pandemonium_engine/servers/navigation_2d_server.h

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#ifndef NAVIGATION_2D_SERVER_H
#define NAVIGATION_2D_SERVER_H
/*************************************************************************/
/* navigation_2d_server.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
2022-08-17 16:01:01 +02:00
#include "core/containers/rid.h"
#include "core/object/object.h"
#include "navigation/navigation_utilities.h"
#include "scene/2d/navigation_polygon_instance.h"
#include "scene/resources/navigation_polygon.h"
class NavigationPathQueryParameters2D;
class NavigationPathQueryResult2D;
// This server exposes the 3D `NavigationServer` features in the 2D world.
class Navigation2DServer : public Object {
GDCLASS(Navigation2DServer, Object);
static Navigation2DServer *singleton;
protected:
static void _bind_methods();
public:
static Navigation2DServer *get_singleton() { return singleton; }
virtual Array get_maps() const = 0;
/// Create a new map.
virtual RID map_create() = 0;
/// Set map active.
virtual void map_set_active(RID p_map, bool p_active) = 0;
/// Returns true if the map is active.
virtual bool map_is_active(RID p_map) const = 0;
/// 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) = 0;
/// Returns the map cell size.
virtual real_t map_get_cell_size(RID p_map) const = 0;
virtual void map_set_use_edge_connections(RID p_map, bool p_enabled) = 0;
virtual bool map_get_use_edge_connections(RID p_map) const = 0;
/// 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) = 0;
/// Returns the edge connection margin of this map.
virtual real_t map_get_edge_connection_margin(RID p_map) const = 0;
/// 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) = 0;
/// Returns the link connection radius of this map.
virtual real_t map_get_link_connection_radius(RID p_map) const = 0;
/// 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 = 0;
virtual Vector2 map_get_closest_point(RID p_map, const Vector2 &p_point) const = 0;
virtual RID map_get_closest_point_owner(RID p_map, const Vector2 &p_point) const = 0;
virtual Array map_get_links(RID p_map) const = 0;
virtual Array map_get_regions(RID p_map) const = 0;
virtual Array map_get_agents(RID p_map) const = 0;
virtual Array map_get_obstacles(RID p_map) const = 0;
virtual void map_force_update(RID p_map) = 0;
/// Creates a new region.
virtual RID region_create() = 0;
virtual void region_set_enabled(RID p_region, bool p_enabled) = 0;
virtual bool region_get_enabled(RID p_region) const = 0;
virtual void region_set_use_edge_connections(RID p_region, bool p_enabled) = 0;
virtual bool region_get_use_edge_connections(RID p_region) const = 0;
/// Set the enter_cost of a region
virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) = 0;
virtual real_t region_get_enter_cost(RID p_region) const = 0;
/// Set the travel_cost of a region
virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) = 0;
virtual real_t region_get_travel_cost(RID p_region) const = 0;
/// Set the node which manages this region.
virtual void region_set_owner_id(RID p_region, ObjectID p_owner_id) = 0;
virtual ObjectID region_get_owner_id(RID p_region) const = 0;
virtual bool region_owns_point(RID p_region, const Vector2 &p_point) const = 0;
/// Set the map of this region.
virtual void region_set_map(RID p_region, RID p_map) = 0;
virtual RID region_get_map(RID p_region) const = 0;
/// Set the region's layers
virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) = 0;
virtual uint32_t region_get_navigation_layers(RID p_region) const = 0;
/// Set the global transformation of this region.
virtual void region_set_transform(RID p_region, Transform2D p_transform) = 0;
/// Set the navigation poly of this region.
virtual void region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_mesh) = 0;
/// Get a list of a region's connection to other regions.
virtual int region_get_connections_count(RID p_region) const = 0;
virtual Vector2 region_get_connection_pathway_start(RID p_region, int p_connection_id) const = 0;
virtual Vector2 region_get_connection_pathway_end(RID p_region, int p_connection_id) const = 0;
/// Creates a new link between positions in the nav map.
virtual RID link_create() = 0;
/// Set the map of this link.
