Add getters to navigation servers

Add virtual functions and bind to navigation servers
Implement getters
Add documentation
This commit is contained in:
Nicholas Foo 2023-12-19 19:51:49 +01:00 committed by Yuri Sizov
parent 1f5d4a62e9
commit e7ee672120
14 changed files with 636 additions and 9 deletions

View File

@ -31,6 +31,27 @@
Return [code]true[/code] if the specified [param agent] uses avoidance.
</description>
</method>
<method name="agent_get_avoidance_layers" qualifiers="const">
<return type="int" />
<param index="0" name="agent" type="RID" />
<description>
Returns the [code]avoidance_layers[/code] bitmask of the specified [param agent].
</description>
</method>
<method name="agent_get_avoidance_mask" qualifiers="const">
<return type="int" />
<param index="0" name="agent" type="RID" />
<description>
Returns the [code]avoidance_mask[/code] bitmask of the specified [param agent].
</description>
</method>
<method name="agent_get_avoidance_priority" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the [code]avoidance_priority[/code] of the specified [param agent].
</description>
</method>
<method name="agent_get_map" qualifiers="const">
<return type="RID" />
<param index="0" name="agent" type="RID" />
@ -38,6 +59,27 @@
Returns the navigation map [RID] the requested [param agent] is currently assigned to.
</description>
</method>
<method name="agent_get_max_neighbors" qualifiers="const">
<return type="int" />
<param index="0" name="agent" type="RID" />
<description>
Returns the maximum number of other agents the specified [param agent] takes into account in the navigation.
</description>
</method>
<method name="agent_get_max_speed" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the maximum speed of the specified [param agent].
</description>
</method>
<method name="agent_get_neighbor_distance" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the maximum distance to other agents the specified [param agent] takes into account in the navigation.
</description>
</method>
<method name="agent_get_paused" qualifiers="const">
<return type="bool" />
<param index="0" name="agent" type="RID" />
@ -45,6 +87,48 @@
Returns [code]true[/code] if the specified [param agent] is paused.
</description>
</method>
<method name="agent_get_position" qualifiers="const">
<return type="Vector2" />
<param index="0" name="agent" type="RID" />
<description>
Returns the position of the specified [param agent] in world space.
</description>
</method>
<method name="agent_get_radius" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the radius of the specified [param agent].
</description>
</method>
<method name="agent_get_time_horizon_agents" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the minimal amount of time for which the specified [param agent]'s velocities that are computed by the simulation are safe with respect to other agents.
</description>
</method>
<method name="agent_get_time_horizon_obstacles" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the minimal amount of time for which the specified [param agent]'s velocities that are computed by the simulation are safe with respect to static avoidance obstacles.
</description>
</method>
<method name="agent_get_velocity" qualifiers="const">
<return type="Vector2" />
<param index="0" name="agent" type="RID" />
<description>
Returns the velocity of the specified [param agent].
</description>
</method>
<method name="agent_has_avoidance_callback" qualifiers="const">
<return type="bool" />
<param index="0" name="agent" type="RID" />
<description>
Return [code]true[/code] if the specified [param agent] has an avoidance callback.
</description>
</method>
<method name="agent_is_map_changed" qualifiers="const">
<return type="bool" />
<param index="0" name="agent" type="RID" />
@ -530,6 +614,13 @@
Returns [code]true[/code] if the provided [param obstacle] has avoidance enabled.
</description>
</method>
<method name="obstacle_get_avoidance_layers" qualifiers="const">
<return type="int" />
<param index="0" name="obstacle" type="RID" />
<description>
Returns the [code]avoidance_layers[/code] bitmask of the specified [param obstacle].
</description>
</method>
<method name="obstacle_get_map" qualifiers="const">
<return type="RID" />
<param index="0" name="obstacle" type="RID" />
@ -544,6 +635,34 @@
Returns [code]true[/code] if the specified [param obstacle] is paused.
