/*************************************************************************/ /* navigation_obstacle_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "navigation_obstacle_2d.h" #include "core/config/engine.h" #include "scene/2d/collision_shape_2d.h" #include "scene/2d/navigation_2d.h" #include "scene/main/node_2d.h" #include "scene/2d/physics_body_2d.h" #include "scene/resources/world_2d.h" #include "servers/navigation_2d_server.h" void NavigationObstacle2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_rid"), &NavigationObstacle2D::get_rid); ClassDB::bind_method(D_METHOD("set_avoidance_enabled", "enabled"), &NavigationObstacle2D::set_avoidance_enabled); ClassDB::bind_method(D_METHOD("get_avoidance_enabled"), &NavigationObstacle2D::get_avoidance_enabled); ClassDB::bind_method(D_METHOD("set_navigation", "navigation"), &NavigationObstacle2D::set_navigation_node); ClassDB::bind_method(D_METHOD("get_navigation"), &NavigationObstacle2D::get_navigation_node); ClassDB::bind_method(D_METHOD("set_navigation_map", "navigation_map"), &NavigationObstacle2D::set_navigation_map); ClassDB::bind_method(D_METHOD("get_navigation_map"), &NavigationObstacle2D::get_navigation_map); ClassDB::bind_method(D_METHOD("set_radius", "radius"), &NavigationObstacle2D::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &NavigationObstacle2D::get_radius); ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &NavigationObstacle2D::set_velocity); ClassDB::bind_method(D_METHOD("get_velocity"), &NavigationObstacle2D::get_velocity); ClassDB::bind_method(D_METHOD("set_vertices", "vertices"), &NavigationObstacle2D::set_vertices); ClassDB::bind_method(D_METHOD("get_vertices"), &NavigationObstacle2D::get_vertices); ClassDB::bind_method(D_METHOD("set_avoidance_layers", "layers"), &NavigationObstacle2D::set_avoidance_layers); ClassDB::bind_method(D_METHOD("get_avoidance_layers"), &NavigationObstacle2D::get_avoidance_layers); ClassDB::bind_method(D_METHOD("set_avoidance_layer_value", "layer_number", "value"), &NavigationObstacle2D::set_avoidance_layer_value); ClassDB::bind_method(D_METHOD("get_avoidance_layer_value", "layer_number"), &NavigationObstacle2D::get_avoidance_layer_value); ADD_GROUP("Avoidance", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "avoidance_enabled"), "set_avoidance_enabled", "get_avoidance_enabled"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_velocity", "get_velocity"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.0,500,0.01,suffix:px"), "set_radius", "get_radius"); ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "vertices"), "set_vertices", "get_vertices"); ADD_PROPERTY(PropertyInfo(Variant::INT, "avoidance_layers", PROPERTY_HINT_LAYERS_AVOIDANCE), "set_avoidance_layers", "get_avoidance_layers"); } void NavigationObstacle2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { // Search the navigation node and set it { Navigation2D *nav = nullptr; Node *p = get_parent(); while (p != nullptr) { nav = Object::cast_to(p); if (nav != nullptr) { p = nullptr; } else { p = p->get_parent(); } } navigation = nav; } _update_map(get_navigation_map()); previous_transform = get_global_transform(); // need to trigger map controlled agent assignment somehow for the fake_agent since obstacles use no callback like regular agents Navigation2DServer::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled); _update_position(get_global_transform().get_origin()); set_physics_process_internal(true); } break; case NOTIFICATION_EXIT_TREE: { set_navigation(nullptr); set_physics_process_internal(false); _update_map(RID()); request_ready(); // required to solve an issue with losing the navigation } break; case NOTIFICATION_PAUSED: { if (!can_process()) { map_before_pause = map_current; _update_map(RID()); } else if (can_process() && !