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Relintai
08c0756260
Utility functions for NavigationServer2D/3D to find missing RID information when working with Server API directly. e.g. from map to regions and agents, from agent or region to map, from region to map and agents and so on ....
Requirement to work with NavigationServer API exklusive without SceneTree nodes and when juggling agents and regions between multiple navigation maps.
- smix8
3977eb9107
245 lines
12 KiB
C++
245 lines
12 KiB
C++
/*************************************************************************/
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/* navigation_2d_server.cpp */
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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 "servers/navigation_2d_server.h"
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#include "core/math/transform.h"
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#include "core/math/transform_2d.h"
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#include "scene/resources/navigation_mesh.h"
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#include "servers/navigation_server.h"
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/**
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@author AndreaCatania
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*/
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Navigation2DServer *Navigation2DServer::singleton = nullptr;
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#define FORWARD_0_C(FUNC_NAME) \
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Navigation2DServer::FUNC_NAME() \
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const { \
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return NavigationServer::get_singleton()->FUNC_NAME(); \
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}
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#define FORWARD_1(FUNC_NAME, T_0, D_0, CONV_0) \
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Navigation2DServer::FUNC_NAME(T_0 D_0) { \
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return NavigationServer::get_singleton_mut()->FUNC_NAME(CONV_0(D_0)); \
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}
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#define FORWARD_1_C(FUNC_NAME, T_0, D_0, CONV_0) \
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Navigation2DServer::FUNC_NAME(T_0 D_0) \
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const { \
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return NavigationServer::get_singleton()->FUNC_NAME(CONV_0(D_0)); \
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}
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#define FORWARD_2_C(FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) \
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Navigation2DServer::FUNC_NAME(T_0 D_0, T_1 D_1) \
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const { \
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return NavigationServer::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1)); \
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}
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#define FORWARD_2_R_C(CONV_R, FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) \
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Navigation2DServer::FUNC_NAME(T_0 D_0, T_1 D_1) \
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const { \
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return CONV_R(NavigationServer::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1))); \
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}
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#define FORWARD_4_R_C(CONV_R, FUNC_NAME, T_0, D_0, T_1, D_1, T_2, D_2, T_3, D_3, CONV_0, CONV_1, CONV_2, CONV_3) \
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Navigation2DServer::FUNC_NAME(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3) \
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const { \
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return CONV_R(NavigationServer::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1), CONV_2(D_2), CONV_3(D_3))); \
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}
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#define FORWARD_4_C(FUNC_NAME, T_0, D_0, T_1, D_1, T_2, D_2, T_3, D_3, CONV_0, CONV_1, CONV_2, CONV_3) \
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Navigation2DServer::FUNC_NAME(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3) \
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const { \
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return NavigationServer::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1), CONV_2(D_2), CONV_3(D_3)); \
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}
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RID rid_to_rid(const RID d) {
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return d;
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}
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bool bool_to_bool(const bool d) {
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return d;
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}
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int int_to_int(const int d) {
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return d;
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}
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real_t real_to_real(const real_t d) {
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return d;
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}
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Vector3 v2_to_v3(const Vector2 d) {
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return Vector3(d.x, 0.0, d.y);
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}
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Vector2 v3_to_v2(const Vector3 &d) {
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return Vector2(d.x, d.z);
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}
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Vector<Vector2> vector_v3_to_v2(const Vector<Vector3> &d) {
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Vector<Vector2> nd;
