mirror of
https://github.com/Relintai/pandemonium_engine.git
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616 lines
23 KiB
C++
616 lines
23 KiB
C++
/*************************************************************************/
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/* navigation_obstacle.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_obstacle.h"
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#include "core/config/engine.h"
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#include "scene/3d/collision_shape.h"
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#include "scene/3d/navigation.h"
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#include "scene/3d/physics_body.h"
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#include "scene/3d/spatial.h"
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#include "scene/resources/material.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/shape.h"
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#include "scene/resources/world_3d.h"
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#include "servers/navigation_server.h"
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#include "servers/rendering_server.h"
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void NavigationObstacle::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_obstacle_rid"), &NavigationObstacle::get_obstacle_rid);
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ClassDB::bind_method(D_METHOD("get_agent_rid"), &NavigationObstacle::get_agent_rid);
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ClassDB::bind_method(D_METHOD("set_navigation_map", "navigation_map"), &NavigationObstacle::set_navigation_map);
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ClassDB::bind_method(D_METHOD("get_navigation_map"), &NavigationObstacle::get_navigation_map);
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ClassDB::bind_method(D_METHOD("set_navigation", "navigation"), &NavigationObstacle::set_navigation_node);
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ClassDB::bind_method(D_METHOD("get_navigation"), &NavigationObstacle::get_navigation_node);
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ClassDB::bind_method(D_METHOD("set_radius", "radius"), &NavigationObstacle::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"), &NavigationObstacle::get_radius);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &NavigationObstacle::set_height);
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ClassDB::bind_method(D_METHOD("get_height"), &NavigationObstacle::get_height);
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ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &NavigationObstacle::set_velocity);
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ClassDB::bind_method(D_METHOD("get_velocity"), &NavigationObstacle::get_velocity);
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ClassDB::bind_method(D_METHOD("set_vertices", "vertices"), &NavigationObstacle::set_vertices);
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ClassDB::bind_method(D_METHOD("get_vertices"), &NavigationObstacle::get_vertices);
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ClassDB::bind_method(D_METHOD("set_avoidance_layers", "layers"), &NavigationObstacle::set_avoidance_layers);
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ClassDB::bind_method(D_METHOD("get_avoidance_layers"), &NavigationObstacle::get_avoidance_layers);
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ClassDB::bind_method(D_METHOD("set_avoidance_layer_value", "layer_number", "value"), &NavigationObstacle::set_avoidance_layer_value);
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ClassDB::bind_method(D_METHOD("get_avoidance_layer_value", "layer_number"), &NavigationObstacle::get_avoidance_layer_value);
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ClassDB::bind_method(D_METHOD("set_use_3d_avoidance", "enabled"), &NavigationObstacle::set_use_3d_avoidance);
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ClassDB::bind_method(D_METHOD("get_use_3d_avoidance"), &NavigationObstacle::get_use_3d_avoidance);
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#ifdef DEBUG_ENABLED
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ClassDB::bind_method(D_METHOD("_update_fake_agent_radius_debug"), &NavigationObstacle::_update_fake_agent_radius_debug);
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ClassDB::bind_method(D_METHOD("_update_static_obstacle_debug"), &NavigationObstacle::_update_static_obstacle_debug);
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#endif // DEBUG_ENABLED
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ADD_GROUP("Avoidance", "avoidance_");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_velocity", "get_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.0,100,0.01,suffix:m"), "set_radius", "get_radius");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.0,100,0.01,suffix:m"), "set_height", "get_height");
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ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "vertices"), "set_vertices", "get_vertices");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "avoidance_layers", PROPERTY_HINT_LAYERS_AVOIDANCE), "set_avoidance_layers", "get_avoidance_layers");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_3d_avoidance"), "set_use_3d_avoidance", "get_use_3d_avoidance");
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}
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void NavigationObstacle::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_POST_ENTER_TREE: {
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// Search the navigation node and set it
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{
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Navigation *nav = nullptr;
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Node *p = get_parent();
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while (p != nullptr) {
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nav = Object::cast_to<Navigation>(p);
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if (nav != nullptr) {
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p = nullptr;
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} else {