(map_before_pause == RID())) { _update_map(map_before_pause); map_before_pause = RID(); } Navigation2DServer::get_singleton()->obstacle_set_paused(obstacle, !can_process()); } break; case NOTIFICATION_UNPAUSED: { if (!can_process()) { map_before_pause = map_current; _update_map(RID()); } else if (can_process() && !(map_before_pause == RID())) { _update_map(map_before_pause); map_before_pause = RID(); } Navigation2DServer::get_singleton()->obstacle_set_paused(obstacle, !can_process()); } break; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { if (is_inside_tree()) { _update_position(get_global_transform().get_origin()); if (velocity_submitted) { velocity_submitted = false; // only update if there is a noticeable change, else the rvo agent preferred velocity stays the same if (!previous_velocity.is_equal_approx(velocity)) { Navigation2DServer::get_singleton()->obstacle_set_velocity(obstacle, velocity); } previous_velocity = velocity; } } } break; case NOTIFICATION_DRAW: { #ifdef DEBUG_ENABLED if (is_inside_tree()) { bool is_debug_enabled = false; if (Engine::get_singleton()->is_editor_hint()) { is_debug_enabled = true; } else if (Navigation2DServer::get_singleton()->get_debug_enabled() && Navigation2DServer::get_singleton()->get_debug_avoidance_enabled()) { is_debug_enabled = true; } if (is_debug_enabled) { _update_fake_agent_radius_debug(); _update_static_obstacle_debug(); } } #endif // DEBUG_ENABLED } break; } } NavigationObstacle2D::NavigationObstacle2D() { navigation = NULL; obstacle = Navigation2DServer::get_singleton()->obstacle_create(); radius = 0.0; avoidance_enabled = true; avoidance_layers = 1; velocity_submitted = false; set_radius(radius); set_vertices(vertices); set_avoidance_layers(avoidance_layers); set_avoidance_enabled(avoidance_enabled); } NavigationObstacle2D::~NavigationObstacle2D() { ERR_FAIL_NULL(Navigation2DServer::get_singleton()); Navigation2DServer::get_singleton()->free(obstacle); obstacle = RID(); } void NavigationObstacle2D::set_navigation(Navigation2D *p_nav) { if (navigation == p_nav && navigation != nullptr) { return; // Pointless } navigation = p_nav; _update_map(get_navigation_map()); } void NavigationObstacle2D::set_navigation_node(Node *p_nav) { Navigation2D *nav = Object::cast_to(p_nav); ERR_FAIL_COND(nav == nullptr); set_navigation(nav); } Node *NavigationObstacle2D::get_navigation_node() const { return Object::cast_to(navigation); } void NavigationObstacle2D::set_vertices(const Vector &p_vertices) { vertices = p_vertices; Navigation2DServer::get_singleton()->obstacle_set_vertices(obstacle, vertices); #ifdef DEBUG_ENABLED update(); #endif // DEBUG_ENABLED } void NavigationObstacle2D::set_navigation_map(RID p_navigation_map) { if (map_override == p_navigation_map) { return; } map_override = p_navigation_map; _update_map(get_navigation_map()); } RID NavigationObstacle2D::get_navigation_map() const { if (map_override.is_valid()) { return map_override; } else if (navigation) { return navigation->get_rid(); } else if (is_inside_tree()) { return get_world_2d()->get_navigation_map(); } return RID(); } void NavigationObstacle2D::set_radius(real_t p_radius) { ERR_FAIL_COND_MSG(p_radius < 0.0, "Radius must be positive."); if (Math::is_equal_approx(radius, p_radius)) { return; } radius = p_radius; Navigation2DServer::get_singleton()->obstacle_set_radius(obstacle, radius); #ifdef DEBUG_ENABLED update(); #endif // DEBUG_ENABLED } void NavigationObstacle2D::set_avoidance_layers(uint32_t p_layers) { if (avoidance_layers == p_layers) { return; } avoidance_layers = p_layers; Navigation2DServer::get_singleton()->obstacle_set_avoidance_layers(obstacle, avoidance_layers); } uint32_t NavigationObstacle2D::get_avoidance_layers() const { return avoidance_layers; } void NavigationObstacle2D::set_avoidance_layer_value(int p_layer_number, bool p_value) { ERR_FAIL_COND_MSG(p_layer_number < 1, "Avoidance layer number must be between 1 and 32 