3 p_position) = 0;
  224. virtual Vector3 agent_get_position(RID p_agent) const = 0;
  225. /// Returns true if the map got changed the previous frame.
  226. virtual bool agent_is_map_changed(RID p_agent) const = 0;
  227. /// Callback called at the end of the RVO process
  228. virtual void agent_set_avoidance_callback(RID p_agent, Callable p_callback) = 0;
  229. virtual bool agent_has_avoidance_callback(RID p_agent) const = 0;
  230. virtual void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) = 0;
  231. virtual uint32_t agent_get_avoidance_layers(RID p_agent) const = 0;
  232. virtual void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) = 0;
  233. virtual uint32_t agent_get_avoidance_mask(RID p_agent) const = 0;
  234. virtual void agent_set_avoidance_priority(RID p_agent, real_t p_priority) = 0;
  235. virtual real_t agent_get_avoidance_priority(RID p_agent) const = 0;
  236. /// Creates the obstacle.
  237. virtual RID obstacle_create() = 0;
  238. virtual void obstacle_set_map(RID p_obstacle, RID p_map) = 0;
  239. virtual RID obstacle_get_map(RID p_obstacle) const = 0;
  240. virtual void obstacle_set_paused(RID p_obstacle, bool p_paused) = 0;
  241. virtual bool obstacle_get_paused(RID p_obstacle) const = 0;
  242. virtual void obstacle_set_avoidance_enabled(RID p_obstacle, bool p_enabled) = 0;
  243. virtual bool obstacle_get_avoidance_enabled(RID p_obstacle) const = 0;
  244. virtual void obstacle_set_use_3d_avoidance(RID p_obstacle, bool p_enabled) = 0;
  245. virtual bool obstacle_get_use_3d_avoidance(RID p_obstacle) const = 0;
  246. virtual void obstacle_set_radius(RID p_obstacle, real_t p_radius) = 0;
  247. virtual real_t obstacle_get_radius(RID p_obstacle) const = 0;
  248. virtual void obstacle_set_height(RID p_obstacle, real_t p_height) = 0;
  249. virtual real_t obstacle_get_height(RID p_obstacle) const = 0;
  250. virtual void obstacle_set_velocity(RID p_obstacle, Vector3 p_velocity) = 0;
  251. virtual Vector3 obstacle_get_velocity(RID p_obstacle) const = 0;
  252. virtual void obstacle_set_position(RID p_obstacle, Vector3 p_position) = 0;
  253. virtual Vector3 obstacle_get_position(RID p_obstacle) const = 0;
  254. virtual void obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) = 0;
  255. virtual Vector<Vector3> obstacle_get_vertices(RID p_obstacle) const = 0;
  256. virtual void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) = 0;
  257. virtual uint32_t obstacle_get_avoidance_layers(RID p_obstacle) const = 0;
  258. /// Destroy the `RID`
  259. virtual void free(RID p_object) = 0;
  260. /// Control activation of this server.
  261. virtual void set_active(bool p_active) = 0;
  262. /// Process the collision avoidance agents.
  263. /// The result of this process is needed by the physics server,
  264. /// so this must be called in the main thread.
  265. /// Note: This function is not thread safe.
