navigation_server_3d.h 27 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. /// 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_merge_rasterizer_cell_scale(RID p_map, float p_value) = 0;
  70. virtual float map_get_merge_rasterizer_cell_scale(RID p_map) const = 0;
  71. virtual void map_set_use_edge_connections(RID p_map, bool p_enabled) = 0;
  72. virtual bool map_get_use_edge_connections(RID p_map) const = 0;
  73. /// Set the map edge connection margin used to weld the compatible region edges.
  74. virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) = 0;
  75. /// Returns the edge connection margin of this map.
  76. virtual real_t map_get_edge_connection_margin(RID p_map) const = 0;
  77. /// Set the map link connection radius used to attach links to the nav mesh.
  78. virtual void map_set_link_connection_radius(RID p_map, real_t p_connection_radius) = 0;
  79. /// Returns the link connection radius of this map.
  80. virtual real_t map_get_link_connection_radius(RID p_map) const = 0;
  81. /// Returns the navigation path to reach the destination from the origin.
  82. 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;
  83. 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;
  84. virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const = 0;
  85. virtual Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const = 0;
  86. virtual RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const = 0;
  87. virtual TypedArray<RID> map_get_links(RID p_map) const = 0;
  88. virtual TypedArray<RID> map_get_regions(RID p_map) const = 0;
  89. virtual TypedArray<RID> map_get_agents(RID p_map) const = 0;
  90. virtual TypedArray<RID> map_get_obstacles(RID p_map) const = 0;
  91. virtual void map_force_update(RID p_map) = 0;
  92. virtual uint32_t map_get_iteration_id(RID p_map) const = 0;
  93. virtual Vector3 map_get_random_point(RID p_map, uint32_t p_navigation_layers, bool p_uniformly) const = 0;
  94. /// Creates a new region.
  95. virtual RID region_create() = 0;
  96. virtual void region_set_enabled(RID p_region, bool p_enabled) = 0;
  97. virtual bool region_get_enabled(RID p_region) const = 0;
  98. virtual void region_set_use_edge_connections(RID p_region, bool p_enabled) = 0;
  99. virtual bool region_get_use_edge_connections(RID p_region) const = 0;
  100. /// Set the enter_cost of a region
  101. virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) = 0;
  102. virtual real_t region_get_enter_cost(RID p_region) const = 0;
  103. /// Set the travel_cost of a region
  104. virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) = 0;
  105. virtual real_t region_get_travel_cost(RID p_region) const = 0;
  106. /// Set the node which manages this region.
  107. virtual void region_set_owner_id(RID p_region, ObjectID p_owner_id) = 0;
  108. virtual ObjectID region_get_owner_id(RID p_region) const = 0;
  109. virtual bool region_owns_point(RID p_region, const Vector3 &p_point) const = 0;
  110. /// Set the map of this region.
  111. virtual void region_set_map(RID p_region, RID p_map) = 0;
  112. virtual RID region_get_map(RID p_region) const = 0;
  113. /// Set the region's layers
  114. virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) = 0;
  115. virtual uint32_t region_get_navigation_layers(RID p_region) const = 0;
  116. /// Set the global transformation of this region.
  117. virtual void region_set_transform(RID p_region, Transform3D p_transform) = 0;
  118. virtual Transform3D region_get_transform(RID p_region) const = 0;
  119. /// Set the navigation mesh of this region.
  120. virtual void region_set_navigation_mesh(RID p_region, Ref<NavigationMesh> p_navigation_mesh) = 0;
  121. #ifndef DISABLE_DEPRECATED
  122. /// Bake the navigation mesh.
  123. virtual void region_bake_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh, Node *p_root_node) = 0;
  124. #endif // DISABLE_DEPRECATED
  125. /// Get a list of a region's connection to other regions.
  126. virtual int region_get_connections_count(RID p_region) const = 0;
  127. virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const = 0;
  128. virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const = 0;
  129. 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;
  130. virtual Vector3 region_get_closest_point(RID p_region, const Vector3 &p_point) const = 0;
  131. virtual Vector3 region_get_closest_point_normal(RID p_region, const Vector3 &p_point) const = 0;
  132. virtual Vector3 region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const = 0;
  133. /// Creates a new link between positions in the nav map.
