/*************************************************************************/ /* navigation_agent_3d.cpp */ /*************************************************************************/ /* 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.*/ /* 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_agent_3d.h" #include "servers/navigation_server_3d.h" void NavigationAgent3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_rid"), &NavigationAgent3D::get_rid); ClassDB::bind_method(D_METHOD("set_avoidance_enabled", "enabled"), &NavigationAgent3D::set_avoidance_enabled); ClassDB::bind_method(D_METHOD("get_avoidance_enabled"), &NavigationAgent3D::get_avoidance_enabled); ClassDB::bind_method(D_METHOD("set_target_desired_distance", "desired_distance"), &NavigationAgent3D::set_target_desired_distance); ClassDB::bind_method(D_METHOD("get_target_desired_distance"), &NavigationAgent3D::get_target_desired_distance); ClassDB::bind_method(D_METHOD("set_radius", "radius"), &NavigationAgent3D::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &NavigationAgent3D::get_radius); ClassDB::bind_method(D_METHOD("set_agent_height_offset", "agent_height_offset"), &NavigationAgent3D::set_agent_height_offset); ClassDB::bind_method(D_METHOD("get_agent_height_offset"), &NavigationAgent3D::get_agent_height_offset); ClassDB::bind_method(D_METHOD("set_ignore_y", "ignore"), &NavigationAgent3D::set_ignore_y); ClassDB::bind_method(D_METHOD("get_ignore_y"), &NavigationAgent3D::get_ignore_y); ClassDB::bind_method(D_METHOD("set_neighbor_dist", "neighbor_dist"), &NavigationAgent3D::set_neighbor_dist); ClassDB::bind_method(D_METHOD("get_neighbor_dist"), &NavigationAgent3D::get_neighbor_dist); ClassDB::bind_method(D_METHOD("set_max_neighbors", "max_neighbors"), &NavigationAgent3D::set_max_neighbors); ClassDB::bind_method(D_METHOD("get_max_neighbors"), &NavigationAgent3D::get_max_neighbors); ClassDB::bind_method(D_METHOD("set_time_horizon", "time_horizon"), &NavigationAgent3D::set_time_horizon); ClassDB::bind_method(D_METHOD("get_time_horizon"), &NavigationAgent3D::get_time_horizon); ClassDB::bind_method(D_METHOD("set_max_speed", "max_speed"), &NavigationAgent3D::set_max_speed); ClassDB::bind_method(D_METHOD("get_max_speed"), &NavigationAgent3D::get_max_speed); ClassDB::bind_method(D_METHOD("set_path_max_distance", "max_speed"), &NavigationAgent3D::set_path_max_distance); ClassDB::bind_method(D_METHOD("get_path_max_distance"), &NavigationAgent3D::get_path_max_distance); ClassDB::bind_method(D_METHOD("set_navigable_layers", "navigable_layers"), &NavigationAgent3D::set_navigable_layers); ClassDB::bind_method(D_METHOD("get_navigable_layers"), &NavigationAgent3D::get_navigable_layers); ClassDB::bind_method(D_METHOD("set_navigation_map", "navigation_map"), &NavigationAgent3D::set_navigation_map); ClassDB::bind_method(D_METHOD("get_navigation_map"), &NavigationAgent3D::get_navigation_map); ClassDB::bind_method(D_METHOD("set_target_location", "location"), &NavigationAgent3D::set_target_location); ClassDB::bind_method(D_METHOD("get_target_location"), &NavigationAgent3D::get_target_location); ClassDB::bind_method(D_METHOD("get_next_location"), &NavigationAgent3D::get_next_location); ClassDB::bind_method(D_METHOD("distance_to_target"), &NavigationAgent3D::distance_to_target); ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &NavigationAgent3D::set_velocity); ClassDB::bind_method(D_METHOD("get_nav_path"), &NavigationAgent3D::get_nav_path); ClassDB::bind_method(D_METHOD("get_nav_path_index"), &NavigationAgent3D::get_nav_path_index); ClassDB::bind_method(D_METHOD("is_target_reached"), &NavigationAgent3D::is_target_reached); ClassDB::bind_method(D_METHOD("is_target_reachable"), &NavigationAgent3D::is_target_reachable); ClassDB::bind_method(D_METHOD("is_navigation_finished"), &NavigationAgent3D::is_navigation_finished); ClassDB::bind_method(D_METHOD("get_final_location"), &NavigationAgent3D::get_final_location); ClassDB::bind_method(D_METHOD("_avoidance_done", "new_velocity"), &NavigationAgent3D::_avoidance_done); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "target_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01,suffix:m"), "set_target_desired_distance", "get_target_desired_distance"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.1,100,0.01,suffix:m"), "set_radius", "get_radius"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "agent_height_offset", PROPERTY_HINT_RANGE, "-100.0,100,0.01,suffix:m"), "set_agent_height_offset", "get_agent_height_offset"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "neighbor_dist", PROPERTY_HINT_RANGE, "0.1,10000,0.01,suffix:m"), "set_neighbor_dist", "get_neighbor_dist"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_neighbors", PROPERTY_HINT_RANGE, "1,10000,1"), "set_max_neighbors", "get_max_neighbors"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_horizon", PROPERTY_HINT_RANGE, "0.01,100,0.01,suffix:s"), "set_time_horizon", "get_time_horizon"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_speed", PROPERTY_HINT_RANGE, "0.1,10000,0.01,suffix:m/s"), "set_max_speed", "get_max_speed"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_max_distance", PROPERTY_HINT_RANGE, "0.01,100,0.1,suffix:m"), "set_path_max_distance", "get_path_max_distance"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_y"), "set_ignore_y", "get_ignore_y"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "avoidance_enabled"), "set_avoidance_enabled", "get_avoidance_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "navigable_layers", PROPERTY_HINT_LAYERS_3D_NAVIGATION), "set_navigable_layers", "get_navigable_layers"); ADD_SIGNAL(MethodInfo("path_changed")); ADD_SIGNAL(MethodInfo("target_reached")); ADD_SIGNAL(MethodInfo("navigation_finished")); ADD_SIGNAL(MethodInfo("velocity_computed", PropertyInfo(Variant::VECTOR3, "safe_velocity"))); } void NavigationAgent3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_POST_ENTER_TREE: { // need to use POST_ENTER_TREE cause with normal ENTER_TREE not all required Nodes are ready. // cannot use READY as ready does not get called if Node is readded to SceneTree set_agent_parent(get_parent()); set_physics_process_internal(true); } break; case NOTIFICATION_PARENTED: { if (is_inside_tree() && (get_parent() != agent_parent)) { // only react to PARENTED notifications when already inside_tree and parent changed, e.g. users switch nodes around // PARENTED notification fires also when Node is added in scripts to a parent // this would spam transforms fails and world fails while Node is outside SceneTree // when node gets reparented when joining the tree POST_ENTER_TREE takes care of this set_agent_parent(get_parent()); set_physics_process_internal(true); } } break; case NOTIFICATION_UNPARENTED: { // if agent has no parent no point in processing it until reparented set_agent_parent(nullptr); set_physics_process_internal(false); } break; case NOTIFICATION_EXIT_TREE: { set_agent_parent(nullptr); set_physics_process_internal(false); } break; case NOTIFICATION_PAUSED: { if (agent_parent && !agent_parent->can_process()) { map_before_pause = NavigationServer3D::get_singleton()->agent_get_map(get_rid()); NavigationServer3D::get_singleton()->agent_set_map(get_rid(), RID()); } else if (agent_parent && agent_parent->can_process() && !(map_before_pause == RID())) { NavigationServer3D::get_singleton()->agent_set_map(get_rid(), map_before_pause); map_before_pause = RID(); } } break; case NOTIFICATION_UNPAUSED: { if (agent_parent && !agent_parent->can_process()) { map_before_pause = NavigationServer3D::get_singleton()->agent_get_map(get_rid()); NavigationServer3D::get_singleton()->agent_set_map(get_rid(), RID()); } else if (agent_parent && agent_parent->can_process() && !