#ifndef PANDEMONIUM_NAVIGATION_2D_SERVER_H #define PANDEMONIUM_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. */ /*************************************************************************/ #include "core/containers/rid.h" #include "core/object/object.h" #include "scene/resources/navigation_polygon.h" #include "servers/navigation_2d_server.h" // This server exposes the 3D `NavigationServer` features in the 2D world. class PandemoniumNavigation2DServer : public Navigation2DServer { GDCLASS(PandemoniumNavigation2DServer, Navigation2DServer); void _emit_map_changed(RID p_map); protected: static void _bind_methods(); public: virtual Array 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; virtual void map_set_use_edge_connections(RID p_map, bool p_enabled); virtual bool map_get_use_edge_connections(RID p_map) const; /// Set the map cell height used to weld the navigation mesh polygons. virtual void map_set_cell_height(RID p_map, real_t p_cell_height); virtual real_t map_get_cell_height(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 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 Array map_get_links(RID p_map) const; virtual Array map_get_regions(RID p_map) const; virtual Array map_get_agents(RID p_map) const; virtual Array map_get_obstacles(RID p_map) const; virtual void map_force_update(RID p_map); /// Creates a new region. virtual RID region_create(); virtual void region_set_enabled(RID p_region, bool p_enabled); virtual bool region_get_enabled(RID p_region) const; virtual void region_set_use_edge_connections(RID p_region, bool p_enabled); virtual bool region_get_use_edge_connections(RID p_region) const; /// 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 p_navigation_mesh); /// 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; virtual void link_set_enabled(RID p_link, bool p_enabled); virtual bool link_get_enabled(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; virtual void agent_set_paused(RID p_agent, bool p_paused); virtual bool agent_get_paused(RID p_agent) const; virtual void agent_set_avoidance_enabled(RID p_agent, bool p_enabled); virtual bool agent_get_avoidance_enabled(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_dist); /// 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_agents(RID p_agent, real_t p_time_horizon); virtual void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon); /// 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); /// 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); /// 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); /// Position of the agent in world space. virtual void agent_set_position(RID p_agent, Vector2 p_position); /// 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_avoidance_callback(RID p_agent, ObjectID p_object_id, StringName p_method, Variant p_udata = Variant()); virtual void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers); virtual void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask); virtual void agent_set_avoidance_priority(RID p_agent, real_t p_priority); /// Creates the obstacle. virtual RID obstacle_create(); virtual void obstacle_set_avoidance_enabled(RID p_obstacle, bool p_enabled); virtual bool obstacle_get_avoidance_enabled(RID p_obstacle) const; virtual void obstacle_set_map(RID p_obstacle, RID p_map); virtual RID obstacle_get_map(RID p_obstacle) const; virtual void obstacle_set_radius(RID p_obstacle, real_t p_radius); virtual void obstacle_set_velocity(RID p_obstacle, Vector2 p_velocity); virtual void obstacle_set_paused(RID p_obstacle, bool p_paused); virtual bool obstacle_get_paused(RID p_obstacle) const; virtual void obstacle_set_position(RID p_obstacle, Vector2 p_position); virtual void obstacle_set_vertices(RID p_obstacle, const Vector &p_vertices); virtual void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers); /// Destroy the `RID` virtual void free(RID p_object); virtual NavigationUtilities::PathQueryResult2D _query_path(const NavigationUtilities::PathQueryParameters2D &p_parameters) const; PandemoniumNavigation2DServer(); virtual ~PandemoniumNavigation2DServer(); }; #endif