  134. virtual RID link_create() = 0;
  135. /// Set the map of this link.
  136. virtual void link_set_map(RID p_link, RID p_map) = 0;
  137. virtual RID link_get_map(RID p_link) const = 0;
  138. virtual void link_set_enabled(RID p_link, bool p_enabled) = 0;
  139. virtual bool link_get_enabled(RID p_link) const = 0;
  140. /// Set whether this link travels in both directions.
  141. virtual void link_set_bidirectional(RID p_link, bool p_bidirectional) = 0;
  142. virtual bool link_is_bidirectional(RID p_link) const = 0;
  143. /// Set the link's layers.
  144. virtual void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers) = 0;
  145. virtual uint32_t link_get_navigation_layers(RID p_link) const = 0;
  146. /// Set the start position of the link.
  147. virtual void link_set_start_position(RID p_link, Vector3 p_position) = 0;
  148. virtual Vector3 link_get_start_position(RID p_link) const = 0;
  149. /// Set the end position of the link.
  150. virtual void link_set_end_position(RID p_link, Vector3 p_position) = 0;
  151. virtual Vector3 link_get_end_position(RID p_link) const = 0;
  152. /// Set the enter cost of the link.
  153. virtual void link_set_enter_cost(RID p_link, real_t p_enter_cost) = 0;
  154. virtual real_t link_get_enter_cost(RID p_link) const = 0;
  155. /// Set the travel cost of the link.
  156. virtual void link_set_travel_cost(RID p_link, real_t p_travel_cost) = 0;
  157. virtual real_t link_get_travel_cost(RID p_link) const = 0;
  158. /// Set the node which manages this link.
  159. virtual void link_set_owner_id(RID p_link, ObjectID p_owner_id) = 0;
  160. virtual ObjectID link_get_owner_id(RID p_link) const = 0;
  161. /// Creates the agent.
  162. virtual RID agent_create() = 0;
  163. /// Put the agent in the map.
  164. virtual void agent_set_map(RID p_agent, RID p_map) = 0;
  165. virtual RID agent_get_map(RID p_agent) const = 0;
  166. virtual void agent_set_paused(RID p_agent, bool p_paused) = 0;
  167. virtual bool agent_get_paused(RID p_agent) const = 0;
  168. virtual void agent_set_avoidance_enabled(RID p_agent, bool p_enabled) = 0;
  169. virtual bool agent_get_avoidance_enabled(RID p_agent) const = 0;
  170. virtual void agent_set_use_3d_avoidance(RID p_agent, bool p_enabled) = 0;
  171. virtual bool agent_get_use_3d_avoidance(RID p_agent) const = 0;
  172. /// The maximum distance (center point to
  173. /// center point) to other agents this agent
  174. /// takes into account in the navigation. The
  175. /// larger this number, the longer the running
  176. /// time of the simulation. If the number is too
  177. /// low, the simulation will not be safe.
  178. /// Must be non-negative.
  179. virtual void agent_set_neighbor_distance(RID p_agent, real_t p_distance) = 0;
  180. virtual real_t agent_get_neighbor_distance(RID p_agent) const = 0;
  181. /// The maximum number of other agents this
  182. /// agent takes into account in the navigation.
  183. /// The larger this number, the longer the
  184. /// running time of the simulation. If the
  185. /// number is too low, the simulation will not
  186. /// be safe.
  187. virtual void agent_set_max_neighbors(RID p_agent, int p_count) = 0;
  188. virtual int agent_get_max_neighbors(RID p_agent) const = 0;
  189. // Sets the minimum amount of time in seconds that an agent's
  190. // must be able to stay on the calculated velocity while still avoiding collisions with agent's
  191. // if this value is set to high an agent will often fall back to using a very low velocity just to be safe
  192. virtual void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) = 0;
  193. virtual real_t agent_get_time_horizon_agents(RID p_agent) const = 0;
  194. /// Sets the minimum amount of time in seconds that an agent's
  195. // must be able to stay on the calculated velocity while still avoiding collisions with obstacle's
  196. // if this value is set to high an agent will often fall back to using a very low velocity just to be safe
  197. virtual void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) = 0;
  198. virtual real_t agent_get_time_horizon_obstacles(RID p_agent) const = 0;
  199. /// The radius of this agent.