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p = p->get_parent();
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}
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}
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set_navigation(nav);
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}
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_update_map(get_navigation_map());
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previous_transform = get_global_transform();
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// need to trigger map controlled agent assignment somehow for the fake_agent since obstacles use no callback like regular agents
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NavigationServer::get_singleton()->agent_set_avoidance_enabled(fake_agent, radius > 0);
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_update_position(get_global_transform().origin);
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set_physics_process_internal(true);
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#ifdef DEBUG_ENABLED
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if ((NavigationServer::get_singleton()->get_debug_avoidance_enabled()) &&
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(NavigationServer::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_radius())) {
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_update_fake_agent_radius_debug();
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_update_static_obstacle_debug();
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}
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#endif // DEBUG_ENABLED
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} break;
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case NOTIFICATION_PAUSED: {
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if (!can_process()) {
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map_before_pause = map_current;
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_update_map(RID());
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} else if (can_process() && !(map_before_pause == RID())) {
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_update_map(map_before_pause);
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map_before_pause = RID();
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}
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} break;
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case NOTIFICATION_UNPAUSED: {
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if (!can_process()) {
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map_before_pause = map_current;
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_update_map(RID());
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} else if (can_process() && !(map_before_pause == RID())) {
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_update_map(map_before_pause);
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map_before_pause = RID();
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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set_navigation(nullptr);
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set_physics_process_internal(false);
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request_ready(); // required to solve an issue with losing the navigation
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_update_map(RID());
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#ifdef DEBUG_ENABLED
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if (fake_agent_radius_debug_instance.is_valid()) {
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RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, false);
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}
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if (static_obstacle_debug_instance.is_valid()) {
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RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false);
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}
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#endif // DEBUG_ENABLED
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (is_inside_tree()) {
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_update_position(get_global_transform().origin);
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if (velocity_submitted) {
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velocity_submitted = false;
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// only update if there is a noticeable change, else the rvo agent preferred velocity stays the same
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if (!previous_velocity.is_equal_approx(velocity)) {
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NavigationServer::get_singleton()->agent_set_velocity(fake_agent, velocity);
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}
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previous_velocity = velocity;
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}
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#ifdef DEBUG_ENABLED
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if (fake_agent_radius_debug_instance.is_valid() && radius > 0.0) {
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RS::get_singleton()->instance_set_transform(fake_agent_radius_debug_instance, get_global_transform());
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}
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if (static_obstacle_debug_instance.is_valid() && get_vertices().size() > 0) {
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RS::get_singleton()->instance_set_transform(static_obstacle_debug_instance, get_global_transform());
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}
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#endif // DEBUG_ENABLED
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}
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} break;
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}
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}
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NavigationObstacle::NavigationObstacle() {
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navigation = nullptr;
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height = 1.0;