</description>
</method>
<method name="obstacle_get_position" qualifiers="const">
<return type="Vector2" />
<param index="0" name="obstacle" type="RID" />
<description>
Returns the position of the specified [param obstacle] in world space.
</description>
</method>
<method name="obstacle_get_radius" qualifiers="const">
<return type="float" />
<param index="0" name="obstacle" type="RID" />
<description>
Returns the radius of the specified dynamic [param obstacle].
</description>
</method>
<method name="obstacle_get_velocity" qualifiers="const">
<return type="Vector2" />
<param index="0" name="obstacle" type="RID" />
<description>
Returns the velocity of the specified dynamic [param obstacle].
</description>
</method>
<method name="obstacle_get_vertices" qualifiers="const">
<return type="PackedVector2Array" />
<param index="0" name="obstacle" type="RID" />
<description>
Returns the outline vertices for the specified [param obstacle].
</description>
</method>
<method name="obstacle_set_avoidance_enabled">
<return type="void" />
<param index="0" name="obstacle" type="RID" />
@ -703,6 +822,13 @@
If [param uniformly] is [code]false[/code], just a random polygon and face is picked (faster).
</description>
</method>
<method name="region_get_transform" qualifiers="const">
<return type="Transform2D" />
<param index="0" name="region" type="RID" />
<description>
Returns the global transformation of this [param region].
</description>
</method>
<method name="region_get_travel_cost" qualifiers="const">
<return type="float" />
<param index="0" name="region" type="RID" />

View File

@ -31,6 +31,34 @@
Returns [code]true[/code] if the provided [param agent] has avoidance enabled.
</description>
</method>
<method name="agent_get_avoidance_layers" qualifiers="const">
<return type="int" />
<param index="0" name="agent" type="RID" />
<description>
Returns the [code]avoidance_layers[/code] bitmask of the specified [param agent].
</description>
</method>
<method name="agent_get_avoidance_mask" qualifiers="const">
<return type="int" />
<param index="0" name="agent" type="RID" />
<description>
Returns the [code]avoidance_mask[/code] bitmask of the specified [param agent].
</description>
</method>
<method name="agent_get_avoidance_priority" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the [code]avoidance_priority[/code] of the specified [param agent].
</description>
</method>
<method name="agent_get_height" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the [code]height[/code] of the specified [param agent].
</description>
</method>
<method name="agent_get_map" qualifiers="const">
<return type="RID" />
<param index="0" name="agent" type="RID" />
@ -38,6 +66,27 @@
Returns the navigation map [RID] the requested [param agent] is currently assigned to.
</description>
</method>
<method name="agent_get_max_neighbors" qualifiers="const">
<return type="int" />
<param index="0" name="agent" type="RID" />
<description>
Returns the maximum number of other agents the specified [param agent] takes into account in the navigation.
</description>
</method>
<method name="agent_get_max_speed" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the maximum speed of the specified [param agent].
</description>
</method>
<method name="agent_get_neighbor_distance" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the maximum distance to other agents the specified [param agent] takes into account in the navigation.
</description>
</method>
<method name="agent_get_paused" qualifiers="const">
<return type="bool" />
<param index="0" name="agent" type="RID" />
@ -45,6 +94,34 @@
Returns [code]true[/code] if the specified [param agent] is paused.
</description>
</method>
<method name="agent_get_position" qualifiers="const">
<return type="Vector3" />
<param index="0" name="agent" type="RID" />
<description>
Returns the position of the specified [param agent] in world space.
</description>
</method>
<method name="agent_get_radius" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the radius of the specified [param agent].
</description>
</method>
<method name="agent_get_time_horizon_agents" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the minimal amount of time for which the specified [param agent]'s velocities that are computed by the simulation are safe with respect to other agents.
</description>
</method>
<method name="agent_get_time_horizon_obstacles" qualifiers="const">
<return type="float" />
<param index="0" name="agent" type="RID" />
<description>
Returns the minimal amount of time for which the specified [param agent]'s velocities that are computed by the simulation are safe with respect to static avoidance obstacles.