  266. virtual void process(real_t delta_time) = 0;
  267. virtual void init() = 0;
  268. virtual void sync() = 0;
  269. virtual void finish() = 0;
  270. /// Returns a customized navigation path using a query parameters object
  271. virtual void query_path(const Ref<NavigationPathQueryParameters3D> &p_query_parameters, Ref<NavigationPathQueryResult3D> p_query_result, const Callable &p_callback = Callable()) = 0;
  272. #ifndef _3D_DISABLED
  273. 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;
  274. 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;
  275. 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;
  276. virtual bool is_baking_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh) const = 0;
  277. #endif // _3D_DISABLED
  278. protected:
  279. static RWLock geometry_parser_rwlock;
  280. static RID_Owner<NavMeshGeometryParser3D> geometry_parser_owner;
  281. static LocalVector<NavMeshGeometryParser3D *> generator_parsers;
  282. public:
  283. virtual RID source_geometry_parser_create() = 0;
  284. virtual void source_geometry_parser_set_callback(RID p_parser, const Callable &p_callback) = 0;
  285. virtual Vector<Vector3> simplify_path(const Vector<Vector3> &p_path, real_t p_epsilon) = 0;
  286. NavigationServer3D();
  287. ~NavigationServer3D() override;
  288. enum ProcessInfo {
  289. INFO_ACTIVE_MAPS,
  290. INFO_REGION_COUNT,
  291. INFO_AGENT_COUNT,
  292. INFO_LINK_COUNT,
  293. INFO_POLYGON_COUNT,
  294. INFO_EDGE_COUNT,
  295. INFO_EDGE_MERGE_COUNT,
  296. INFO_EDGE_CONNECTION_COUNT,
  297. INFO_EDGE_FREE_COUNT,
  298. INFO_OBSTACLE_COUNT,
  299. };
  300. virtual int get_process_info(ProcessInfo p_info) const = 0;
  301. void set_debug_enabled(bool p_enabled);
  302. bool get_debug_enabled() const;
  303. protected:
  304. #ifndef DISABLE_DEPRECATED
  305. Vector<Vector3> _map_get_path_bind_compat_100129(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers = 1) const;
  306. void _query_path_bind_compat_100129(const Ref<NavigationPathQueryParameters3D> &p_query_parameters, Ref<NavigationPathQueryResult3D> p_query_result) const;
  307. static void _bind_compatibility_methods();
  308. #endif
  309. private:
  310. bool debug_enabled = false;
  311. #ifdef DEBUG_ENABLED
  312. bool debug_dirty = true;
  313. bool debug_navigation_enabled = false;
  314. bool navigation_debug_dirty = true;
  315. void _emit_navigation_debug_changed_signal();
  316. bool debug_avoidance_enabled = false;
  317. bool avoidance_debug_dirty = true;
  318. void _emit_avoidance_debug_changed_signal();
  319. Color debug_navigation_edge_connection_color = Color(1.0, 0.0, 1.0, 1.0);
  320. Color debug_navigation_geometry_edge_color = Color(0.5, 1.0, 1.0, 1.0);
  321. Color debug_navigation_geometry_face_color = Color(0.5, 1.0, 1.0, 0.4);
  322. Color debug_navigation_geometry_edge_disabled_color = Color(0.5, 0.5, 0.5, 1.0);
  323. Color debug_navigation_geometry_face_disabled_color = Color(0.5, 0.5, 0.5, 0.4);
  324. Color debug_navigation_link_connection_color = Color(1.0, 0.5, 1.0, 1.0);
  325. Color debug_navigation_link_connection_disabled_color = Color(0.5, 0.5, 0.5, 1.0);
  326. Color debug_navigation_agent_path_color = Color(1.0, 0.0, 0.0, 1.0);
  327. real_t debug_navigation_agent_path_point_size = 4.0;
  328. Color debug_navigation_avoidance_agents_radius_color = Color(1.0, 1.0, 0.0, 0.25);
  329. Color debug_navigation_avoidance_obstacles_radius_color = Color(1.0, 0.5, 0.0, 0.25);
  330. Color debug_navigation_avoidance_static_obstacle_pushin_face_color = Color(1.0, 0.0, 0.0, 0.0);
  331. Color debug_navigation_avoidance_static_obstacle_pushout_face_color = Color(1.0, 1.0, 0.0, 0.5);
  332. Color debug_navigation_avoidance_static_obstacle_pushin_edge_color = Color(1.0, 0.0, 0.0, 1.0);
  333. Color debug_navigation_avoidance_static_obstacle_pushout_edge_color = Color(1.0, 1.0, 0.0, 1.0);
  334. bool debug_navigation_enable_edge_connections = true;
  335. bool debug_navigation_enable_edge_connections_xray = true;
