godot/servers/navigation_server_2d.h

189 lines
7.9 KiB
C++

/*************************************************************************/
/* navigation_server_2d.h */
/*************************************************************************/
/* 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.*/
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/*************************************************************************/
#ifndef NAVIGATION_SERVER_2D_H
#define NAVIGATION_SERVER_2D_H
#include "core/object/class_db.h"
#include "core/templates/rid.h"
#include "scene/2d/navigation_region_2d.h"
// This server exposes the `NavigationServer3D` features in the 2D world.
class NavigationServer2D : public Object {
GDCLASS(NavigationServer2D, Object);
static NavigationServer2D *singleton;
void _emit_map_changed(RID p_map);
protected:
static void _bind_methods();
public:
/// Thread safe, can be used across many threads.
static const NavigationServer2D *get_singleton() { return singleton; }
/// MUST be used in single thread!
static NavigationServer2D *get_singleton_mut() { return singleton; }
virtual Array get_maps() const;
/// Create a new map.
virtual RID map_create() const;
/// Set map active.
virtual void map_set_active(RID p_map, bool p_active) const;
/// Returns true if the map is active.
virtual bool map_is_active(RID p_map) const;
/// Set the map cell size used to weld the navigation mesh polygons.
virtual void map_set_cell_size(RID p_map, real_t p_cell_size) const;
/// Returns the map cell size.
virtual real_t map_get_cell_size(RID p_map) const;
/// Set the map edge connection margin used to weld the compatible region edges.
virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) const;
/// Returns the edge connection margin of this map.
virtual real_t map_get_edge_connection_margin(RID p_map) const;
/// Returns the navigation path to reach the destination from the origin.
virtual Vector<Vector2> map_get_path(RID p_map, Vector2 p_origin, Vector2 p_destination, bool p_optimize, uint32_t p_navigation_layers = 1) const;
virtual Vector2 map_get_closest_point(RID p_map, const Vector2 &p_point) const;
virtual RID map_get_closest_point_owner(RID p_map, const Vector2 &p_point) const;
virtual Array map_get_regions(RID p_map) const;
virtual Array map_get_agents(RID p_map) const;
virtual void map_force_update(RID p_map);
/// Creates a new region.
virtual RID region_create() const;
/// Set the enter_cost of a region
virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) const;
virtual real_t region_get_enter_cost(RID p_region) const;
/// Set the travel_cost of a region
virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) const;
virtual real_t region_get_travel_cost(RID p_region) const;
virtual bool region_owns_point(RID p_region, const Vector2 &p_point) const;
/// Set the map of this region.
virtual void region_set_map(RID p_region, RID p_map) const;
virtual RID region_get_map(RID p_region) const;
/// Set the region's layers
virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) const;
virtual uint32_t region_get_navigation_layers(RID p_region) const;
/// Set the global transformation of this region.
virtual void region_set_transform(RID p_region, Transform2D p_transform) const;
/// Set the navigation poly of this region.
virtual void region_set_navpoly(RID p_region, Ref<NavigationPolygon> p_nav_mesh) const;
/// Get a list of a region's connection to other regions.
virtual int region_get_connections_count(RID p_region) const;
virtual Vector2 region_get_connection_pathway_start(RID p_region, int p_connection_id) const;
virtual Vector2 region_get_connection_pathway_end(RID p_region, int p_connection_id) const;
/// Creates the agent.
virtual RID agent_create() const;
/// Put the agent in the map.
virtual void agent_set_map(RID p_agent, RID p_map) const;
virtual RID agent_get_map(RID p_agent) const;
/// The maximum distance (center point to
/// center point) to other agents this agent
/// takes into account in the navigation. The
/// larger this number, the longer the running
/// time of the simulation. If the number is too
/// low, the simulation will not be safe.
/// Must be non-negative.
virtual void agent_set_neighbor_dist(RID p_agent, real_t p_dist) const;
/// The maximum number of other agents this
/// agent takes into account in the navigation.
/// The larger this number, the longer the
/// running time of the simulation. If the
/// number is too low, the simulation will not
/// be safe.
virtual void agent_set_max_neighbors(RID p_agent, int p_count) const;
/// The minimal amount of time for which this
/// agent's velocities that are computed by the
/// simulation are safe with respect to other
/// agents. The larger this number, the sooner
/// this agent will respond to the presence of
/// other agents, but the less freedom this
/// agent has in choosing its velocities.
/// Must be positive.
virtual void agent_set_time_horizon(RID p_agent, real_t p_time) const;
/// The radius of this agent.
/// Must be non-negative.
virtual void agent_set_radius(RID p_agent, real_t p_radius) const;
/// The maximum speed of this agent.
/// Must be non-negative.
virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) const;
/// Current velocity of the agent
virtual void agent_set_velocity(RID p_agent, Vector2 p_velocity) const;
/// The new target velocity.
virtual void agent_set_target_velocity(RID p_agent, Vector2 p_velocity) const;
/// Position of the agent in world space.
virtual void agent_set_position(RID p_agent, Vector2 p_position) const;
/// Agent ignore the Y axis and avoid collisions by moving only on the horizontal plane
virtual void agent_set_ignore_y(RID p_agent, bool p_ignore) const;
/// Returns true if the map got changed the previous frame.
virtual bool agent_is_map_changed(RID p_agent) const;
/// Callback called at the end of the RVO process
virtual void agent_set_callback(RID p_agent, Object *p_receiver, StringName p_method, Variant p_udata = Variant()) const;
/// Destroy the `RID`
virtual void free(RID p_object) const;
NavigationServer2D();
virtual ~NavigationServer2D();
};
#endif // NAVIGATION_SERVER_2D_H