</description>
</method>
<method name="agent_get_use_3d_avoidance" qualifiers="const">
<return type="bool" />
<param index="0" name="agent" type="RID" />
@ -52,6 +129,20 @@
Returns [code]true[/code] if the provided [param agent] uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).
</description>
</method>
<method name="agent_get_velocity" qualifiers="const">
<return type="Vector3" />
<param index="0" name="agent" type="RID" />
<description>
Returns the velocity of the specified [param agent].
</description>
</method>
<method name="agent_has_avoidance_callback" qualifiers="const">
<return type="bool" />
<param index="0" name="agent" type="RID" />
<description>
Return [code]true[/code] if the specified [param agent] has an avoidance callback.
</description>
</method>
<method name="agent_is_map_changed" qualifiers="const">
<return type="bool" />
<param index="0" name="agent" type="RID" />
@ -610,6 +701,20 @@
Returns [code]true[/code] if the provided [param obstacle] has avoidance enabled.
</description>
</method>
<method name="obstacle_get_avoidance_layers" qualifiers="const">
<return type="int" />
<param index="0" name="obstacle" type="RID" />
<description>
Returns the [code]avoidance_layers[/code] bitmask of the specified [param obstacle].
</description>
</method>
<method name="obstacle_get_height" qualifiers="const">
<return type="float" />
<param index="0" name="obstacle" type="RID" />
<description>
Returns the [code]height[/code] of the specified [param obstacle].
</description>
</method>
<method name="obstacle_get_map" qualifiers="const">
<return type="RID" />
<param index="0" name="obstacle" type="RID" />
@ -624,6 +729,20 @@
Returns [code]true[/code] if the specified [param obstacle] is paused.
</description>
</method>
<method name="obstacle_get_position" qualifiers="const">
<return type="Vector3" />
<param index="0" name="obstacle" type="RID" />
<description>
Returns the position of the specified [param obstacle] in world space.
</description>
</method>
<method name="obstacle_get_radius" qualifiers="const">
<return type="float" />
<param index="0" name="obstacle" type="RID" />
<description>
Returns the radius of the specified dynamic [param obstacle].
</description>
</method>
<method name="obstacle_get_use_3d_avoidance" qualifiers="const">
<return type="bool" />
<param index="0" name="obstacle" type="RID" />
@ -631,6 +750,20 @@
Returns [code]true[/code] if the provided [param obstacle] uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).
</description>
</method>
<method name="obstacle_get_velocity" qualifiers="const">
<return type="Vector3" />
<param index="0" name="obstacle" type="RID" />
<description>
Returns the velocity of the specified dynamic [param obstacle].
</description>
</method>
<method name="obstacle_get_vertices" qualifiers="const">
<return type="PackedVector3Array" />
<param index="0" name="obstacle" type="RID" />
<description>
Returns the outline vertices for the specified [param obstacle].
</description>
</method>
<method name="obstacle_set_avoidance_enabled">
<return type="void" />
<param index="0" name="obstacle" type="RID" />
@ -815,6 +948,13 @@
If [param uniformly] is [code]false[/code], just a random polygon and face is picked (faster).
</description>
</method>
<method name="region_get_transform" qualifiers="const">
<return type="Transform3D" />
<param index="0" name="region" type="RID" />
<description>
Returns the global transformation of this [param region].
