/*************************************************************************/ /* godot_navigation_server.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #ifndef GODOT_NAVIGATION_SERVER_H #define GODOT_NAVIGATION_SERVER_H #include "core/templates/local_vector.h" #include "core/templates/rid.h" #include "core/templates/rid_owner.h" #include "servers/navigation_server_3d.h" #include "nav_map.h" #include "nav_region.h" #include "rvo_agent.h" /** @author AndreaCatania */ /// 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) const; \ 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) const; \ void MERGE(_cmd_, F_NAME)(T_0 D_0, T_1 D_1) #define COMMAND_4_DEF(F_NAME, T_0, D_0, T_1, D_1, T_2, D_2, T_3, D_3, D_3_DEF) \ virtual void F_NAME(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3 = D_3_DEF) const; \ void MERGE(_cmd_, F_NAME)(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3) class GodotNavigationServer; struct SetCommand { virtual ~SetCommand() {} virtual void exec(GodotNavigationServer *server) = 0; }; class GodotNavigationServer : public NavigationServer3D { Mutex commands_mutex; /// Mutex used to make any operation threadsafe. Mutex operations_mutex; std::vector<SetCommand *> commands; mutable RID_Owner<NavMap> map_owner; mutable RID_Owner<NavRegion> region_owner; mutable RID_Owner<RvoAgent> agent_owner; bool active = true; LocalVector<NavMap *> active_maps; LocalVector<uint32_t> active_maps_update_id; public: GodotNavigationServer(); virtual ~GodotNavigationServer(); void add_command(SetCommand *command) const; virtual RID map_create() const; COMMAND_2(map_set_active, RID, p_map, bool, p_active); virtual bool map_is_active(RID p_map) const; COMMAND_2(map_set_up, RID, p_map, Vector3, p_up); virtual Vector3 map_get_up(RID p_map) const; 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; 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; virtual Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_layers = 1) const; 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; virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const; virtual Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const; virtual RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const; virtual RID region_create() const; COMMAND_2(region_set_map, RID, p_region, RID, p_map); COMMAND_2(region_set_layers, RID, p_region, uint32_t, p_layers); virtual uint32_t region_get_layers(RID p_region) const; COMMAND_2(region_set_transform, RID, p_region, Transform3D, p_transform); COMMAND_2(region_set_navmesh, RID, p_region, Ref<NavigationMesh>, p_nav_mesh); virtual void region_bake_navmesh(Ref<NavigationMesh> r_mesh, Node *p_node) const; virtual int region_get_connections_count(RID p_region) const; virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const; virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const; virtual RID agent_create() const; COMMAND_2(agent_set_map, RID, p_agent, RID, p_map); COMMAND_2(agent_set_neighbor_dist, RID, p_agent, real_t, p_dist); COMMAND_2(agent_set_max_neighbors, RID, p_agent, int, p_count); COMMAND_2(agent_set_time_horizon, RID, p_agent, real_t, p_time); COMMAND_2(agent_set_radius, RID, p_agent, real_t, p_radius); COMMAND_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed); COMMAND_2(agent_set_velocity, RID, p_agent, Vector3, p_velocity); COMMAND_2(agent_set_target_velocity, RID, p_agent, Vector3, p_velocity); COMMAND_2(agent_set_position, RID, p_agent, Vector3, p_position); COMMAND_2(agent_set_ignore_y, RID, p_agent, bool, p_ignore); virtual bool agent_is_map_changed(RID p_agent) const; COMMAND_4_DEF(agent_set_callback, RID, p_agent, Object *, p_receiver, StringName, p_method, Variant, p_udata, Variant()); COMMAND_1(free, RID, p_object); virtual void set_active(bool p_active) const; void flush_queries(); virtual void process(real_t p_delta_time); }; #undef COMMAND_1 #undef COMMAND_2 #undef COMMAND_4_DEF #endif // GODOT_NAVIGATION_SERVER_H