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https://github.com/Relintai/pandemonium_engine.git
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Relintai
11a92cfe27
Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.
- smix8
721c99a530
232 lines
9.7 KiB
C++
232 lines
9.7 KiB
C++
#ifndef NAVIGATION_SERVER_H
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#define NAVIGATION_SERVER_H
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/*************************************************************************/
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/* navigation_server.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/object.h"
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#include "core/rid.h"
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#include "core/reference.h"
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class NavigationMesh;
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/// This server uses the concept of internal mutability.
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/// All the constant functions can be called in multithread because internally
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/// the server takes care to schedule the functions access.
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///
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/// Note: All the `set` functions are commands executed during the `sync` phase,
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/// don't expect that a change is immediately propagated.
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class NavigationServer : public Object {
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GDCLASS(NavigationServer, Object);
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static NavigationServer *singleton;
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protected:
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static void _bind_methods();
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public:
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/// Thread safe, can be used across many threads.
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static const NavigationServer *get_singleton();
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/// MUST be used in single thread!
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static NavigationServer *get_singleton_mut();
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virtual Array get_maps() const = 0;
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/// Create a new map.
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virtual RID map_create() const = 0;
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/// Set map active.
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virtual void map_set_active(RID p_map, bool p_active) const = 0;
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/// Returns true if the map is active.
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virtual bool map_is_active(RID p_map) const = 0;
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/// Set the map UP direction.
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virtual void map_set_up(RID p_map, Vector3 p_up) const = 0;
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/// Returns the map UP direction.
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virtual Vector3 map_get_up(RID p_map) const = 0;
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/// Set the map cell size used to weld the navigation mesh polygons.
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virtual void map_set_cell_size(RID p_map, real_t p_cell_size) const = 0;
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/// Returns the map cell size.
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virtual real_t map_get_cell_size(RID p_map) const = 0;
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/// Set the map cell height used to weld the navigation mesh polygons.
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virtual void map_set_cell_height(RID p_map, real_t p_cell_height) const = 0;
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/// Returns the map cell height.
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virtual real_t map_get_cell_height(RID p_map) const = 0;
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/// Set the map edge connection margin used to weld the compatible region edges.
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virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) const = 0;
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/// Returns the edge connection margin of this map.
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virtual real_t map_get_edge_connection_margin(RID p_map) const = 0;
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/// Returns the navigation path to reach the destination from the origin.
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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;
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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;
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virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const = 0;
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virtual Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const = 0;
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virtual RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const = 0;
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virtual Array map_get_regions(RID p_map) const = 0;
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virtual Array map_get_agents(RID p_map) const = 0;
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virtual void map_force_update(RID p_map) = 0;
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/// Creates a new region.
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virtual RID region_create() const = 0;
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/// Set the enter_cost of a region
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virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) const = 0;
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virtual real_t region_get_enter_cost(RID p_region) const = 0;
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/// Set the travel_cost of a region
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virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) const = 0;
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virtual real_t region_get_travel_cost(RID p_region) const = 0;
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virtual bool region_owns_point(RID p_region, const Vector3 &p_point) const = 0;
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/// Set the map of this region.
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virtual void region_set_map(RID p_region, RID p_map) const = 0;
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virtual RID region_get_map(RID p_region) const = 0;
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/// Set the region's layers
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virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) const = 0;
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virtual uint32_t region_get_navigation_layers(RID p_region) const = 0;
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/// Set the global transformation of this region.
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virtual void region_set_transform(RID p_region, Transform p_transform) const = 0;
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/// Set the navigation mesh of this region.
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virtual void region_set_navmesh(RID p_region, Ref<NavigationMesh> p_nav_mesh) const = 0;
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/// Bake the navigation mesh.
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virtual void region_bake_navmesh(Ref<NavigationMesh> r_mesh, Node *p_node) const = 0;
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/// Get a list of a region's connection to other regions.
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virtual int region_get_connections_count(RID p_region) const = 0;
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virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const = 0;
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virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const = 0;
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/// Creates the agent.
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virtual RID agent_create() const = 0;
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/// Put the agent in the map.
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virtual void agent_set_map(RID p_agent, RID p_map) const = 0;
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virtual RID agent_get_map(RID p_agent) const = 0;
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/// The maximum distance (center point to
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/// center point) to other agents this agent
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/// takes into account in the navigation. The
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/// larger this number, the longer the running
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/// time of the simulation. If the number is too
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/// low, the simulation will not be safe.
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/// Must be non-negative.
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virtual void agent_set_neighbor_dist(RID p_agent, real_t p_dist) const = 0;
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/// The maximum number of other agents this
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/// agent takes into account in the navigation.
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/// The larger this number, the longer the
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/// running time of the simulation. If the
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/// number is too low, the simulation will not
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/// be safe.
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virtual void agent_set_max_neighbors(RID p_agent, int p_count) const = 0;
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/// The minimal amount of time for which this
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/// agent's velocities that are computed by the
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/// simulation are safe with respect to other
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/// agents. The larger this number, the sooner
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/// this agent will respond to the presence of
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/// other agents, but the less freedom this
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/// agent has in choosing its velocities.
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/// Must be positive.
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virtual void agent_set_time_horizon(RID p_agent, real_t p_time) const = 0;
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/// The radius of this agent.
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/// Must be non-negative.
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virtual void agent_set_radius(RID p_agent, real_t p_radius) const = 0;
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/// The maximum speed of this agent.
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/// Must be non-negative.
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virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) const = 0;
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/// Current velocity of the agent
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virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) const = 0;
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/// The new target velocity.
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virtual void agent_set_target_velocity(RID p_agent, Vector3 p_velocity) const = 0;
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/// Position of the agent in world space.
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virtual void agent_set_position(RID p_agent, Vector3 p_position) const = 0;
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/// Agent ignore the Y axis and avoid collisions by moving only on the horizontal plane
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virtual void agent_set_ignore_y(RID p_agent, bool p_ignore) const = 0;
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/// Returns true if the map got changed the previous frame.
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virtual bool agent_is_map_changed(RID p_agent) const = 0;
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/// Callback called at the end of the RVO process
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virtual void agent_set_callback(RID p_agent, Object *p_receiver, StringName p_method, Variant p_udata = Variant()) const = 0;
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/// Destroy the `RID`
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virtual void free(RID p_object) const = 0;
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/// Control activation of this server.
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virtual void set_active(bool p_active) const = 0;
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/// Process the collision avoidance agents.
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/// The result of this process is needed by the physics server,
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/// so this must be called in the main thread.
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/// Note: This function is not thread safe.
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virtual void process(real_t delta_time) = 0;
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NavigationServer();
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virtual ~NavigationServer();
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};
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typedef NavigationServer *(*NavigationServerCallback)();
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/// Manager used for the server singleton registration
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class NavigationServerManager {
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static NavigationServerCallback create_callback;
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public:
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static void set_default_server(NavigationServerCallback p_callback);
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static NavigationServer *new_default_server();
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};
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#endif
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