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radius = 0.0;
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avoidance_layers = 1;
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use_3d_avoidance = false;
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velocity_submitted = false;
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obstacle = NavigationServer::get_singleton()->obstacle_create();
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fake_agent = NavigationServer::get_singleton()->agent_create();
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// change properties of the fake agent so it can act as fake obstacle with a radius
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NavigationServer::get_singleton()->agent_set_neighbor_distance(fake_agent, 0.0);
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NavigationServer::get_singleton()->agent_set_max_neighbors(fake_agent, 0);
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NavigationServer::get_singleton()->agent_set_time_horizon_agents(fake_agent, 0.0);
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NavigationServer::get_singleton()->agent_set_time_horizon_obstacles(fake_agent, 0.0);
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NavigationServer::get_singleton()->agent_set_max_speed(fake_agent, 0.0);
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NavigationServer::get_singleton()->agent_set_avoidance_mask(fake_agent, 1);
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NavigationServer::get_singleton()->agent_set_avoidance_priority(fake_agent, 1.0);
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NavigationServer::get_singleton()->agent_set_avoidance_enabled(fake_agent, radius > 0);
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set_radius(radius);
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set_height(height);
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set_vertices(vertices);
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set_avoidance_layers(avoidance_layers);
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set_use_3d_avoidance(use_3d_avoidance);
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#ifdef DEBUG_ENABLED
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NavigationServer::get_singleton()->connect("avoidance_debug_changed", this, "_update_fake_agent_radius_debug");
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NavigationServer::get_singleton()->connect("avoidance_debug_changed", this, "_update_static_obstacle_debug");
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_update_fake_agent_radius_debug();
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_update_static_obstacle_debug();
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#endif // DEBUG_ENABLED
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}
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NavigationObstacle::~NavigationObstacle() {
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ERR_FAIL_NULL(NavigationServer::get_singleton());
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NavigationServer::get_singleton()->free(obstacle);
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obstacle = RID();
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NavigationServer::get_singleton()->free(fake_agent);
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fake_agent = RID();
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#ifdef DEBUG_ENABLED
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NavigationServer::get_singleton()->disconnect("avoidance_debug_changed", this, "_update_fake_agent_radius_debug");
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NavigationServer::get_singleton()->disconnect("avoidance_debug_changed", this, "_update_static_obstacle_debug");
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if (fake_agent_radius_debug_instance.is_valid()) {
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RenderingServer::get_singleton()->free(fake_agent_radius_debug_instance);
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}
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if (fake_agent_radius_debug_mesh.is_valid()) {
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RenderingServer::get_singleton()->free(fake_agent_radius_debug_mesh->get_rid());
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}
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if (static_obstacle_debug_instance.is_valid()) {
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RenderingServer::get_singleton()->free(static_obstacle_debug_instance);
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}
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if (static_obstacle_debug_mesh.is_valid()) {
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RenderingServer::get_singleton()->free(static_obstacle_debug_mesh->get_rid());
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}
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#endif // DEBUG_ENABLED
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}
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void NavigationObstacle::set_navigation(Navigation *p_nav) {
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if (navigation == p_nav && navigation != nullptr) {
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return; // Pointless
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}
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navigation = p_nav;
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NavigationServer::get_singleton()->agent_set_map(fake_agent, get_navigation_map());
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}
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void NavigationObstacle::set_navigation_node(Node *p_nav) {
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Navigation *nav = Object::cast_to<Navigation>(p_nav);
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ERR_FAIL_NULL(nav);
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set_navigation(nav);
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}
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Node *NavigationObstacle::get_navigation_node() const {
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return Object::cast_to<Node>(navigation);