</description>
</method>
<method name="region_get_travel_cost" qualifiers="const">
<return type="float" />
<param index="0" name="region" type="RID" />

View File

@ -391,6 +391,13 @@ COMMAND_2(region_set_transform, RID, p_region, Transform3D, p_transform) {
region->set_transform(p_transform);
}
Transform3D GodotNavigationServer::region_get_transform(RID p_region) const {
NavRegion *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, Transform3D());
return region->get_transform();
}
COMMAND_2(region_set_enter_cost, RID, p_region, real_t, p_enter_cost) {
NavRegion *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL(region);
@ -719,6 +726,13 @@ COMMAND_2(agent_set_neighbor_distance, RID, p_agent, real_t, p_distance) {
agent->set_neighbor_distance(p_distance);
}
real_t GodotNavigationServer::agent_get_neighbor_distance(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_neighbor_distance();
}
COMMAND_2(agent_set_max_neighbors, RID, p_agent, int, p_count) {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
@ -726,22 +740,43 @@ COMMAND_2(agent_set_max_neighbors, RID, p_agent, int, p_count) {
agent->set_max_neighbors(p_count);
}
int GodotNavigationServer::agent_get_max_neighbors(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_max_neighbors();
}
COMMAND_2(agent_set_time_horizon_agents, RID, p_agent, real_t, p_time_horizon) {
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizion must be positive.");
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizon must be positive.");
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_time_horizon_agents(p_time_horizon);
}
real_t GodotNavigationServer::agent_get_time_horizon_agents(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_time_horizon_agents();
}
COMMAND_2(agent_set_time_horizon_obstacles, RID, p_agent, real_t, p_time_horizon) {
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizion must be positive.");
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizon must be positive.");
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_time_horizon_obstacles(p_time_horizon);
}
real_t GodotNavigationServer::agent_get_time_horizon_obstacles(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_time_horizon_obstacles();
}
COMMAND_2(agent_set_radius, RID, p_agent, real_t, p_radius) {
ERR_FAIL_COND_MSG(p_radius < 0.0, "Radius must be positive.");
NavAgent *agent = agent_owner.get_or_null(p_agent);
@ -750,6 +785,13 @@ COMMAND_2(agent_set_radius, RID, p_agent, real_t, p_radius) {
agent->set_radius(p_radius);
}
real_t GodotNavigationServer::agent_get_radius(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_radius();
}
COMMAND_2(agent_set_height, RID, p_agent, real_t, p_height) {
ERR_FAIL_COND_MSG(p_height < 0.0, "Height must be positive.");
NavAgent *agent = agent_owner.get_or_null(p_agent);
@ -758,6 +800,13 @@ COMMAND_2(agent_set_height, RID, p_agent, real_t, p_height) {
agent->set_height(p_height);
}
real_t GodotNavigationServer::agent_get_height(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_height();
}
COMMAND_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed) {
ERR_FAIL_COND_MSG(p_max_speed < 0.0, "Max speed must be positive.");
NavAgent *agent = agent_owner.get_or_null(p_agent);
@ -766,6 +815,13 @@ COMMAND_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed) {
agent->set_max_speed(p_max_speed);
}
real_t GodotNavigationServer::agent_get_max_speed(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_max_speed();
}
COMMAND_2(agent_set_velocity, RID, p_agent, Vector3, p_velocity) {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
@ -773,6 +829,13 @@ COMMAND_2(agent_set_velocity, RID, p_agent, Vector3, p_velocity) {
agent->set_velocity(p_velocity);
}
Vector3 GodotNavigationServer::agent_get_velocity(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, Vector3());
return agent->get_velocity();
}
COMMAND_2(agent_set_velocity_forced, RID, p_agent, Vector3, p_velocity) {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
@ -787,6 +850,13 @@ COMMAND_2(agent_set_position, RID, p_agent, Vector3, p_position) {