virtual void link_set_map(RID p_link, RID p_map) = 0;
virtual RID link_get_map(RID p_link) const = 0;
virtual void link_set_enabled(RID p_link, bool p_enabled) = 0;
virtual bool link_get_enabled(RID p_link) const = 0;
/// Set whether this link travels in both directions.
virtual void link_set_bidirectional(RID p_link, bool p_bidirectional) = 0;
virtual bool link_is_bidirectional(RID p_link) const = 0;
/// Set the link's layers.
virtual void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers) = 0;
virtual uint32_t link_get_navigation_layers(RID p_link) const = 0;
/// Set the start position of the link.
virtual void link_set_start_position(RID p_link, Vector2 p_position) = 0;
virtual Vector2 link_get_start_position(RID p_link) const = 0;
/// Set the end position of the link.
virtual void link_set_end_position(RID p_link, Vector2 p_position) = 0;
virtual Vector2 link_get_end_position(RID p_link) const = 0;
/// Set the enter cost of the link.
virtual void link_set_enter_cost(RID p_link, real_t p_enter_cost) = 0;
virtual real_t link_get_enter_cost(RID p_link) const = 0;
/// Set the travel cost of the link.
virtual void link_set_travel_cost(RID p_link, real_t p_travel_cost) = 0;
virtual real_t link_get_travel_cost(RID p_link) const = 0;
/// Set the node which manages this link.
virtual void link_set_owner_id(RID p_link, ObjectID p_owner_id) = 0;
virtual ObjectID link_get_owner_id(RID p_link) const = 0;
/// Creates the agent.
virtual RID agent_create() = 0;
/// Put the agent in the map.
virtual void agent_set_map(RID p_agent, RID p_map) = 0;
virtual RID agent_get_map(RID p_agent) const = 0;
virtual void agent_set_paused(RID p_agent, bool p_paused) = 0;
virtual bool agent_get_paused(RID p_agent) const = 0;
virtual void agent_set_avoidance_enabled(RID p_agent, bool p_enabled) = 0;
virtual bool agent_get_avoidance_enabled(RID p_agent) const = 0;
/// 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_dist) = 0;
/// 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) = 0;
/// 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_agents(RID p_agent, real_t p_time_horizon) = 0;
virtual void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) = 0;
/// The radius of this agent.
/// Must be non-negative.
virtual void agent_set_radius(RID p_agent, real_t p_radius) = 0;
/// The maximum speed of this agent.
/// Must be non-negative.
virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) = 0;
/// forces and agent velocity change in the avoidance simulation, adds simulation instability if done recklessly
virtual void agent_set_velocity_forced(RID p_agent, Vector2 p_velocity) = 0;
/// The wanted velocity for the agent as a "suggestion" to the avoidance simulation.
/// The simulation will try to fulfil this velocity wish if possible but may change the velocity depending on other agent's and obstacles'.
virtual void agent_set_velocity(RID p_agent, Vector2 p_velocity) = 0;
/// Position of the agent in world space.
virtual void agent_set_position(RID p_agent, Vector2 p_position) = 0;
/// Returns true if the map got changed the previous frame.
virtual bool agent_is_map_changed(RID p_agent) const = 0;
/// Callback called at the end of the RVO process
virtual void agent_set_avoidance_callback(RID p_agent, ObjectID p_object_id, StringName p_method, Variant p_udata = Variant()) = 0;
virtual void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) = 0;
virtual void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) = 0;
virtual void agent_set_avoidance_priority(RID p_agent, real_t p_priority) = 0;
/// Creates the obstacle.