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}
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void NavigationObstacle::set_navigation_map(RID p_navigation_map) {
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if (map_override == p_navigation_map) {
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return;
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}
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map_override = p_navigation_map;
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_update_map(get_navigation_map());
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}
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RID NavigationObstacle::get_navigation_map() const {
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if (navigation) {
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navigation->get_rid();
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} else if (map_override.is_valid()) {
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return map_override;
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} else if (is_inside_tree()) {
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return get_world_3d()->get_navigation_map();
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}
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return RID();
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}
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void NavigationObstacle::set_vertices(const Vector<Vector3> &p_vertices) {
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vertices = p_vertices;
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NavigationServer::get_singleton()->obstacle_set_vertices(obstacle, vertices);
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#ifdef DEBUG_ENABLED
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_update_static_obstacle_debug();
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#endif // DEBUG_ENABLED
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}
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void NavigationObstacle::set_radius(real_t p_radius) {
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ERR_FAIL_COND_MSG(p_radius < 0.0, "Radius must be positive.");
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if (Math::is_equal_approx(radius, p_radius)) {
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return;
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}
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radius = p_radius;
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NavigationServer::get_singleton()->agent_set_avoidance_enabled(fake_agent, radius > 0.0);
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NavigationServer::get_singleton()->agent_set_radius(fake_agent, radius);
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#ifdef DEBUG_ENABLED
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_update_fake_agent_radius_debug();
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#endif // DEBUG_ENABLED
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}
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void NavigationObstacle::set_height(real_t p_height) {
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ERR_FAIL_COND_MSG(p_height < 0.0, "Height must be positive.");
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if (Math::is_equal_approx(height, p_height)) {
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return;
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}
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height = p_height;
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NavigationServer::get_singleton()->obstacle_set_height(obstacle, height);
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NavigationServer::get_singleton()->agent_set_height(fake_agent, height);
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#ifdef DEBUG_ENABLED
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_update_static_obstacle_debug();
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#endif // DEBUG_ENABLED
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}
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void NavigationObstacle::set_avoidance_layers(uint32_t p_layers) {
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avoidance_layers = p_layers;
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NavigationServer::get_singleton()->obstacle_set_avoidance_layers(obstacle, avoidance_layers);
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NavigationServer::get_singleton()->agent_set_avoidance_layers(fake_agent, avoidance_layers);
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}
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uint32_t NavigationObstacle::get_avoidance_layers() const {
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return avoidance_layers;
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}
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void NavigationObstacle::set_avoidance_layer_value(int p_layer_number, bool p_value) {
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ERR_FAIL_COND_MSG(p_layer_number < 1, "Avoidance layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_MSG(p_layer_number > 32, "Avoidance layer number must be between 1 and 32 inclusive.");
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uint32_t avoidance_layers_new = get_avoidance_layers();
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if (p_value) {
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avoidance_layers_new |= 1 << (p_layer_number - 1);
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} else {
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avoidance_layers_new &= ~(1 << (p_layer_number - 1));
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}
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set_avoidance_layers(avoidance_layers_new);
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}
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bool NavigationObstacle::get_avoidance_layer_value(int p_layer_number) const {
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ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Avoidance layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Avoidance layer number must be between 1 and 32 inclusive.");