agent->set_position(p_position);
}
Vector3 GodotNavigationServer::agent_get_position(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, Vector3());
return agent->get_position();
}
bool GodotNavigationServer::agent_is_map_changed(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, false);
@ -809,18 +879,39 @@ COMMAND_2(agent_set_avoidance_callback, RID, p_agent, Callable, p_callback) {
}
}
bool GodotNavigationServer::agent_has_avoidance_callback(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, false);
return agent->has_avoidance_callback();
}
COMMAND_2(agent_set_avoidance_layers, RID, p_agent, uint32_t, p_layers) {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_avoidance_layers(p_layers);
}
uint32_t GodotNavigationServer::agent_get_avoidance_layers(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_avoidance_layers();
}
COMMAND_2(agent_set_avoidance_mask, RID, p_agent, uint32_t, p_mask) {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_avoidance_mask(p_mask);
}
uint32_t GodotNavigationServer::agent_get_avoidance_mask(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_avoidance_mask();
}
COMMAND_2(agent_set_avoidance_priority, RID, p_agent, real_t, p_priority) {
ERR_FAIL_COND_MSG(p_priority < 0.0, "Avoidance priority must be between 0.0 and 1.0 inclusive.");
ERR_FAIL_COND_MSG(p_priority > 1.0, "Avoidance priority must be between 0.0 and 1.0 inclusive.");
@ -829,6 +920,13 @@ COMMAND_2(agent_set_avoidance_priority, RID, p_agent, real_t, p_priority) {
agent->set_avoidance_priority(p_priority);
}
real_t GodotNavigationServer::agent_get_avoidance_priority(RID p_agent) const {
NavAgent *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_avoidance_priority();
}
RID GodotNavigationServer::obstacle_create() {
MutexLock lock(operations_mutex);
@ -913,12 +1011,26 @@ COMMAND_2(obstacle_set_radius, RID, p_obstacle, real_t, p_radius) {
obstacle->set_radius(p_radius);
}
real_t GodotNavigationServer::obstacle_get_radius(RID p_obstacle) const {
NavObstacle *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, 0);
return obstacle->get_radius();
}
COMMAND_2(obstacle_set_height, RID, p_obstacle, real_t, p_height) {
NavObstacle *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
obstacle->set_height(p_height);
}
real_t GodotNavigationServer::obstacle_get_height(RID p_obstacle) const {
NavObstacle *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, 0);
return obstacle->get_height();
}
COMMAND_2(obstacle_set_velocity, RID, p_obstacle, Vector3, p_velocity) {
NavObstacle *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
@ -926,24 +1038,52 @@ COMMAND_2(obstacle_set_velocity, RID, p_obstacle, Vector3, p_velocity) {
obstacle->set_velocity(p_velocity);
}
Vector3 GodotNavigationServer::obstacle_get_velocity(RID p_obstacle) const {
NavObstacle *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, Vector3());
return obstacle->get_velocity();
}
COMMAND_2(obstacle_set_position, RID, p_obstacle, Vector3, p_position) {
NavObstacle *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
obstacle->set_position(p_position);
}
Vector3 GodotNavigationServer::obstacle_get_position(RID p_obstacle) const {
NavObstacle *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, Vector3());
return obstacle->get_position();
}
void GodotNavigationServer::obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) {
NavObstacle *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
obstacle->set_vertices(p_vertices);
}
Vector<Vector3> GodotNavigationServer::obstacle_get_vertices(RID p_obstacle) const {
NavObstacle *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, Vector<Vector3>());
return obstacle->get_vertices();
}
COMMAND_2(obstacle_set_avoidance_layers, RID, p_obstacle, uint32_t, p_layers) {
NavObstacle *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
obstacle->set_avoidance_layers(p_layers);
}
uint32_t GodotNavigationServer::obstacle_get_avoidance_layers(RID p_obstacle) const {
NavObstacle *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, 0);
