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-rw-r--r--scene/2d/navigation_obstacle_2d.cpp153
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+/*************************************************************************/
+/* navigation_obstacle_2d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 "scene/2d/collision_shape_2d.h"
+#include "scene/2d/navigation_2d.h"
+#include "scene/2d/physics_body_2d.h"
+#include "servers/navigation_server_2d.h"
+
+void NavigationObstacle2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_navigation", "navigation"), &NavigationObstacle2D::set_navigation_node);
+ ClassDB::bind_method(D_METHOD("get_navigation"), &NavigationObstacle2D::get_navigation_node);
+}
+
+void NavigationObstacle2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_READY: {
+ update_agent_shape();
+
+ // Search the navigation node and set it
+ {
+ Navigation2D *nav = nullptr;
+ Node *p = get_parent();
+ while (p != nullptr) {
+ nav = Object::cast_to<Navigation2D>(p);
+ if (nav != nullptr) {
+ p = nullptr;
+ } else {
+ p = p->get_parent();
+ }
+ }
+
+ set_navigation(nav);
+ }
+
+ set_physics_process_internal(true);
+ } break;
+ case NOTIFICATION_EXIT_TREE: {
+ set_navigation(nullptr);
+ set_physics_process_internal(false);
+ } break;
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ Node2D *node = Object::cast_to<Node2D>(get_parent());
+ if (node) {
+ NavigationServer2D::get_singleton()->agent_set_position(agent, node->get_global_transform().get_origin());
+ }
+
+ } break;
+ }
+}
+
+NavigationObstacle2D::NavigationObstacle2D() {
+ agent = NavigationServer2D::get_singleton()->agent_create();
+}
+
+NavigationObstacle2D::~NavigationObstacle2D() {
+ NavigationServer2D::get_singleton()->free(agent);
+ agent = RID(); // Pointless
+}
+
+void NavigationObstacle2D::set_navigation(Navigation2D *p_nav) {
+ if (navigation == p_nav) {
+ return; // Pointless
+ }
+
+ navigation = p_nav;
+ NavigationServer2D::get_singleton()->agent_set_map(agent, navigation == nullptr ? RID() : navigation->get_rid());
+}
+
+void NavigationObstacle2D::set_navigation_node(Node *p_nav) {
+ Navigation2D *nav = Object::cast_to<Navigation2D>(p_nav);
+ ERR_FAIL_COND(nav == nullptr);
+ set_navigation(nav);
+}
+
+Node *NavigationObstacle2D::get_navigation_node() const {
+ return Object::cast_to<Node>(navigation);
+}
+
+String NavigationObstacle2D::get_configuration_warning() const {
+ if (!Object::cast_to<Node2D>(get_parent())) {
+ return TTR("The NavigationObstacle2D only serves to provide collision avoidance to a Node2D object.");
+ }
+
+ return String();
+}
+
+void NavigationObstacle2D::update_agent_shape() {
+ Node *node = get_parent();
+
+ // Estimate the radius of this physics body
+ real_t radius = 0.0;
+ for (int i(0); i < node->get_child_count(); i++) {
+ // For each collision shape
+ CollisionShape2D *cs = Object::cast_to<CollisionShape2D>(node->get_child(i));
+ if (cs) {
+ // Take the distance between the Body center to the shape center
+ real_t r = cs->get_transform().get_origin().length();
+ if (cs->get_shape().is_valid()) {
+ // and add the enclosing shape radius
+ r += cs->get_shape()->get_enclosing_radius();
+ }
+ Size2 s = cs->get_global_transform().get_scale();
+ r *= MAX(s.x, s.y);
+ // Takes the biggest radius
+ radius = MAX(radius, r);
+ }
+ }
+ Node2D *node_2d = Object::cast_to<Node2D>(node);
+ if (node_2d) {
+ Vector2 s = node_2d->get_global_transform().get_scale();
+ radius *= MAX(s.x, s.y);
+ }
+
+ if (radius == 0.0) {
+ radius = 1.0; // Never a 0 radius
+ }
+
+ // Initialize the Agent as an object
+ NavigationServer2D::get_singleton()->agent_set_neighbor_dist(agent, 0.0);
+ NavigationServer2D::get_singleton()->agent_set_max_neighbors(agent, 0);
+ NavigationServer2D::get_singleton()->agent_set_time_horizon(agent, 0.0);
+ NavigationServer2D::get_singleton()->agent_set_radius(agent, radius);
+ NavigationServer2D::get_singleton()->agent_set_max_speed(agent, 0.0);
+}