  336. bool debug_navigation_enable_edge_lines = true;
  337. bool debug_navigation_enable_edge_lines_xray = true;
  338. bool debug_navigation_enable_geometry_face_random_color = true;
  339. bool debug_navigation_enable_link_connections = true;
  340. bool debug_navigation_enable_link_connections_xray = true;
  341. bool debug_navigation_enable_agent_paths = true;
  342. bool debug_navigation_enable_agent_paths_xray = true;
  343. bool debug_navigation_avoidance_enable_agents_radius = true;
  344. bool debug_navigation_avoidance_enable_obstacles_radius = true;
  345. bool debug_navigation_avoidance_enable_obstacles_static = true;
  346. Ref<StandardMaterial3D> debug_navigation_geometry_edge_material;
  347. Ref<StandardMaterial3D> debug_navigation_geometry_face_material;
  348. Ref<StandardMaterial3D> debug_navigation_geometry_edge_disabled_material;
  349. Ref<StandardMaterial3D> debug_navigation_geometry_face_disabled_material;
  350. Ref<StandardMaterial3D> debug_navigation_edge_connections_material;
  351. Ref<StandardMaterial3D> debug_navigation_link_connections_material;
  352. Ref<StandardMaterial3D> debug_navigation_link_connections_disabled_material;
  353. Ref<StandardMaterial3D> debug_navigation_avoidance_agents_radius_material;
  354. Ref<StandardMaterial3D> debug_navigation_avoidance_obstacles_radius_material;
  355. Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushin_face_material;
  356. Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushout_face_material;
  357. Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushin_edge_material;
  358. Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushout_edge_material;
  359. Ref<StandardMaterial3D> debug_navigation_agent_path_line_material;
  360. Ref<StandardMaterial3D> debug_navigation_agent_path_point_material;
  361. public:
  362. void set_debug_navigation_enabled(bool p_enabled);
  363. bool get_debug_navigation_enabled() const;
  364. void set_debug_avoidance_enabled(bool p_enabled);
  365. bool get_debug_avoidance_enabled() const;
  366. void set_debug_navigation_edge_connection_color(const Color &p_color);
  367. Color get_debug_navigation_edge_connection_color() const;
  368. void set_debug_navigation_geometry_edge_color(const Color &p_color);
  369. Color get_debug_navigation_geometry_edge_color() const;
  370. void set_debug_navigation_geometry_face_color(const Color &p_color);
  371. Color get_debug_navigation_geometry_face_color() const;
  372. void set_debug_navigation_geometry_edge_disabled_color(const Color &p_color);
  373. Color get_debug_navigation_geometry_edge_disabled_color() const;
  374. void set_debug_navigation_geometry_face_disabled_color(const Color &p_color);
  375. Color get_debug_navigation_geometry_face_disabled_color() const;
  376. void set_debug_navigation_link_connection_color(const Color &p_color);
  377. Color get_debug_navigation_link_connection_color() const;
  378. void set_debug_navigation_link_connection_disabled_color(const Color &p_color);
  379. Color get_debug_navigation_link_connection_disabled_color() const;
  380. void set_debug_navigation_agent_path_color(const Color &p_color);
  381. Color get_debug_navigation_agent_path_color() const;
  382. void set_debug_navigation_avoidance_agents_radius_color(const Color &p_color);
  383. Color get_debug_navigation_avoidance_agents_radius_color() const;
  384. void set_debug_navigation_avoidance_obstacles_radius_color(const Color &p_color);
  385. Color get_debug_navigation_avoidance_obstacles_radius_color() const;
  386. void set_debug_navigation_avoidance_static_obstacle_pushin_face_color(const Color &p_color);
  387. Color get_debug_navigation_avoidance_static_obstacle_pushin_face_color() const;
  388. void set_debug_navigation_avoidance_static_obstacle_pushout_face_color(const Color &p_color);
  389. Color get_debug_navigation_avoidance_static_obstacle_pushout_face_color() const;
  390. void set_debug_navigation_avoidance_static_obstacle_pushin_edge_color(const Color &p_color);