(map_before_pause == RID())) { NavigationServer3D::get_singleton()->agent_set_map(get_rid(), map_before_pause); map_before_pause = RID(); } } break; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { if (agent_parent) { if (avoidance_enabled) { // agent_position on NavigationServer is avoidance only and has nothing to do with pathfinding // no point in flooding NavigationServer queue with agent position updates that get send to the void if avoidance is not used NavigationServer3D::get_singleton()->agent_set_position(agent, agent_parent->get_global_transform().origin); } _check_distance_to_target(); } } break; } } NavigationAgent3D::NavigationAgent3D() { agent = NavigationServer3D::get_singleton()->agent_create(); set_neighbor_dist(50.0); set_max_neighbors(10); set_time_horizon(5.0); set_radius(1.0); set_max_speed(10.0); set_ignore_y(true); } NavigationAgent3D::~NavigationAgent3D() { NavigationServer3D::get_singleton()->free(agent); agent = RID(); // Pointless } void NavigationAgent3D::set_avoidance_enabled(bool p_enabled) { avoidance_enabled = p_enabled; if (avoidance_enabled) { NavigationServer3D::get_singleton()->agent_set_callback(agent, this, "_avoidance_done"); } else { NavigationServer3D::get_singleton()->agent_set_callback(agent, nullptr, "_avoidance_done"); } } bool NavigationAgent3D::get_avoidance_enabled() const { return avoidance_enabled; } void NavigationAgent3D::set_agent_parent(Node *p_agent_parent) { // remove agent from any avoidance map before changing parent or there will be leftovers on the RVO map NavigationServer3D::get_singleton()->agent_set_callback(agent, nullptr, "_avoidance_done"); if (Object::cast_to(p_agent_parent) != nullptr) { // place agent on navigation map first or else the RVO agent callback creation fails silently later agent_parent = Object::cast_to(p_agent_parent); if (map_override.is_valid()) { NavigationServer3D::get_singleton()->agent_set_map(get_rid(), map_override); } else { NavigationServer3D::get_singleton()->agent_set_map(get_rid(), agent_parent->get_world_3d()->get_navigation_map()); } // create new avoidance callback if enabled set_avoidance_enabled(avoidance_enabled); } else { agent_parent = nullptr; NavigationServer3D::get_singleton()->agent_set_map(get_rid(), RID()); } } void NavigationAgent3D::set_navigable_layers(uint32_t p_layers) { bool layers_changed = navigable_layers != p_layers; navigable_layers = p_layers; if (layers_changed) { _request_repath(); } } uint32_t NavigationAgent3D::get_navigable_layers() const { return navigable_layers; } void NavigationAgent3D::set_navigation_map(RID p_navigation_map) { map_override = p_navigation_map; NavigationServer3D::get_singleton()->agent_set_map(agent, map_override); _request_repath(); } RID NavigationAgent3D::get_navigation_map() const { if (map_override.is_valid()) { return map_override; } else if (agent_parent != nullptr) { return agent_parent->get_world_3d()->get_navigation_map(); } return RID(); } void NavigationAgent3D::set_target_desired_distance(real_t p_dd) { target_desired_distance = p_dd; } void NavigationAgent3D::set_radius(real_t p_radius) { radius = p_radius; NavigationServer3D::get_singleton()->agent_set_radius(agent, radius); } void NavigationAgent3D::set_agent_height_offset(real_t p_hh) { navigation_height_offset = p_hh; } void NavigationAgent3D::set_ignore_y(bool p_ignore_y) { ignore_y = p_ignore_y; NavigationServer3D::get_singleton()->agent_set_ignore_y(agent, ignore_y); } void NavigationAgent3D::set_neighbor_dist(real_t p_dist) { neighbor_dist = p_dist; NavigationServer3D::get_singleton()->agent_set_neighbor_dist(agent, neighbor_dist); } void NavigationAgent3D::set_max_neighbors(int p_count) { max_neighbors = p_count; NavigationServer3D::get_singleton()->agent_set_max_neighbors(agent, max_neighbors); } void NavigationAgent3D::set_time_horizon(real_t p_time) { time_horizon = p_time; NavigationServer3D::get_singleton()->agent_set_time_horizon(agent, time_horizon); } void NavigationAgent3D::set_max_speed(real_t p_max_speed) { max_speed = p_max_speed; NavigationServer3D::get_singleton()->agent_set_max_speed(agent, max_speed); } void NavigationAgent3D::set_path_max_distance(real_t p_pmd) { path_max_distance = p_pmd; } real_t NavigationAgent3D::get_path_max_distance() { return path_max_distance; } void NavigationAgent3D::set_target_location(Vector3 p_location) { target_location = p_location; _request_repath(); } Vector3 NavigationAgent3D::get_target_location() const { return target_location; } Vector3 