  200. /// Must be non-negative.
  201. virtual void agent_set_radius(RID p_agent, real_t p_radius) = 0;
  202. virtual real_t agent_get_radius(RID p_agent) const = 0;
  203. virtual void agent_set_height(RID p_agent, real_t p_height) = 0;
  204. virtual real_t agent_get_height(RID p_agent) const = 0;
  205. /// The maximum speed of this agent.
  206. /// Must be non-negative.
  207. virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) = 0;
  208. virtual real_t agent_get_max_speed(RID p_agent) const = 0;
  209. /// forces and agent velocity change in the avoidance simulation, adds simulation instability if done recklessly
  210. virtual void agent_set_velocity_forced(RID p_agent, Vector3 p_velocity) = 0;
  211. /// The wanted velocity for the agent as a "suggestion" to the avoidance simulation.
  212. /// The simulation will try to fulfill this velocity wish if possible but may change the velocity depending on other agent's and obstacles'.
  213. virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) = 0;
  214. virtual Vector3 agent_get_velocity(RID p_agent) const = 0;
  215. /// Position of the agent in world space.
  216. virtual void agent_set_position(RID p_agent, Vector3 p_position) = 0;
  217. virtual Vector3 agent_get_position(RID p_agent) const = 0;
  218. /// Returns true if the map got changed the previous frame.
  219. virtual bool agent_is_map_changed(RID p_agent) const = 0;
  220. /// Callback called at the end of the RVO process
  221. virtual void agent_set_avoidance_callback(RID p_agent, Callable p_callback) = 0;
  222. virtual bool agent_has_avoidance_callback(RID p_agent) const = 0;
  223. virtual void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) = 0;
  224. virtual uint32_t agent_get_avoidance_layers(RID p_agent) const = 0;
  225. virtual void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) = 0;
  226. virtual uint32_t agent_get_avoidance_mask(RID p_agent) const = 0;
  227. virtual void agent_set_avoidance_priority(RID p_agent, real_t p_priority) = 0;
  228. virtual real_t agent_get_avoidance_priority(RID p_agent) const = 0;
  229. /// Creates the obstacle.
  230. virtual RID obstacle_create() = 0;
  231. virtual void obstacle_set_map(RID p_obstacle, RID p_map) = 0;
  232. virtual RID obstacle_get_map(RID p_obstacle) const = 0;
  233. virtual void obstacle_set_paused(RID p_obstacle, bool p_paused) = 0;
  234. virtual bool obstacle_get_paused(RID p_obstacle) const = 0;
  235. virtual void obstacle_set_avoidance_enabled(RID p_obstacle, bool p_enabled) = 0;
  236. virtual bool obstacle_get_avoidance_enabled(RID p_obstacle) const = 0;
  237. virtual void obstacle_set_use_3d_avoidance(RID p_obstacle, bool p_enabled) = 0;
  238. virtual bool obstacle_get_use_3d_avoidance(RID p_obstacle) const = 0;
  239. virtual void obstacle_set_radius(RID p_obstacle, real_t p_radius) = 0;
  240. virtual real_t obstacle_get_radius(RID p_obstacle) const = 0;
  241. virtual void obstacle_set_height(RID p_obstacle, real_t p_height) = 0;
  242. virtual real_t obstacle_get_height(RID p_obstacle) const = 0;
  243. virtual void obstacle_set_velocity(RID p_obstacle, Vector3 p_velocity) = 0;
  244. virtual Vector3 obstacle_get_velocity(RID p_obstacle) const = 0;
  245. virtual void obstacle_set_position(RID p_obstacle, Vector3 p_position) = 0;
  246. virtual Vector3 obstacle_get_position(RID p_obstacle) const = 0;
  247. virtual void obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) = 0;
  248. virtual Vector<Vector3> obstacle_get_vertices(RID p_obstacle) const = 0;
  249. virtual void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) = 0;
  250. virtual uint32_t obstacle_get_avoidance_layers(RID p_obstacle) const = 0;
  251. /// Destroy the `RID`
  252. virtual void free(RID p_object) = 0;
  253. /// Control activation of this server.
