godot/modules/navigation/3d/godot_navigation_server_3d.h
smix8 58593d1bb7 Add navigation source geometry parser callbacks
Adds navigation source geometry parser callbacks so that externals can hook their own geometry into the navigation mesh baking process.
2024-04-19 12:10:57 +02:00

300 lines
15 KiB
C++

/**************************************************************************/
/* godot_navigation_server_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef GODOT_NAVIGATION_SERVER_3D_H
#define GODOT_NAVIGATION_SERVER_3D_H
#include "../nav_agent.h"
#include "../nav_link.h"
#include "../nav_map.h"
#include "../nav_obstacle.h"
#include "../nav_region.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid.h"
#include "core/templates/rid_owner.h"
#include "servers/navigation_server_3d.h"
/// The commands are functions executed during the `sync` phase.
#define MERGE_INTERNAL(A, B) A##B
#define MERGE(A, B) MERGE_INTERNAL(A, B)
#define COMMAND_1(F_NAME, T_0, D_0) \
virtual void F_NAME(T_0 D_0) override; \
void MERGE(_cmd_, F_NAME)(T_0 D_0)
#define COMMAND_2(F_NAME, T_0, D_0, T_1, D_1) \
virtual void F_NAME(T_0 D_0, T_1 D_1) override; \
void MERGE(_cmd_, F_NAME)(T_0 D_0, T_1 D_1)
class GodotNavigationServer3D;
#ifndef _3D_DISABLED
class NavMeshGenerator3D;
#endif // _3D_DISABLED
struct SetCommand {
virtual ~SetCommand() {}
virtual void exec(GodotNavigationServer3D *server) = 0;
};
class GodotNavigationServer3D : public NavigationServer3D {
Mutex commands_mutex;
/// Mutex used to make any operation threadsafe.
Mutex operations_mutex;
LocalVector<SetCommand *> commands;
mutable RID_Owner<NavLink> link_owner;
mutable RID_Owner<NavMap> map_owner;
mutable RID_Owner<NavRegion> region_owner;
mutable RID_Owner<NavAgent> agent_owner;
mutable RID_Owner<NavObstacle> obstacle_owner;
bool active = true;
LocalVector<NavMap *> active_maps;
LocalVector<uint32_t> active_maps_iteration_id;
#ifndef _3D_DISABLED
NavMeshGenerator3D *navmesh_generator_3d = nullptr;
#endif // _3D_DISABLED
// Performance Monitor
int pm_region_count = 0;
int pm_agent_count = 0;
int pm_link_count = 0;
int pm_polygon_count = 0;
int pm_edge_count = 0;
int pm_edge_merge_count = 0;
int pm_edge_connection_count = 0;
int pm_edge_free_count = 0;
public:
GodotNavigationServer3D();
virtual ~GodotNavigationServer3D();
void add_command(SetCommand *command);
virtual TypedArray<RID> get_maps() const override;
virtual RID map_create() override;
COMMAND_2(map_set_active, RID, p_map, bool, p_active);
virtual bool map_is_active(RID p_map) const override;
COMMAND_2(map_set_up, RID, p_map, Vector3, p_up);
virtual Vector3 map_get_up(RID p_map) const override;
COMMAND_2(map_set_cell_size, RID, p_map, real_t, p_cell_size);
virtual real_t map_get_cell_size(RID p_map) const override;
COMMAND_2(map_set_cell_height, RID, p_map, real_t, p_cell_height);
virtual real_t map_get_cell_height(RID p_map) const override;
COMMAND_2(map_set_merge_rasterizer_cell_scale, RID, p_map, float, p_value);
virtual float map_get_merge_rasterizer_cell_scale(RID p_map) const override;
COMMAND_2(map_set_use_edge_connections, RID, p_map, bool, p_enabled);
virtual bool map_get_use_edge_connections(RID p_map) const override;
COMMAND_2(map_set_edge_connection_margin, RID, p_map, real_t, p_connection_margin);
virtual real_t map_get_edge_connection_margin(RID p_map) const override;
COMMAND_2(map_set_link_connection_radius, RID, p_map, real_t, p_connection_radius);
virtual real_t map_get_link_connection_radius(RID p_map) const override;
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 override;
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 override;
virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const override;
virtual Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const override;
virtual RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const override;
virtual TypedArray<RID> map_get_links(RID p_map) const override;
virtual TypedArray<RID> map_get_regions(RID p_map) const override;
virtual TypedArray<RID> map_get_agents(RID p_map) const override;
virtual TypedArray<RID> map_get_obstacles(RID p_map) const override;
virtual void map_force_update(RID p_map) override;
virtual uint32_t map_get_iteration_id(RID p_map) const override;
virtual Vector3 map_get_random_point(RID p_map, uint32_t p_navigation_layers, bool p_uniformly) const override;