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return get_avoidance_layers() & (1 << (p_layer_number - 1));
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}
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void NavigationObstacle::set_use_3d_avoidance(bool p_use_3d_avoidance) {
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use_3d_avoidance = p_use_3d_avoidance;
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_update_use_3d_avoidance(use_3d_avoidance);
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property_list_changed_notify();
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}
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void NavigationObstacle::set_velocity(const Vector3 p_velocity) {
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velocity = p_velocity;
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velocity_submitted = true;
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}
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void NavigationObstacle::_update_map(RID p_map) {
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// avoidance obstacles are 2D only, no point keeping them on the map while 3D is used
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if (use_3d_avoidance) {
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NavigationServer::get_singleton()->obstacle_set_map(obstacle, RID());
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} else {
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NavigationServer::get_singleton()->obstacle_set_map(obstacle, p_map);
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}
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NavigationServer::get_singleton()->agent_set_map(fake_agent, p_map);
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map_current = p_map;
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}
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void NavigationObstacle::_update_position(const Vector3 p_position) {
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if (vertices.size() > 0) {
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NavigationServer::get_singleton()->obstacle_set_position(obstacle, p_position);
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}
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if (radius > 0.0) {
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NavigationServer::get_singleton()->agent_set_position(fake_agent, p_position);
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}
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}
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void NavigationObstacle::_update_use_3d_avoidance(bool p_use_3d_avoidance) {
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NavigationServer::get_singleton()->agent_set_use_3d_avoidance(fake_agent, use_3d_avoidance);
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_update_map(map_current);
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}
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#ifdef DEBUG_ENABLED
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void NavigationObstacle::_update_fake_agent_radius_debug() {
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bool is_debug_enabled = false;
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if (Engine::get_singleton()->is_editor_hint()) {
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is_debug_enabled = true;
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} else if (NavigationServer::get_singleton()->get_debug_enabled() &&
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NavigationServer::get_singleton()->get_debug_avoidance_enabled() &&
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NavigationServer::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_radius()) {
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is_debug_enabled = true;
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}
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if (is_debug_enabled == false) {
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if (fake_agent_radius_debug_instance.is_valid()) {
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RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, false);
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}
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return;
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}
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if (!fake_agent_radius_debug_instance.is_valid()) {
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fake_agent_radius_debug_instance = RenderingServer::get_singleton()->instance_create();
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}
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if (!fake_agent_radius_debug_mesh.is_valid()) {
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fake_agent_radius_debug_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
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}
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fake_agent_radius_debug_mesh->clear_surfaces();
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Vector<Vector3> face_vertex_array;
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Vector<int> face_indices_array;
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int i, j, prevrow, thisrow, point;
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float x, y, z;
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int rings = 16;
|
|
int radial_segments = 32;
|
|
|
|
point = 0;
|
|
|
|
thisrow = 0;
|
|
prevrow = 0;
|
|
for (j = 0; j <= (rings + 1); j++) {
|
|
float v = j;
|
|
float w;
|
|
|
|
v /= (rings + 1);
|
|
w = sin(Math_PI * v);
|
|
y = (radius)*cos(Math_PI * v);
|
|
|
|
for (i = 0; i <= radial_segments; i++) {
|
|
float u = i;
|
|
u /= radial_segments;
|
|
|
|
x = sin(u * Math_TAU);
|
|
z = cos(u * Math_TAU);
|
|
|
|
Vector3 p = Vector3(x * radius * w, y, z * radius * w);
|
|
face_vertex_array.push_back(p);
|
|
|
|
point++;
|
|
|
|
if (i > 0 && j > 0) {
|
|
face_indices_array.push_back(prevrow + i - 1);
|
|
face_indices_array.push_back(prevrow + i);
|
|
face_indices_array.push_back(thisrow + i - 1);
|
|
|
|
face_indices_array.push_back(prevrow + i);