  391. Color get_debug_navigation_avoidance_static_obstacle_pushin_edge_color() const;
  392. void set_debug_navigation_avoidance_static_obstacle_pushout_edge_color(const Color &p_color);
  393. Color get_debug_navigation_avoidance_static_obstacle_pushout_edge_color() const;
  394. void set_debug_navigation_enable_edge_connections(const bool p_value);
  395. bool get_debug_navigation_enable_edge_connections() const;
  396. void set_debug_navigation_enable_edge_connections_xray(const bool p_value);
  397. bool get_debug_navigation_enable_edge_connections_xray() const;
  398. void set_debug_navigation_enable_edge_lines(const bool p_value);
  399. bool get_debug_navigation_enable_edge_lines() const;
  400. void set_debug_navigation_enable_edge_lines_xray(const bool p_value);
  401. bool get_debug_navigation_enable_edge_lines_xray() const;
  402. void set_debug_navigation_enable_geometry_face_random_color(const bool p_value);
  403. bool get_debug_navigation_enable_geometry_face_random_color() const;
  404. void set_debug_navigation_enable_link_connections(const bool p_value);
  405. bool get_debug_navigation_enable_link_connections() const;
  406. void set_debug_navigation_enable_link_connections_xray(const bool p_value);
  407. bool get_debug_navigation_enable_link_connections_xray() const;
  408. void set_debug_navigation_enable_agent_paths(const bool p_value);
  409. bool get_debug_navigation_enable_agent_paths() const;
  410. void set_debug_navigation_enable_agent_paths_xray(const bool p_value);
  411. bool get_debug_navigation_enable_agent_paths_xray() const;
  412. void set_debug_navigation_agent_path_point_size(real_t p_point_size);
  413. real_t get_debug_navigation_agent_path_point_size() const;
  414. void set_debug_navigation_avoidance_enable_agents_radius(const bool p_value);
  415. bool get_debug_navigation_avoidance_enable_agents_radius() const;
  416. void set_debug_navigation_avoidance_enable_obstacles_radius(const bool p_value);
  417. bool get_debug_navigation_avoidance_enable_obstacles_radius() const;
  418. void set_debug_navigation_avoidance_enable_obstacles_static(const bool p_value);
  419. bool get_debug_navigation_avoidance_enable_obstacles_static() const;
  420. Ref<StandardMaterial3D> get_debug_navigation_geometry_face_material();
  421. Ref<StandardMaterial3D> get_debug_navigation_geometry_edge_material();
  422. Ref<StandardMaterial3D> get_debug_navigation_geometry_face_disabled_material();
  423. Ref<StandardMaterial3D> get_debug_navigation_geometry_edge_disabled_material();
  424. Ref<StandardMaterial3D> get_debug_navigation_edge_connections_material();
  425. Ref<StandardMaterial3D> get_debug_navigation_link_connections_material();
  426. Ref<StandardMaterial3D> get_debug_navigation_link_connections_disabled_material();
  427. Ref<StandardMaterial3D> get_debug_navigation_agent_path_line_material();
  428. Ref<StandardMaterial3D> get_debug_navigation_agent_path_point_material();
  429. Ref<StandardMaterial3D> get_debug_navigation_avoidance_agents_radius_material();
  430. Ref<StandardMaterial3D> get_debug_navigation_avoidance_obstacles_radius_material();
  431. Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushin_face_material();
  432. Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushout_face_material();
  433. Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushin_edge_material();
  434. Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushout_edge_material();
  435. #endif // DEBUG_ENABLED
  436. };
  437. typedef NavigationServer3D *(*NavigationServer3DCallback)();
  438. /// Manager used for the server singleton registration
  439. class NavigationServer3DManager {
  440. static NavigationServer3DCallback create_callback;
  441. public:
  442. static void set_default_server(NavigationServer3DCallback p_callback);
  443. static NavigationServer3D *new_default_server();
  444. static void initialize_server();
  445. static void finalize_server();
  446. };
  447. VARIANT_ENUM_CAST(NavigationServer3D::ProcessInfo);
  448. #endif // NAVIGATION_SERVER_3D_H