virtual RID obstacle_create() = 0;
virtual void obstacle_set_map(RID p_obstacle, RID p_map) = 0;
virtual RID obstacle_get_map(RID p_obstacle) const = 0;
virtual void obstacle_set_avoidance_enabled(RID p_obstacle, bool p_enabled) = 0;
virtual bool obstacle_get_avoidance_enabled(RID p_obstacle) const = 0;
virtual void obstacle_set_radius(RID p_obstacle, real_t p_radius) = 0;
virtual void obstacle_set_paused(RID p_obstacle, bool p_paused) = 0;
virtual bool obstacle_get_paused(RID p_obstacle) const = 0;
virtual void obstacle_set_velocity(RID p_obstacle, Vector2 p_velocity) = 0;
virtual void obstacle_set_position(RID p_obstacle, Vector2 p_position) = 0;
virtual void obstacle_set_vertices(RID p_obstacle, const Vector<Vector2> &p_vertices) = 0;
virtual void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) = 0;
/// Destroy the `RID`
virtual void free(RID p_object) = 0;
/// Returns a customized navigation path using a query parameters object
void query_path(const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result) const;
virtual NavigationUtilities::PathQueryResult2D _query_path(const NavigationUtilities::PathQueryParameters2D &p_parameters) const = 0;
virtual void init();
virtual void finish();
Navigation2DServer();
virtual ~Navigation2DServer();
void set_debug_enabled(bool p_enabled);
bool get_debug_enabled() const;
#ifdef DEBUG_ENABLED
void set_debug_navigation_enabled(bool p_enabled);
bool get_debug_navigation_enabled() const;
void set_debug_avoidance_enabled(bool p_enabled);
bool get_debug_avoidance_enabled() const;
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_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_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_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;
void set_debug_navigation_avoidance_enable_agents_radius(const bool p_value);
bool get_debug_navigation_avoidance_enable_agents_radius() const;
void set_debug_navigation_avoidance_enable_obstacles_radius(const bool p_value);
bool get_debug_navigation_avoidance_enable_obstacles_radius() const;
void set_debug_navigation_avoidance_agents_radius_color(const Color &p_color);
Color get_debug_navigation_avoidance_agents_radius_color() const;
void set_debug_navigation_avoidance_obstacles_radius_color(const Color &p_color);
Color get_debug_navigation_avoidance_obstacles_radius_color() const;
void set_debug_navigation_avoidance_static_obstacle_pushin_face_color(const Color &p_color);
Color get_debug_navigation_avoidance_static_obstacle_pushin_face_color() const;
void set_debug_navigation_avoidance_static_obstacle_pushout_face_color(const Color &p_color);
Color get_debug_navigation_avoidance_static_obstacle_pushout_face_color() const;
void set_debug_navigation_avoidance_static_obstacle_pushin_edge_color(const Color &p_color);
Color get_debug_navigation_avoidance_static_obstacle_pushin_edge_color() const;
void set_debug_navigation_avoidance_static_obstacle_pushout_edge_color(const Color &p_color);
Color get_debug_navigation_avoidance_static_obstacle_pushout_edge_color() const;
void set_debug_navigation_avoidance_enable_obstacles_static(const bool p_value);
bool get_debug_navigation_avoidance_enable_obstacles_static() const;
private:
void _emit_navigation_debug_changed_signal();
#endif
};
typedef Navigation2DServer *(*CreateNavigation2DServerCallback)();
/// Manager used for the server singleton registration
class Navigation2DServerManager {
struct ClassInfo {
String name;
CreateNavigation2DServerCallback create_callback;
ClassInfo() :
name(""),
create_callback(nullptr) {}
ClassInfo(String p_name, CreateNavigation2DServerCallback p_create_callback) :
name(p_name),
create_callback(p_create_callback) {}
ClassInfo(const ClassInfo &p_ci) :
name(p_ci.name),
create_callback(p_ci.create_callback) {}
ClassInfo operator=(const ClassInfo &p_ci) {
name = p_ci.name;
create_callback = p_ci.create_callback;
return *this;
}
};
static Vector<ClassInfo> navigation_servers;
static int default_server_id;
static int default_server_priority;
public:
static const String setting_property_name;
private:
static void on_servers_changed();
public:
static void register_server(const String &p_name, CreateNavigation2DServerCallback p_create_callback);
static void set_default_server(const String &p_name, int p_priority = 0);
static int find_server_id(const String &p_name);
static int get_servers_count();
static String get_server_name(int p_id);
static Navigation2DServer *new_default_server();
static Navigation2DServer *new_server(const String &p_name);
};
#endif