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nd.resize(d.size());
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for (int i(0); i < nd.size(); i++) {
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nd.write[i] = v3_to_v2(d[i]);
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}
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return nd;
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}
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Transform trf2_to_trf3(const Transform2D &d) {
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Vector3 o(v2_to_v3(d.get_origin()));
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Basis b;
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b.rotate(Vector3(0, 1, 0), d.get_rotation());
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return Transform(b, o);
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}
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Object *obj_to_obj(Object *d) {
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return d;
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}
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StringName sn_to_sn(StringName &d) {
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return d;
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}
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Variant var_to_var(Variant &d) {
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return d;
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}
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Ref<NavigationMesh> poly_to_mesh(Ref<NavigationPolygon> d) {
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if (d.is_valid()) {
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return d->get_mesh();
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} else {
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return Ref<NavigationMesh>();
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}
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}
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void Navigation2DServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("map_create"), &Navigation2DServer::map_create);
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ClassDB::bind_method(D_METHOD("map_set_active", "map", "active"), &Navigation2DServer::map_set_active);
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ClassDB::bind_method(D_METHOD("map_is_active", "nap"), &Navigation2DServer::map_is_active);
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ClassDB::bind_method(D_METHOD("map_set_cell_size", "map", "cell_size"), &Navigation2DServer::map_set_cell_size);
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ClassDB::bind_method(D_METHOD("map_get_cell_size", "map"), &Navigation2DServer::map_get_cell_size);
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ClassDB::bind_method(D_METHOD("map_set_edge_connection_margin", "map", "margin"), &Navigation2DServer::map_set_edge_connection_margin);
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ClassDB::bind_method(D_METHOD("map_get_edge_connection_margin", "map"), &Navigation2DServer::map_get_edge_connection_margin);
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ClassDB::bind_method(D_METHOD("map_get_path", "map", "origin", "destination", "optimize"), &Navigation2DServer::map_get_path);
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ClassDB::bind_method(D_METHOD("map_get_closest_point", "map", "to_point"), &Navigation2DServer::map_get_closest_point);
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ClassDB::bind_method(D_METHOD("map_get_closest_point_owner", "map", "to_point"), &Navigation2DServer::map_get_closest_point_owner);
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ClassDB::bind_method(D_METHOD("map_get_regions", "map"), &Navigation2DServer::map_get_regions);
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ClassDB::bind_method(D_METHOD("map_get_agents", "map"), &Navigation2DServer::map_get_agents);
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ClassDB::bind_method(D_METHOD("region_create"), &Navigation2DServer::region_create);
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ClassDB::bind_method(D_METHOD("region_set_map", "region", "map"), &Navigation2DServer::region_set_map);
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ClassDB::bind_method(D_METHOD("region_get_map", "region"), &Navigation2DServer::region_get_map);
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ClassDB::bind_method(D_METHOD("region_set_transform", "region", "transform"), &Navigation2DServer::region_set_transform);
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ClassDB::bind_method(D_METHOD("region_set_navpoly", "region", "nav_poly"), &Navigation2DServer::region_set_navpoly);
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ClassDB::bind_method(D_METHOD("agent_create"), &Navigation2DServer::agent_create);
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ClassDB::bind_method(D_METHOD("agent_set_map", "agent", "map"), &Navigation2DServer::agent_set_map);
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ClassDB::bind_method(D_METHOD("agent_get_map", "agent"), &Navigation2DServer::agent_get_map);
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ClassDB::bind_method(D_METHOD("agent_set_neighbor_dist", "agent", "dist"), &Navigation2DServer::agent_set_neighbor_dist);
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ClassDB::bind_method(D_METHOD("agent_set_max_neighbors", "agent", "count"), &Navigation2DServer::agent_set_max_neighbors);
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ClassDB::bind_method(D_METHOD("agent_set_time_horizon", "agent", "time"), &Navigation2DServer::agent_set_time_horizon);
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ClassDB::bind_method(D_METHOD("agent_set_radius", "agent", "radius"), &Navigation2DServer::agent_set_radius);
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ClassDB::bind_method(D_METHOD("agent_set_max_speed", "agent", "max_speed"), &Navigation2DServer::agent_set_max_speed);
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ClassDB::bind_method(D_METHOD("agent_set_velocity", "agent", "velocity"), &Navigation2DServer::agent_set_velocity);