  254. virtual void set_active(bool p_active) = 0;
  255. /// Process the collision avoidance agents.
  256. /// The result of this process is needed by the physics server,
  257. /// so this must be called in the main thread.
  258. /// Note: This function is not thread safe.
  259. virtual void process(real_t delta_time) = 0;
  260. virtual void init() = 0;
  261. virtual void sync() = 0;
  262. virtual void finish() = 0;
  263. /// Returns a customized navigation path using a query parameters object
  264. virtual void query_path(const Ref<NavigationPathQueryParameters3D> &p_query_parameters, Ref<NavigationPathQueryResult3D> p_query_result) const;
  265. virtual NavigationUtilities::PathQueryResult _query_path(const NavigationUtilities::PathQueryParameters &p_parameters) const = 0;
  266. #ifndef _3D_DISABLED
  267. 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;
  268. 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;
  269. 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;
  270. virtual bool is_baking_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh) const = 0;
  271. #endif // _3D_DISABLED
  272. virtual RID source_geometry_parser_create() = 0;
  273. virtual void source_geometry_parser_set_callback(RID p_parser, const Callable &p_callback) = 0;
  274. virtual Vector<Vector3> simplify_path(const Vector<Vector3> &p_path, real_t p_epsilon) = 0;
  275. NavigationServer3D();
  276. ~NavigationServer3D() override;
  277. enum ProcessInfo {
  278. INFO_ACTIVE_MAPS,
  279. INFO_REGION_COUNT,
  280. INFO_AGENT_COUNT,
  281. INFO_LINK_COUNT,
  282. INFO_POLYGON_COUNT,
  283. INFO_EDGE_COUNT,
  284. INFO_EDGE_MERGE_COUNT,
  285. INFO_EDGE_CONNECTION_COUNT,
  286. INFO_EDGE_FREE_COUNT,
  287. INFO_OBSTACLE_COUNT,
  288. };
  289. virtual int get_process_info(ProcessInfo p_info) const = 0;
  290. void set_debug_enabled(bool p_enabled);
  291. bool get_debug_enabled() const;
  292. private:
  293. bool debug_enabled = false;
  294. #ifdef DEBUG_ENABLED
  295. bool debug_dirty = true;
  296. bool debug_navigation_enabled = false;
  297. bool navigation_debug_dirty = true;
  298. void _emit_navigation_debug_changed_signal();
  299. bool debug_avoidance_enabled = false;
  300. bool avoidance_debug_dirty = true;
  301. void _emit_avoidance_debug_changed_signal();
  302. Color debug_navigation_edge_connection_color = Color(1.0, 0.0, 1.0, 1.0);
  303. Color debug_navigation_geometry_edge_color = Color(0.5, 1.0, 1.0, 1.0);
  304. Color debug_navigation_geometry_face_color = Color(0.5, 1.0, 1.0, 0.4);
  305. Color debug_navigation_geometry_edge_disabled_color = Color(0.5, 0.5, 0.5, 1.0);
  306. Color debug_navigation_geometry_face_disabled_color = Color(0.5, 0.5, 0.5, 0.4);
  307. Color debug_navigation_link_connection_color = Color(1.0, 0.5, 1.0, 1.0);
  308. Color debug_navigation_link_connection_disabled_color = Color(0.5, 0.5, 0.5, 1.0);
  309. Color debug_navigation_agent_path_color = Color(1.0, 0.0, 0.0, 1.0);
  310. real_t debug_navigation_agent_path_point_size = 4.0;
  311. Color debug_navigation_avoidance_agents_radius_color = Color(1.0, 1.0, 0.0, 0.25);
  312. Color debug_navigation_avoidance_obstacles_radius_color = Color(1.0, 0.5, 0.0, 0.25);
  313. Color debug_navigation_avoidance_static_obstacle_pushin_face_color = Color(1.0, 0.0, 0.0, 0.0);
  314. Color debug_navigation_avoidance_static_obstacle_pushout_face_color = Color(1.0, 1.0, 0.0, 0.5);
  315. Color debug_navigation_avoidance_static_obstacle_pushin_edge_color = Color(1.0, 0.0, 0.0, 1.0);
  316. Color debug_navigation_avoidance_static_obstacle_pushout_edge_color = Color(1.0, 1.0, 0.0, 1.0);
  317. bool debug_navigation_enable_edge_connections = true;
  318. bool debug_navigation_enable_edge_connections_xray = true;
  319. bool debug_navigation_enable_edge_lines = true;
  320. bool debug_navigation_enable_edge_lines_xray = true;
  321. bool debug_navigation_enable_geometry_face_random_color = true;
