mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-18 09:56:50 +01:00
Relintai
bb5acfd745
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
- smix8
8bd7c6188b
156 lines
7.5 KiB
C++
156 lines
7.5 KiB
C++
/*************************************************************************/
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/* navigation.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 "navigation.h"
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#include "scene/3d/navigation_mesh_instance.h"
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#include "servers/navigation_server.h"
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Vector<Vector3> Navigation::get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize) const {
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return NavigationServer::get_singleton()->map_get_path(map, p_start, p_end, p_optimize, navigation_layers);
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}
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Vector3 Navigation::get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision) const {
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return NavigationServer::get_singleton()->map_get_closest_point_to_segment(map, p_from, p_to, p_use_collision);
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}
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Vector3 Navigation::get_closest_point(const Vector3 &p_point) const {
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return NavigationServer::get_singleton()->map_get_closest_point(map, p_point);
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}
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Vector3 Navigation::get_closest_point_normal(const Vector3 &p_point) const {
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return NavigationServer::get_singleton()->map_get_closest_point_normal(map, p_point);
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}
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RID Navigation::get_closest_point_owner(const Vector3 &p_point) const {
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return NavigationServer::get_singleton()->map_get_closest_point_owner(map, p_point);
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}
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void Navigation::set_up_vector(const Vector3 &p_up) {
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up = p_up;
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NavigationServer::get_singleton()->map_set_up(map, up);
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}
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Vector3 Navigation::get_up_vector() const {
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return up;
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}
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void Navigation::set_cell_size(float p_cell_size) {
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cell_size = p_cell_size;
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NavigationServer::get_singleton()->map_set_cell_size(map, cell_size);
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}
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void Navigation::set_cell_height(float p_cell_height) {
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cell_height = p_cell_height;
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NavigationServer::get_singleton()->map_set_cell_height(map, cell_height);
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}
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void Navigation::set_edge_connection_margin(float p_edge_connection_margin) {
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edge_connection_margin = p_edge_connection_margin;
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NavigationServer::get_singleton()->map_set_edge_connection_margin(map, edge_connection_margin);
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}
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void Navigation::set_navigation_layers(uint32_t p_navigation_layers) {
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navigation_layers = p_navigation_layers;
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}
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uint32_t Navigation::get_navigation_layers() const {
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return navigation_layers;
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}
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void Navigation::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_rid"), &Navigation::get_rid);
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ClassDB::bind_method(D_METHOD("get_simple_path", "start", "end", "optimize"), &Navigation::get_simple_path, DEFVAL(true));
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ClassDB::bind_method(D_METHOD("get_closest_point_to_segment", "start", "end", "use_collision"), &Navigation::get_closest_point_to_segment, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("get_closest_point", "to_point"), &Navigation::get_closest_point);
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ClassDB::bind_method(D_METHOD("get_closest_point_normal", "to_point"), &Navigation::get_closest_point_normal);
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ClassDB::bind_method(D_METHOD("get_closest_point_owner", "to_point"), &Navigation::get_closest_point_owner);
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ClassDB::bind_method(D_METHOD("set_up_vector", "up"), &Navigation::set_up_vector);
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ClassDB::bind_method(D_METHOD("get_up_vector"), &Navigation::get_up_vector);
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ClassDB::bind_method(D_METHOD("set_cell_size", "cell_size"), &Navigation::set_cell_size);
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ClassDB::bind_method(D_METHOD("get_cell_size"), &Navigation::get_cell_size);
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ClassDB::bind_method(D_METHOD("set_cell_height", "cell_height"), &Navigation::set_cell_height);
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ClassDB::bind_method(D_METHOD("get_cell_height"), &Navigation::get_cell_height);
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ClassDB::bind_method(D_METHOD("set_edge_connection_margin", "margin"), &Navigation::set_edge_connection_margin);
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ClassDB::bind_method(D_METHOD("get_edge_connection_margin"), &Navigation::get_edge_connection_margin);
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ClassDB::bind_method(D_METHOD("set_navigation_layers", "navigation_layers"), &Navigation::set_navigation_layers);
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ClassDB::bind_method(D_METHOD("get_navigation_layers"), &Navigation::get_navigation_layers);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_vector"), "set_up_vector", "get_up_vector");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "cell_size"), "set_cell_size", "get_cell_size");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "cell_height"), "set_cell_height", "get_cell_height");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "edge_connection_margin"), "set_edge_connection_margin", "get_edge_connection_margin");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "navigation_layers", PROPERTY_HINT_LAYERS_3D_NAVIGATION), "set_navigation_layers", "get_navigation_layers");
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ADD_SIGNAL(MethodInfo("map_changed", PropertyInfo(Variant::_RID, "map")));
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}
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void Navigation::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_READY: {
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NavigationServer::get_singleton()->map_set_active(map, true);
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} break;
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case NOTIFICATION_EXIT_TREE: {
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// FIXME 3.5 with this old navigation node only
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// if the node gets deleted this exit causes annoying error prints in debug
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// It tries to deactive a map that itself has send a free command to the server.
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//NavigationServer::get_singleton()->map_set_active(map, false);
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} break;
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}
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}
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Navigation::Navigation() {
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map = NavigationServer::get_singleton()->map_create();
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set_cell_size(0.25);
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set_cell_height(0.25);
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set_edge_connection_margin(0.25); // Five meters, depends a lot on the agents radius
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up = Vector3(0, 1, 0);
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navigation_layers = 1;
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NavigationServer::get_singleton()->map_set_active(map, true);
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NavigationServer::get_singleton()->map_set_up(map, get_up_vector());
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NavigationServer::get_singleton()->map_set_cell_size(map, get_cell_size());
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NavigationServer::get_singleton()->map_set_cell_height(map, get_cell_height());
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NavigationServer::get_singleton()->map_set_edge_connection_margin(map, get_edge_connection_margin());
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}
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Navigation::~Navigation() {
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NavigationServer::get_singleton()->free(map);
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}
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