|
|
face_indices_array.push_back(thisrow + i);
|
|
face_indices_array.push_back(thisrow + i - 1);
|
|
};
|
|
};
|
|
|
|
prevrow = thisrow;
|
|
thisrow = point;
|
|
};
|
|
|
|
Array face_mesh_array;
|
|
face_mesh_array.resize(Mesh::ARRAY_MAX);
|
|
face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array;
|
|
face_mesh_array[Mesh::ARRAY_INDEX] = face_indices_array;
|
|
|
|
fake_agent_radius_debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, face_mesh_array);
|
|
Ref<SpatialMaterial> face_material = NavigationServer::get_singleton()->get_debug_navigation_avoidance_obstacles_radius_material();
|
|
fake_agent_radius_debug_mesh->surface_set_material(0, face_material);
|
|
|
|
RS::get_singleton()->instance_set_base(fake_agent_radius_debug_instance, fake_agent_radius_debug_mesh->get_rid());
|
|
if (is_inside_tree()) {
|
|
RS::get_singleton()->instance_set_scenario(fake_agent_radius_debug_instance, get_world_3d()->get_scenario());
|
|
RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, is_visible_in_tree());
|
|
}
|
|
}
|
|
#endif // DEBUG_ENABLED
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
void NavigationObstacle::_update_static_obstacle_debug() {
|
|
bool is_debug_enabled = false;
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
is_debug_enabled = true;
|
|
} else if (NavigationServer::get_singleton()->get_debug_enabled() &&
|
|
NavigationServer::get_singleton()->get_debug_avoidance_enabled() &&
|
|
NavigationServer::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_static()) {
|
|
is_debug_enabled = true;
|
|
}
|
|
|
|
if (is_debug_enabled == false) {
|
|
if (static_obstacle_debug_instance.is_valid()) {
|
|
RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (vertices.size() < 3) {
|
|
if (static_obstacle_debug_instance.is_valid()) {
|
|
RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!static_obstacle_debug_instance.is_valid()) {
|
|
static_obstacle_debug_instance = RenderingServer::get_singleton()->instance_create();
|
|
}
|
|
if (!static_obstacle_debug_mesh.is_valid()) {
|
|
static_obstacle_debug_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
|
|
}
|
|
static_obstacle_debug_mesh->clear_surfaces();
|
|
|
|
Vector<Vector2> polygon_2d_vertices;
|
|
polygon_2d_vertices.resize(vertices.size());
|
|
Vector2 *polygon_2d_vertices_ptr = polygon_2d_vertices.ptrw();
|
|
|
|
for (int i = 0; i < vertices.size(); ++i) {
|
|
Vector3 obstacle_vertex = vertices[i];
|
|
Vector2 obstacle_vertex_2d = Vector2(obstacle_vertex.x, obstacle_vertex.z);
|
|
polygon_2d_vertices_ptr[i] = obstacle_vertex_2d;
|
|
}
|
|
|
|
Vector<int> triangulated_polygon_2d_indices = Geometry::triangulate_polygon(polygon_2d_vertices);
|
|
|
|
if (triangulated_polygon_2d_indices.empty()) {
|
|
// failed triangulation
|
|
return;
|
|
}
|
|
|
|
bool obstacle_pushes_inward = Geometry::is_polygon_clockwise(polygon_2d_vertices);
|
|
|
|
Vector<Vector3> face_vertex_array;
|
|
Vector<int> face_indices_array;
|
|
|
|
face_vertex_array.resize(polygon_2d_vertices.size());
|
|
face_indices_array.resize(triangulated_polygon_2d_indices.size());
|
|
|
|
Vector3 *face_vertex_array_ptr = face_vertex_array.ptrw();
|
|
int *face_indices_array_ptr = face_indices_array.ptrw();
|
|
|
|
for (int i = 0; i < triangulated_polygon_2d_indices.size(); ++i) {
|
|
int vertex_index = triangulated_polygon_2d_indices[i];
|
|
const Vector2 &vertex_2d = polygon_2d_vertices[vertex_index];
|
|
Vector3 vertex_3d = Vector3(vertex_2d.x, 0.0, vertex_2d.y);
|
|
face_vertex_array_ptr[vertex_index] = vertex_3d;
|
|
face_indices_array_ptr[i] = vertex_index;
|
|
}
|
|
|
|
Array face_mesh_array;
|
|
face_mesh_array.resize(Mesh::ARRAY_MAX);
|
|
face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array;
|
|
face_mesh_array[Mesh::ARRAY_INDEX] = face_indices_array;
|
|
|
|
static_obstacle_debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, face_mesh_array);
|
|
|
|
Vector<Vector3> edge_vertex_array;
|
|
|
|
for (int i = 0; i < polygon_2d_vertices.size(); ++i) {
|
|
int from_index = i - 1;
|
|
int to_index = i;
|
|
|
|
if (i == 0) {
|
|
from_index = polygon_2d_vertices.size() - 1;
|
|
}
|
|
|
|
const Vector2 &vertex_2d_from = polygon_2d_vertices[from_index];
|
|
const Vector2 &vertex_2d_to = polygon_2d_vertices[to_index];
|
|
|
|
Vector3 vertex_3d_ground_from = Vector3(vertex_2d_from.x, 0.0, vertex_2d_from.y);
|
|
Vector3 vertex_3d_ground_to = Vector3(vertex_2d_to.x, 0.0, vertex_2d_to.y);
|
|
|
|
edge_vertex_array.push_back(vertex_3d_ground_from);
|
|
edge_vertex_array.push_back(vertex_3d_ground_to);
|
|
|
|
Vector3 vertex_3d_height_from = Vector3(vertex_2d_from.x, height, vertex_2d_from.y);
|
|
Vector3 vertex_3d_height_to = Vector3(vertex_2d_to.x, height, vertex_2d_to.y);
|
|
|
|
edge_vertex_array.push_back(vertex_3d_height_from);
|
|
edge_vertex_array.push_back(vertex_3d_height_to);
|
|
|
|
edge_vertex_array.push_back(vertex_3d_ground_from);
|
|
edge_vertex_array.push_back(vertex_3d_height_from);
|
|
}
|
|
|
|
Array edge_mesh_array;
|
|
edge_mesh_array.resize(Mesh::ARRAY_MAX);
|
|
edge_mesh_array[Mesh::ARRAY_VERTEX] = edge_vertex_array;
|
|
|
|
static_obstacle_debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, edge_mesh_array);
|
|
|
|
Ref<SpatialMaterial> face_material;
|
|
Ref<SpatialMaterial> edge_material;
|
|
|
|
if (obstacle_pushes_inward) {
|
|
face_material = NavigationServer::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushin_face_material();
|
|
edge_material = NavigationServer::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushin_edge_material();
|
|
} else {
|
|
face_material = NavigationServer::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushout_face_material();
|
|
edge_material = NavigationServer::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushout_edge_material();
|
|
}
|
|
|
|
static_obstacle_debug_mesh->surface_set_material(0, face_material);
|
|
static_obstacle_debug_mesh->surface_set_material(1, edge_material);
|
|
|
|
RS::get_singleton()->instance_set_base(static_obstacle_debug_instance, static_obstacle_debug_mesh->get_rid());
|
|
if (is_inside_tree()) {
|
|
RS::get_singleton()->instance_set_scenario(static_obstacle_debug_instance, get_world_3d()->get_scenario());
|
|
RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, is_visible_in_tree());
|
|
}
|
|
}
|
|
#endif // DEBUG_ENABLED
|