  322. bool debug_navigation_enable_link_connections = true;
  323. bool debug_navigation_enable_link_connections_xray = true;
  324. bool debug_navigation_enable_agent_paths = true;
  325. bool debug_navigation_enable_agent_paths_xray = true;
  326. bool debug_navigation_avoidance_enable_agents_radius = true;
  327. bool debug_navigation_avoidance_enable_obstacles_radius = true;
  328. bool debug_navigation_avoidance_enable_obstacles_static = true;
  329. Ref<StandardMaterial3D> debug_navigation_geometry_edge_material;
  330. Ref<StandardMaterial3D> debug_navigation_geometry_face_material;
  331. Ref<StandardMaterial3D> debug_navigation_geometry_edge_disabled_material;
  332. Ref<StandardMaterial3D> debug_navigation_geometry_face_disabled_material;
  333. Ref<StandardMaterial3D> debug_navigation_edge_connections_material;
  334. Ref<StandardMaterial3D> debug_navigation_link_connections_material;
  335. Ref<StandardMaterial3D> debug_navigation_link_connections_disabled_material;
  336. Ref<StandardMaterial3D> debug_navigation_avoidance_agents_radius_material;
  337. Ref<StandardMaterial3D> debug_navigation_avoidance_obstacles_radius_material;
  338. Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushin_face_material;
  339. Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushout_face_material;
  340. Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushin_edge_material;
  341. Ref<StandardMaterial3D> debug_navigation_avoidance_static_obstacle_pushout_edge_material;
  342. Ref<StandardMaterial3D> debug_navigation_agent_path_line_material;
  343. Ref<StandardMaterial3D> debug_navigation_agent_path_point_material;
  344. public:
  345. void set_debug_navigation_enabled(bool p_enabled);
  346. bool get_debug_navigation_enabled() const;
  347. void set_debug_avoidance_enabled(bool p_enabled);
  348. bool get_debug_avoidance_enabled() const;
  349. void set_debug_navigation_edge_connection_color(const Color &p_color);
  350. Color get_debug_navigation_edge_connection_color() const;
  351. void set_debug_navigation_geometry_edge_color(const Color &p_color);
  352. Color get_debug_navigation_geometry_edge_color() const;
  353. void set_debug_navigation_geometry_face_color(const Color &p_color);
  354. Color get_debug_navigation_geometry_face_color() const;
  355. void set_debug_navigation_geometry_edge_disabled_color(const Color &p_color);
  356. Color get_debug_navigation_geometry_edge_disabled_color() const;
  357. void set_debug_navigation_geometry_face_disabled_color(const Color &p_color);
  358. Color get_debug_navigation_geometry_face_disabled_color() const;
  359. void set_debug_navigation_link_connection_color(const Color &p_color);
  360. Color get_debug_navigation_link_connection_color() const;
  361. void set_debug_navigation_link_connection_disabled_color(const Color &p_color);
  362. Color get_debug_navigation_link_connection_disabled_color() const;
  363. void set_debug_navigation_agent_path_color(const Color &p_color);
  364. Color get_debug_navigation_agent_path_color() const;
  365. void set_debug_navigation_avoidance_agents_radius_color(const Color &p_color);
  366. Color get_debug_navigation_avoidance_agents_radius_color() const;
  367. void set_debug_navigation_avoidance_obstacles_radius_color(const Color &p_color);
  368. Color get_debug_navigation_avoidance_obstacles_radius_color() const;
  369. void set_debug_navigation_avoidance_static_obstacle_pushin_face_color(const Color &p_color);
  370. Color get_debug_navigation_avoidance_static_obstacle_pushin_face_color() const;
  371. void set_debug_navigation_avoidance_static_obstacle_pushout_face_color(const Color &p_color);
  372. Color get_debug_navigation_avoidance_static_obstacle_pushout_face_color() const;
  373. void set_debug_navigation_avoidance_static_obstacle_pushin_edge_color(const Color &p_color);
  374. Color get_debug_navigation_avoidance_static_obstacle_pushin_edge_color() const;