NavigationAgent3D::get_next_location() { update_navigation(); if (navigation_path.size() == 0) { ERR_FAIL_COND_V_MSG(agent_parent == nullptr, Vector3(), "The agent has no parent."); return agent_parent->get_global_transform().origin; } else { return navigation_path[nav_path_index] - Vector3(0, navigation_height_offset, 0); } } real_t NavigationAgent3D::distance_to_target() const { ERR_FAIL_COND_V_MSG(agent_parent == nullptr, 0.0, "The agent has no parent."); return agent_parent->get_global_transform().origin.distance_to(target_location); } bool NavigationAgent3D::is_target_reached() const { return target_reached; } bool NavigationAgent3D::is_target_reachable() { return target_desired_distance >= get_final_location().distance_to(target_location); } bool NavigationAgent3D::is_navigation_finished() { update_navigation(); return navigation_finished; } Vector3 NavigationAgent3D::get_final_location() { update_navigation(); if (navigation_path.size() == 0) { return Vector3(); } return navigation_path[navigation_path.size() - 1]; } void NavigationAgent3D::set_velocity(Vector3 p_velocity) { target_velocity = p_velocity; NavigationServer3D::get_singleton()->agent_set_target_velocity(agent, target_velocity); NavigationServer3D::get_singleton()->agent_set_velocity(agent, prev_safe_velocity); velocity_submitted = true; } void NavigationAgent3D::_avoidance_done(Vector3 p_new_velocity) { prev_safe_velocity = p_new_velocity; if (!velocity_submitted) { target_velocity = Vector3(); return; } velocity_submitted = false; emit_signal(SNAME("velocity_computed"), p_new_velocity); } TypedArray NavigationAgent3D::get_configuration_warnings() const { TypedArray warnings = Node::get_configuration_warnings(); if (!Object::cast_to(get_parent())) { warnings.push_back(RTR("The NavigationAgent3D can be used only under a Node3D inheriting parent node.")); } return warnings; } void NavigationAgent3D::update_navigation() { if (agent_parent == nullptr) { return; } if (!agent_parent->is_inside_tree()) { return; } if (update_frame_id == Engine::get_singleton()->get_physics_frames()) { return; } update_frame_id = Engine::get_singleton()->get_physics_frames(); Vector3 o = agent_parent->get_global_transform().origin; bool reload_path = false; if (NavigationServer3D::get_singleton()->agent_is_map_changed(agent)) { reload_path = true; } else if (navigation_path.size() == 0) { reload_path = true; } else { // Check if too far from the navigation path if (nav_path_index > 0) { Vector3 segment[2]; segment[0] = navigation_path[nav_path_index - 1]; segment[1] = navigation_path[nav_path_index]; segment[0].y -= navigation_height_offset; segment[1].y -= navigation_height_offset; Vector3 p = Geometry3D::get_closest_point_to_segment(o, segment); if (o.distance_to(p) >= path_max_distance) { // To faraway, reload path reload_path = true; } } } if (reload_path) { if (map_override.is_valid()) { navigation_path = NavigationServer3D::get_singleton()->map_get_path(map_override, o, target_location, true, navigable_layers); } else { navigation_path = NavigationServer3D::get_singleton()->map_get_path(agent_parent->get_world_3d()->get_navigation_map(), o, target_location, true, navigable_layers); } navigation_finished = false; nav_path_index = 0; emit_signal(SNAME("path_changed")); } if (navigation_path.size() == 0) { return; } // Check if we can advance the navigation path if (navigation_finished == false) { // Advances to the next far away location. while (o.distance_to(navigation_path[nav_path_index] - Vector3(0, navigation_height_offset, 0)) < target_desired_distance) { nav_path_index += 1; if (nav_path_index == navigation_path.size()) { _check_distance_to_target(); nav_path_index -= 1; navigation_finished = true; emit_signal(SNAME("navigation_finished")); break; } } } } void NavigationAgent3D::_request_repath() { navigation_path.clear(); target_reached = false; navigation_finished = false; update_frame_id = 0; } void NavigationAgent3D::_check_distance_to_target() { if (!target_reached) { if (distance_to_target() < target_desired_distance) { emit_signal(SNAME("target_reached")); target_reached = true; } } }