inclusive."); ERR_FAIL_COND_MSG(p_layer_number > 32, "Avoidance layer number must be between 1 and 32 inclusive."); uint32_t avoidance_layers_new = get_avoidance_layers(); if (p_value) { avoidance_layers_new |= 1 << (p_layer_number - 1); } else { avoidance_layers_new &= ~(1 << (p_layer_number - 1)); } set_avoidance_layers(avoidance_layers_new); } bool NavigationObstacle2D::get_avoidance_layer_value(int p_layer_number) const { ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Avoidance layer number must be between 1 and 32 inclusive."); ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Avoidance layer number must be between 1 and 32 inclusive."); return get_avoidance_layers() & (1 << (p_layer_number - 1)); } void NavigationObstacle2D::set_avoidance_enabled(bool p_enabled) { if (avoidance_enabled == p_enabled) { return; } avoidance_enabled = p_enabled; Navigation2DServer::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled); #ifdef DEBUG_ENABLED update(); #endif // DEBUG_ENABLED } bool NavigationObstacle2D::get_avoidance_enabled() const { return avoidance_enabled; } void NavigationObstacle2D::set_velocity(const Vector2 p_velocity) { velocity = p_velocity; velocity_submitted = true; } void NavigationObstacle2D::_update_map(RID p_map) { map_current = p_map; Navigation2DServer::get_singleton()->obstacle_set_map(obstacle, p_map); } void NavigationObstacle2D::_update_position(const Vector2 p_position) { Navigation2DServer::get_singleton()->obstacle_set_position(obstacle, p_position); #ifdef DEBUG_ENABLED update(); #endif // DEBUG_ENABLED } #ifdef DEBUG_ENABLED void NavigationObstacle2D::_update_fake_agent_radius_debug() { if (radius > 0.0 && Navigation2DServer::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_radius()) { Color debug_radius_color = Navigation2DServer::get_singleton()->get_debug_navigation_avoidance_obstacles_radius_color(); RS::get_singleton()->canvas_item_add_circle(get_canvas_item(), Vector2(), radius, debug_radius_color); } } #endif // DEBUG_ENABLED #ifdef DEBUG_ENABLED void NavigationObstacle2D::_update_static_obstacle_debug() { if (get_vertices().size() > 2 && Navigation2DServer::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_static()) { bool obstacle_pushes_inward = Geometry::is_polygon_clockwise(get_vertices()); Color debug_static_obstacle_face_color; if (obstacle_pushes_inward) { debug_static_obstacle_face_color = Navigation2DServer::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushin_face_color(); } else { debug_static_obstacle_face_color = Navigation2DServer::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushout_face_color(); } Vector debug_obstacle_polygon_vertices = get_vertices(); Vector debug_obstacle_polygon_colors; debug_obstacle_polygon_colors.resize(debug_obstacle_polygon_vertices.size()); debug_obstacle_polygon_colors.fill(debug_static_obstacle_face_color); RS::get_singleton()->canvas_item_add_polygon(get_canvas_item(), debug_obstacle_polygon_vertices, debug_obstacle_polygon_colors); Color debug_static_obstacle_edge_color; if (obstacle_pushes_inward) { debug_static_obstacle_edge_color = Navigation2DServer::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushin_edge_color(); } else { debug_static_obstacle_edge_color = Navigation2DServer::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushout_edge_color(); } Vector debug_obstacle_line_vertices = get_vertices(); debug_obstacle_line_vertices.push_back(debug_obstacle_line_vertices[0]); debug_obstacle_line_vertices.resize(debug_obstacle_line_vertices.size()); Vector debug_obstacle_line_colors; debug_obstacle_line_colors.resize(debug_obstacle_line_vertices.size()); debug_obstacle_line_colors.fill(debug_static_obstacle_edge_color); RS::get_singleton()->canvas_item_add_polyline(get_canvas_item(), debug_obstacle_line_vertices, debug_obstacle_line_colors, 4.0); } } #endif // DEBUG_ENABLED