  375. void set_debug_navigation_avoidance_static_obstacle_pushout_edge_color(const Color &p_color);
  376. Color get_debug_navigation_avoidance_static_obstacle_pushout_edge_color() const;
  377. void set_debug_navigation_enable_edge_connections(const bool p_value);
  378. bool get_debug_navigation_enable_edge_connections() const;
  379. void set_debug_navigation_enable_edge_connections_xray(const bool p_value);
  380. bool get_debug_navigation_enable_edge_connections_xray() const;
  381. void set_debug_navigation_enable_edge_lines(const bool p_value);
  382. bool get_debug_navigation_enable_edge_lines() const;
  383. void set_debug_navigation_enable_edge_lines_xray(const bool p_value);
  384. bool get_debug_navigation_enable_edge_lines_xray() const;
  385. void set_debug_navigation_enable_geometry_face_random_color(const bool p_value);
  386. bool get_debug_navigation_enable_geometry_face_random_color() const;
  387. void set_debug_navigation_enable_link_connections(const bool p_value);
  388. bool get_debug_navigation_enable_link_connections() const;
  389. void set_debug_navigation_enable_link_connections_xray(const bool p_value);
  390. bool get_debug_navigation_enable_link_connections_xray() const;
  391. void set_debug_navigation_enable_agent_paths(const bool p_value);
  392. bool get_debug_navigation_enable_agent_paths() const;
  393. void set_debug_navigation_enable_agent_paths_xray(const bool p_value);
  394. bool get_debug_navigation_enable_agent_paths_xray() const;
  395. void set_debug_navigation_agent_path_point_size(real_t p_point_size);
  396. real_t get_debug_navigation_agent_path_point_size() const;
  397. void set_debug_navigation_avoidance_enable_agents_radius(const bool p_value);
  398. bool get_debug_navigation_avoidance_enable_agents_radius() const;
  399. void set_debug_navigation_avoidance_enable_obstacles_radius(const bool p_value);
  400. bool get_debug_navigation_avoidance_enable_obstacles_radius() const;
  401. void set_debug_navigation_avoidance_enable_obstacles_static(const bool p_value);
  402. bool get_debug_navigation_avoidance_enable_obstacles_static() const;
  403. Ref<StandardMaterial3D> get_debug_navigation_geometry_face_material();
  404. Ref<StandardMaterial3D> get_debug_navigation_geometry_edge_material();
  405. Ref<StandardMaterial3D> get_debug_navigation_geometry_face_disabled_material();
  406. Ref<StandardMaterial3D> get_debug_navigation_geometry_edge_disabled_material();
  407. Ref<StandardMaterial3D> get_debug_navigation_edge_connections_material();
  408. Ref<StandardMaterial3D> get_debug_navigation_link_connections_material();
  409. Ref<StandardMaterial3D> get_debug_navigation_link_connections_disabled_material();
  410. Ref<StandardMaterial3D> get_debug_navigation_agent_path_line_material();
  411. Ref<StandardMaterial3D> get_debug_navigation_agent_path_point_material();
  412. Ref<StandardMaterial3D> get_debug_navigation_avoidance_agents_radius_material();
  413. Ref<StandardMaterial3D> get_debug_navigation_avoidance_obstacles_radius_material();
  414. Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushin_face_material();
  415. Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushout_face_material();
  416. Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushin_edge_material();
  417. Ref<StandardMaterial3D> get_debug_navigation_avoidance_static_obstacle_pushout_edge_material();
  418. #endif // DEBUG_ENABLED
  419. };
  420. typedef NavigationServer3D *(*NavigationServer3DCallback)();
  421. /// Manager used for the server singleton registration
  422. class NavigationServer3DManager {
  423. static NavigationServer3DCallback create_callback;
  424. public:
  425. static void set_default_server(NavigationServer3DCallback p_callback);
  426. static NavigationServer3D *new_default_server();
  427. };
  428. VARIANT_ENUM_CAST(NavigationServer3D::ProcessInfo);
  429. #endif // NAVIGATION_SERVER_3D_H