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+/*************************************************************************/
+/* navigation_server.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+/**
+ @author AndreaCatania
+*/
+
+#ifndef NAVIGATION_SERVER_H
+#define NAVIGATION_SERVER_H
+
+#include "core/object.h"
+#include "core/rid.h"
+#include "scene/3d/navigation_mesh_instance.h"
+
+/// This server uses the concept of internal mutability.
+/// All the constant functions can be called in multithread because internally
+/// the server takes care to schedule the functions access.
+///
+/// Note: All the `set` functions are commands executed during the `sync` phase,
+/// don't expect that a change is immediately propagated.
+class NavigationServer : public Object {
+ GDCLASS(NavigationServer, Object);
+
+ static NavigationServer *singleton;
+
+protected:
+ static void _bind_methods();
+
+public:
+ /// Thread safe, can be used accross many threads.
+ static const NavigationServer *get_singleton();
+
+ /// MUST be used in single thread!
+ static NavigationServer *get_singleton_mut();
+
+ /// Create a new map.
+ virtual RID map_create() const = 0;
+
+ /// Set map active.
+ virtual void map_set_active(RID p_map, bool p_active) const = 0;
+
+ /// Returns true if the map is active.
+ virtual bool map_is_active(RID p_map) const = 0;
+
+ /// Set the map UP direction.
+ virtual void map_set_up(RID p_map, Vector3 p_up) const = 0;
+
+ /// Returns the map UP direction.
+ virtual Vector3 map_get_up(RID p_map) const = 0;
+
+ /// 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 = 0;
+
+ /// Returns the map cell size.
+ virtual real_t map_get_cell_size(RID p_map) const = 0;
+
+ /// 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 = 0;
+
+ /// Returns the edge connection margin of this map.
+ virtual real_t map_get_edge_connection_margin(RID p_map) const = 0;
+
+ /// Returns the navigation path to reach the destination from the origin.
+ virtual Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize) const = 0;
+
+ 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 = 0;
+ virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const = 0;
+ virtual Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const = 0;
+ virtual RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const = 0;
+
+ /// Creates a new region.
+ virtual RID region_create() const = 0;
+
+ /// Set the map of this region.
+ virtual void region_set_map(RID p_region, RID p_map) const = 0;
+
+ /// Set the global transformation of this region.
+ virtual void region_set_transform(RID p_region, Transform p_transform) const = 0;
+
+ /// Set the navigation mesh of this region.
+ virtual void region_set_navmesh(RID p_region, Ref<NavigationMesh> p_nav_mesh) const = 0;
+
+ /// Bake the navigation mesh
+ virtual void region_bake_navmesh(Ref<NavigationMesh> r_mesh, Node *p_node) const = 0;
+
+ /// Creates the agent.
+ virtual RID agent_create() const = 0;
+
+ /// Put the agent in the map.
+ virtual void agent_set_map(RID p_agent, RID p_map) const = 0;
+
+ /// 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 = 0;
+
+ /// 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 = 0;
+
+ /// 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 = 0;
+
+ /// The radius of this agent.
+ /// Must be non-negative.
+ virtual void agent_set_radius(RID p_agent, real_t p_radius) const = 0;
+
+ /// 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 = 0;
+
+ /// Current velocity of the agent
+ virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) const = 0;
+
+ /// The new target velocity.
+ virtual void agent_set_target_velocity(RID p_agent, Vector3 p_velocity) const = 0;
+
+ /// Position of the agent in world space.
+ virtual void agent_set_position(RID p_agent, Vector3 p_position) const = 0;
+
+ /// 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 = 0;
+
+ /// Returns true if the map got changed the previous frame.
+ virtual bool agent_is_map_changed(RID p_agent) const = 0;
+
+ /// 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 = 0;
+
+ /// Destroy the `RID`
+ virtual void free(RID p_object) const = 0;
+
+ /// Control activation of this server.
+ virtual void set_active(bool p_active) const = 0;
+
+ /// Step the server
+ /// NOTE: This function is not Threadsafe and MUST be called in single thread.
+ virtual void step(real_t delta_time) = 0;
+
+ NavigationServer();
+ virtual ~NavigationServer();
+};
+
+typedef NavigationServer *(*NavigationServerCallback)();
+
+/// Manager used for the server singleton registration
+class NavigationServerManager {
+ static NavigationServerCallback create_callback;
+
+public:
+ static void set_default_server(NavigationServerCallback p_callback);
+ static NavigationServer *new_default_server();
+};
+
+#endif