virtual RID region_create() override;
COMMAND_2(region_set_enabled, RID, p_region, bool, p_enabled);
virtual bool region_get_enabled(RID p_region) const override;
COMMAND_2(region_set_use_edge_connections, RID, p_region, bool, p_enabled);
virtual bool region_get_use_edge_connections(RID p_region) const override;
COMMAND_2(region_set_enter_cost, RID, p_region, real_t, p_enter_cost);
virtual real_t region_get_enter_cost(RID p_region) const override;
COMMAND_2(region_set_travel_cost, RID, p_region, real_t, p_travel_cost);
virtual real_t region_get_travel_cost(RID p_region) const override;
COMMAND_2(region_set_owner_id, RID, p_region, ObjectID, p_owner_id);
virtual ObjectID region_get_owner_id(RID p_region) const override;
virtual bool region_owns_point(RID p_region, const Vector3 &p_point) const override;
COMMAND_2(region_set_map, RID, p_region, RID, p_map);
virtual RID region_get_map(RID p_region) const override;
COMMAND_2(region_set_navigation_layers, RID, p_region, uint32_t, p_navigation_layers);
virtual uint32_t region_get_navigation_layers(RID p_region) const override;
COMMAND_2(region_set_transform, RID, p_region, Transform3D, p_transform);
virtual Transform3D region_get_transform(RID p_region) const override;
COMMAND_2(region_set_navigation_mesh, RID, p_region, Ref<NavigationMesh>, p_navigation_mesh);
#ifndef DISABLE_DEPRECATED
virtual void region_bake_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh, Node *p_root_node) override;
#endif // DISABLE_DEPRECATED
virtual int region_get_connections_count(RID p_region) const override;
virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const override;
virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const override;
virtual Vector3 region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const override;
virtual RID link_create() override;
COMMAND_2(link_set_map, RID, p_link, RID, p_map);
virtual RID link_get_map(RID p_link) const override;
COMMAND_2(link_set_enabled, RID, p_link, bool, p_enabled);
virtual bool link_get_enabled(RID p_link) const override;
COMMAND_2(link_set_bidirectional, RID, p_link, bool, p_bidirectional);
virtual bool link_is_bidirectional(RID p_link) const override;
COMMAND_2(link_set_navigation_layers, RID, p_link, uint32_t, p_navigation_layers);
virtual uint32_t link_get_navigation_layers(RID p_link) const override;
COMMAND_2(link_set_start_position, RID, p_link, Vector3, p_position);
virtual Vector3 link_get_start_position(RID p_link) const override;
COMMAND_2(link_set_end_position, RID, p_link, Vector3, p_position);
virtual Vector3 link_get_end_position(RID p_link) const override;
COMMAND_2(link_set_enter_cost, RID, p_link, real_t, p_enter_cost);
virtual real_t link_get_enter_cost(RID p_link) const override;
COMMAND_2(link_set_travel_cost, RID, p_link, real_t, p_travel_cost);
virtual real_t link_get_travel_cost(RID p_link) const override;
COMMAND_2(link_set_owner_id, RID, p_link, ObjectID, p_owner_id);
virtual ObjectID link_get_owner_id(RID p_link) const override;
virtual RID agent_create() override;
COMMAND_2(agent_set_avoidance_enabled, RID, p_agent, bool, p_enabled);
virtual bool agent_get_avoidance_enabled(RID p_agent) const override;
COMMAND_2(agent_set_use_3d_avoidance, RID, p_agent, bool, p_enabled);
virtual bool agent_get_use_3d_avoidance(RID p_agent) const override;
COMMAND_2(agent_set_map, RID, p_agent, RID, p_map);
virtual RID agent_get_map(RID p_agent) const override;
COMMAND_2(agent_set_paused, RID, p_agent, bool, p_paused);
virtual bool agent_get_paused(RID p_agent) const override;
COMMAND_2(agent_set_neighbor_distance, RID, p_agent, real_t, p_distance);
virtual real_t agent_get_neighbor_distance(RID p_agent) const override;
COMMAND_2(agent_set_max_neighbors, RID, p_agent, int, p_count);
virtual int agent_get_max_neighbors(RID p_agent) const override;
COMMAND_2(agent_set_time_horizon_agents, RID, p_agent, real_t, p_time_horizon);
virtual real_t agent_get_time_horizon_agents(RID p_agent) const override;
COMMAND_2(agent_set_time_horizon_obstacles, RID, p_agent, real_t, p_time_horizon);
virtual real_t agent_get_time_horizon_obstacles(RID p_agent) const override;
COMMAND_2(agent_set_radius, RID, p_agent, real_t, p_radius);
virtual real_t agent_get_radius(RID p_agent) const override;
