#ifndef NAV_AGENT_H #define NAV_AGENT_H /**************************************************************************/ /* nav_agent.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. */ /**************************************************************************/ #include "core/containers/local_vector.h" #include "core/object/class_db.h" #include "nav_agent.h" #include "nav_rid.h" #include #include class NavMap; class NavAgent : public NavRid { struct AvoidanceComputedCallback { ObjectID id; StringName method; Variant udata; Variant new_velocity; }; Vector3 position; Vector3 target_position; Vector3 velocity; Vector3 velocity_forced; real_t height; real_t radius; real_t max_speed; real_t time_horizon_agents; real_t time_horizon_obstacles; int max_neighbors; real_t neighbor_distance; Vector3 safe_velocity; bool clamp_speed; // Experimental, clamps velocity to max_speed. NavMap *map = nullptr; RVO2D::Agent2D rvo_agent_2d; RVO3D::Agent3D rvo_agent_3d; bool use_3d_avoidance; bool avoidance_enabled; uint32_t avoidance_layers; uint32_t avoidance_mask; real_t avoidance_priority; AvoidanceComputedCallback avoidance_callback; bool agent_dirty; uint32_t map_update_id; public: NavAgent(); void set_avoidance_enabled(bool p_enabled); bool is_avoidance_enabled() { return avoidance_enabled; } void set_use_3d_avoidance(bool p_enabled); bool get_use_3d_avoidance() { return use_3d_avoidance; } void set_map(NavMap *p_map); NavMap *get_map() { return map; } bool is_map_changed(); RVO2D::Agent2D *get_rvo_agent_2d() { return &rvo_agent_2d; } RVO3D::Agent3D *get_rvo_agent_3d() { return &rvo_agent_3d; } void set_neighbor_distance(real_t p_neighbor_distance); real_t get_neighbor_distance() const { return neighbor_distance; } void set_max_neighbors(int p_max_neighbors); int get_max_neighbors() const { return max_neighbors; } void set_time_horizon_agents(real_t p_time_horizon); real_t get_time_horizon_agents() const { return time_horizon_agents; } void set_time_horizon_obstacles(real_t p_time_horizon); real_t get_time_horizon_obstacles() const { return time_horizon_obstacles; } void set_radius(real_t p_radius); real_t get_radius() const { return radius; } void set_height(real_t p_height); real_t get_height() const { return height; } void set_max_speed(real_t p_max_speed); real_t get_max_speed() const { return max_speed; } void set_position(const Vector3 p_position); const Vector3 &get_position() const { return position; } void set_target_position(const Vector3 p_target_position); const Vector3 &get_target_position() const { return target_position; } void set_velocity(const Vector3 p_velocity); const Vector3 &get_velocity() const { return velocity; } void set_velocity_forced(const Vector3 p_velocity); const Vector3 &get_velocity_forced() const { return velocity_forced; } void set_avoidance_layers(uint32_t p_layers); uint32_t get_avoidance_layers() const { return avoidance_layers; }; void set_avoidance_mask(uint32_t p_mask); uint32_t get_avoidance_mask() const { return avoidance_mask; }; void set_avoidance_priority(real_t p_priority); real_t get_avoidance_priority() const { return avoidance_priority; }; bool check_dirty(); // Updates this agent with rvo data after the rvo simulation avoidance step. void update(); // RVO debug data from the last frame update. const Dictionary get_avoidance_data() const; void set_avoidance_callback(ObjectID p_id, const StringName p_method, const Variant p_udata = Variant()); bool has_avoidance_callback() const; void dispatch_avoidance_callback(); private: void _update_rvo_agent_properties(); }; #endif // NAV_AGENT_H