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ClassDB::bind_method(D_METHOD("agent_set_target_velocity", "agent", "target_velocity"), &Navigation2DServer::agent_set_target_velocity);
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ClassDB::bind_method(D_METHOD("agent_set_position", "agent", "position"), &Navigation2DServer::agent_set_position);
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ClassDB::bind_method(D_METHOD("agent_is_map_changed", "agent"), &Navigation2DServer::agent_is_map_changed);
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ClassDB::bind_method(D_METHOD("agent_set_callback", "agent", "receiver", "method", "userdata"), &Navigation2DServer::agent_set_callback, DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("free_rid", "rid"), &Navigation2DServer::free);
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}
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Navigation2DServer::Navigation2DServer() {
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singleton = this;
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}
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Navigation2DServer::~Navigation2DServer() {
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singleton = nullptr;
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}
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Array FORWARD_1_C(map_get_regions, RID, p_map, rid_to_rid);
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Array FORWARD_1_C(map_get_agents, RID, p_map, rid_to_rid);
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RID FORWARD_1_C(region_get_map, RID, p_region, rid_to_rid);
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RID FORWARD_1_C(agent_get_map, RID, p_agent, rid_to_rid);
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RID FORWARD_0_C(map_create);
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void FORWARD_2_C(map_set_active, RID, p_map, bool, p_active, rid_to_rid, bool_to_bool);
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bool FORWARD_1_C(map_is_active, RID, p_map, rid_to_rid);
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void FORWARD_2_C(map_set_cell_size, RID, p_map, real_t, p_cell_size, rid_to_rid, real_to_real);
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real_t FORWARD_1_C(map_get_cell_size, RID, p_map, rid_to_rid);
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void FORWARD_2_C(map_set_edge_connection_margin, RID, p_map, real_t, p_connection_margin, rid_to_rid, real_to_real);
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real_t FORWARD_1_C(map_get_edge_connection_margin, RID, p_map, rid_to_rid);
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Vector<Vector2> FORWARD_4_R_C(vector_v3_to_v2, map_get_path, RID, p_map, Vector2, p_origin, Vector2, p_destination, bool, p_optimize, rid_to_rid, v2_to_v3, v2_to_v3, bool_to_bool);
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Vector2 FORWARD_2_R_C(v3_to_v2, map_get_closest_point, RID, p_map, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
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RID FORWARD_2_C(map_get_closest_point_owner, RID, p_map, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
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RID FORWARD_0_C(region_create);
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void FORWARD_2_C(region_set_map, RID, p_region, RID, p_map, rid_to_rid, rid_to_rid);
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void FORWARD_2_C(region_set_transform, RID, p_region, Transform2D, p_transform, rid_to_rid, trf2_to_trf3);
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void Navigation2DServer::region_set_navpoly(RID p_region, Ref<NavigationPolygon> p_nav_mesh) const {
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NavigationServer::get_singleton()->region_set_navmesh(p_region, poly_to_mesh(p_nav_mesh));
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}
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RID Navigation2DServer::agent_create() const {
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RID agent = NavigationServer::get_singleton()->agent_create();
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NavigationServer::get_singleton()->agent_set_ignore_y(agent, true);
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return agent;
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}
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void FORWARD_2_C(agent_set_map, RID, p_agent, RID, p_map, rid_to_rid, rid_to_rid);
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void FORWARD_2_C(agent_set_neighbor_dist, RID, p_agent, real_t, p_dist, rid_to_rid, real_to_real);
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void FORWARD_2_C(agent_set_max_neighbors, RID, p_agent, int, p_count, rid_to_rid, int_to_int);
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void FORWARD_2_C(agent_set_time_horizon, RID, p_agent, real_t, p_time, rid_to_rid, real_to_real);
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void FORWARD_2_C(agent_set_radius, RID, p_agent, real_t, p_radius, rid_to_rid, real_to_real);
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void FORWARD_2_C(agent_set_max_speed, RID, p_agent, real_t, p_max_speed, rid_to_rid, real_to_real);
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void FORWARD_2_C(agent_set_velocity, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3);
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void FORWARD_2_C(agent_set_target_velocity, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3);
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void FORWARD_2_C(agent_set_position, RID, p_agent, Vector2, p_position, rid_to_rid, v2_to_v3);
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void FORWARD_2_C(agent_set_ignore_y, RID, p_agent, bool, p_ignore, rid_to_rid, bool_to_bool);
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bool FORWARD_1_C(agent_is_map_changed, RID, p_agent, rid_to_rid);
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void FORWARD_4_C(agent_set_callback, RID, p_agent, Object *, p_receiver, StringName, p_method, Variant, p_udata, rid_to_rid, obj_to_obj, sn_to_sn, var_to_var);
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void FORWARD_1_C(free, RID, p_object, rid_to_rid);
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