Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
142 lines
6 KiB
C++
142 lines
6 KiB
C++
/*************************************************************************/
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/* gd_navigation_server.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GD_NAVIGATION_SERVER_H
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#define GD_NAVIGATION_SERVER_H
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#include "core/templates/rid.h"
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#include "core/templates/rid_owner.h"
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#include "servers/navigation_server_3d.h"
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#include "nav_map.h"
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#include "nav_region.h"
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#include "rvo_agent.h"
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/**
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@author AndreaCatania
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*/
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/// The commands are functions executed during the `sync` phase.
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#define MERGE_INTERNAL(A, B) A##B
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#define MERGE(A, B) MERGE_INTERNAL(A, B)
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#define COMMAND_1(F_NAME, T_0, D_0) \
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virtual void F_NAME(T_0 D_0) const; \
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void MERGE(_cmd_, F_NAME)(T_0 D_0)
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#define COMMAND_2(F_NAME, T_0, D_0, T_1, D_1) \
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virtual void F_NAME(T_0 D_0, T_1 D_1) const; \
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void MERGE(_cmd_, F_NAME)(T_0 D_0, T_1 D_1)
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#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) \
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virtual void F_NAME(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3 = D_3_DEF) const; \
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void MERGE(_cmd_, F_NAME)(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3)
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class GdNavigationServer;
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struct SetCommand {
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virtual ~SetCommand() {}
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virtual void exec(GdNavigationServer *server) = 0;
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};
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class GdNavigationServer : public NavigationServer3D {
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Mutex commands_mutex;
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/// Mutex used to make any operation threadsafe.
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Mutex operations_mutex;
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std::vector<SetCommand *> commands;
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mutable RID_PtrOwner<NavMap> map_owner;
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mutable RID_PtrOwner<NavRegion> region_owner;
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mutable RID_PtrOwner<RvoAgent> agent_owner;
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bool active = true;
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Vector<NavMap *> active_maps;
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public:
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GdNavigationServer();
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virtual ~GdNavigationServer();
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void add_command(SetCommand *command) const;
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virtual RID map_create() const;
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COMMAND_2(map_set_active, RID, p_map, bool, p_active);
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virtual bool map_is_active(RID p_map) const;
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COMMAND_2(map_set_up, RID, p_map, Vector3, p_up);
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virtual Vector3 map_get_up(RID p_map) const;
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COMMAND_2(map_set_cell_size, RID, p_map, real_t, p_cell_size);
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virtual real_t map_get_cell_size(RID p_map) const;
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COMMAND_2(map_set_edge_connection_margin, RID, p_map, real_t, p_connection_margin);
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virtual real_t map_get_edge_connection_margin(RID p_map) const;
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virtual Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize) const;
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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;
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virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const;
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virtual Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const;
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virtual RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const;
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virtual RID region_create() const;
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COMMAND_2(region_set_map, RID, p_region, RID, p_map);
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COMMAND_2(region_set_transform, RID, p_region, Transform, p_transform);
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COMMAND_2(region_set_navmesh, RID, p_region, Ref<NavigationMesh>, p_nav_mesh);
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virtual void region_bake_navmesh(Ref<NavigationMesh> r_mesh, Node *p_node) const;
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virtual RID agent_create() const;
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COMMAND_2(agent_set_map, RID, p_agent, RID, p_map);
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COMMAND_2(agent_set_neighbor_dist, RID, p_agent, real_t, p_dist);
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COMMAND_2(agent_set_max_neighbors, RID, p_agent, int, p_count);
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COMMAND_2(agent_set_time_horizon, RID, p_agent, real_t, p_time);
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COMMAND_2(agent_set_radius, RID, p_agent, real_t, p_radius);
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COMMAND_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed);
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COMMAND_2(agent_set_velocity, RID, p_agent, Vector3, p_velocity);
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COMMAND_2(agent_set_target_velocity, RID, p_agent, Vector3, p_velocity);
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COMMAND_2(agent_set_position, RID, p_agent, Vector3, p_position);
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COMMAND_2(agent_set_ignore_y, RID, p_agent, bool, p_ignore);
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virtual bool agent_is_map_changed(RID p_agent) const;
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COMMAND_4_DEF(agent_set_callback, RID, p_agent, Object *, p_receiver, StringName, p_method, Variant, p_udata, Variant());
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COMMAND_1(free, RID, p_object);
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virtual void set_active(bool p_active) const;
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void flush_queries();
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virtual void process(real_t p_delta_time);
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};
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#undef COMMAND_1
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#undef COMMAND_2
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#undef COMMAND_4_DEF
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#endif // GD_NAVIGATION_SERVER_H
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