COMMAND_2(agent_set_height, RID, p_agent, real_t, p_height);
virtual real_t agent_get_height(RID p_agent) const override;
COMMAND_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed);
virtual real_t agent_get_max_speed(RID p_agent) const override;
COMMAND_2(agent_set_velocity, RID, p_agent, Vector3, p_velocity);
virtual Vector3 agent_get_velocity(RID p_agent) const override;
COMMAND_2(agent_set_velocity_forced, RID, p_agent, Vector3, p_velocity);
COMMAND_2(agent_set_position, RID, p_agent, Vector3, p_position);
virtual Vector3 agent_get_position(RID p_agent) const override;
virtual bool agent_is_map_changed(RID p_agent) const override;
COMMAND_2(agent_set_avoidance_callback, RID, p_agent, Callable, p_callback);
virtual bool agent_has_avoidance_callback(RID p_agent) const override;
COMMAND_2(agent_set_avoidance_layers, RID, p_agent, uint32_t, p_layers);
virtual uint32_t agent_get_avoidance_layers(RID p_agent) const override;
COMMAND_2(agent_set_avoidance_mask, RID, p_agent, uint32_t, p_mask);
virtual uint32_t agent_get_avoidance_mask(RID p_agent) const override;
COMMAND_2(agent_set_avoidance_priority, RID, p_agent, real_t, p_priority);
virtual real_t agent_get_avoidance_priority(RID p_agent) const override;
virtual RID obstacle_create() override;
COMMAND_2(obstacle_set_avoidance_enabled, RID, p_obstacle, bool, p_enabled);
virtual bool obstacle_get_avoidance_enabled(RID p_obstacle) const override;
COMMAND_2(obstacle_set_use_3d_avoidance, RID, p_obstacle, bool, p_enabled);
virtual bool obstacle_get_use_3d_avoidance(RID p_obstacle) const override;
COMMAND_2(obstacle_set_map, RID, p_obstacle, RID, p_map);
virtual RID obstacle_get_map(RID p_obstacle) const override;
COMMAND_2(obstacle_set_paused, RID, p_obstacle, bool, p_paused);
virtual bool obstacle_get_paused(RID p_obstacle) const override;
COMMAND_2(obstacle_set_radius, RID, p_obstacle, real_t, p_radius);
virtual real_t obstacle_get_radius(RID p_obstacle) const override;
COMMAND_2(obstacle_set_velocity, RID, p_obstacle, Vector3, p_velocity);
virtual Vector3 obstacle_get_velocity(RID p_obstacle) const override;
COMMAND_2(obstacle_set_position, RID, p_obstacle, Vector3, p_position);
virtual Vector3 obstacle_get_position(RID p_obstacle) const override;
COMMAND_2(obstacle_set_height, RID, p_obstacle, real_t, p_height);
virtual real_t obstacle_get_height(RID p_obstacle) const override;
virtual void obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) override;
virtual Vector<Vector3> obstacle_get_vertices(RID p_obstacle) const override;
COMMAND_2(obstacle_set_avoidance_layers, RID, p_obstacle, uint32_t, p_layers);
virtual uint32_t obstacle_get_avoidance_layers(RID p_obstacle) const override;
virtual void parse_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, Node *p_root_node, const Callable &p_callback = Callable()) override;
virtual void bake_from_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, const Callable &p_callback = Callable()) override;
virtual void bake_from_source_geometry_data_async(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, const Callable &p_callback = Callable()) override;
virtual bool is_baking_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh) const override;
virtual RID source_geometry_parser_create() override;
virtual void source_geometry_parser_set_callback(RID p_parser, const Callable &p_callback) override;
virtual Vector<Vector3> simplify_path(const Vector<Vector3> &p_path, real_t p_epsilon) override;
private:
static void simplify_path_segment(int p_start_inx, int p_end_inx, const Vector<Vector3> &p_points, real_t p_epsilon, LocalVector<bool> &r_valid_points);
static LocalVector<uint32_t> get_simplified_path_indices(const Vector<Vector3> &p_path, real_t p_epsilon);
public:
COMMAND_1(free, RID, p_object);
virtual void set_active(bool p_active) override;
void flush_queries();
virtual void process(real_t p_delta_time) override;
virtual void init() override;
virtual void sync() override;
virtual void finish() override;
virtual NavigationUtilities::PathQueryResult _query_path(const NavigationUtilities::PathQueryParameters &p_parameters) const override;
int get_process_info(ProcessInfo p_info) const override;
private:
void internal_free_agent(RID p_object);
void internal_free_obstacle(RID p_object);
};
#undef COMMAND_1
#undef COMMAND_2
#endif // GODOT_NAVIGATION_SERVER_3D_H