return obstacle->get_avoidance_layers();
}
void GodotNavigationServer::parse_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, Node *p_root_node, const Callable &p_callback) {
#ifndef _3D_DISABLED
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "The SceneTree can only be parsed on the main thread. Call this function from the main thread or use call_deferred().");

View File

@ -165,6 +165,7 @@ public:
COMMAND_2(region_set_navigation_layers, RID, p_region, uint32_t, p_navigation_layers);
virtual uint32_t region_get_navigation_layers(RID p_region) const override;
COMMAND_2(region_set_transform, RID, p_region, Transform3D, p_transform);
virtual Transform3D region_get_transform(RID p_region) const override;
COMMAND_2(region_set_navigation_mesh, RID, p_region, Ref<NavigationMesh>, p_navigation_mesh);
#ifndef DISABLE_DEPRECATED
virtual void region_bake_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh, Node *p_root_node) override;
@ -204,20 +205,33 @@ public:
COMMAND_2(agent_set_paused, RID, p_agent, bool, p_paused);
virtual bool agent_get_paused(RID p_agent) const override;
COMMAND_2(agent_set_neighbor_distance, RID, p_agent, real_t, p_distance);
virtual real_t agent_get_neighbor_distance(RID p_agent) const override;
COMMAND_2(agent_set_max_neighbors, RID, p_agent, int, p_count);
virtual int agent_get_max_neighbors(RID p_agent) const override;
COMMAND_2(agent_set_time_horizon_agents, RID, p_agent, real_t, p_time_horizon);
virtual real_t agent_get_time_horizon_agents(RID p_agent) const override;
COMMAND_2(agent_set_time_horizon_obstacles, RID, p_agent, real_t, p_time_horizon);
virtual real_t agent_get_time_horizon_obstacles(RID p_agent) const override;
COMMAND_2(agent_set_radius, RID, p_agent, real_t, p_radius);
virtual real_t agent_get_radius(RID p_agent) const override;
COMMAND_2(agent_set_height, RID, p_agent, real_t, p_height);
virtual real_t agent_get_height(RID p_agent) const override;
COMMAND_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed);
virtual real_t agent_get_max_speed(RID p_agent) const override;
COMMAND_2(agent_set_velocity, RID, p_agent, Vector3, p_velocity);
virtual Vector3 agent_get_velocity(RID p_agent) const override;
COMMAND_2(agent_set_velocity_forced, RID, p_agent, Vector3, p_velocity);
COMMAND_2(agent_set_position, RID, p_agent, Vector3, p_position);
virtual Vector3 agent_get_position(RID p_agent) const override;
virtual bool agent_is_map_changed(RID p_agent) const override;
COMMAND_2(agent_set_avoidance_callback, RID, p_agent, Callable, p_callback);
virtual bool agent_has_avoidance_callback(RID p_agent) const override;
COMMAND_2(agent_set_avoidance_layers, RID, p_agent, uint32_t, p_layers);
virtual uint32_t agent_get_avoidance_layers(RID p_agent) const override;
COMMAND_2(agent_set_avoidance_mask, RID, p_agent, uint32_t, p_mask);
virtual uint32_t agent_get_avoidance_mask(RID p_agent) const override;
COMMAND_2(agent_set_avoidance_priority, RID, p_agent, real_t, p_priority);
virtual real_t agent_get_avoidance_priority(RID p_agent) const override;
virtual RID obstacle_create() override;
COMMAND_2(obstacle_set_avoidance_enabled, RID, p_obstacle, bool, p_enabled);
@ -229,11 +243,17 @@ public:
COMMAND_2(obstacle_set_paused, RID, p_obstacle, bool, p_paused);
virtual bool obstacle_get_paused(RID p_obstacle) const override;
COMMAND_2(obstacle_set_radius, RID, p_obstacle, real_t, p_radius);
virtual real_t obstacle_get_radius(RID p_obstacle) const override;
COMMAND_2(obstacle_set_velocity, RID, p_obstacle, Vector3, p_velocity);
virtual Vector3 obstacle_get_velocity(RID p_obstacle) const override;
COMMAND_2(obstacle_set_position, RID, p_obstacle, Vector3, p_position);
virtual Vector3 obstacle_get_position(RID p_obstacle) const override;
COMMAND_2(obstacle_set_height, RID, p_obstacle, real_t, p_height);
virtual real_t obstacle_get_height(RID p_obstacle) const override;
virtual void obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) override;
virtual Vector<Vector3> obstacle_get_vertices(RID p_obstacle) const override;
COMMAND_2(obstacle_set_avoidance_layers, RID, p_obstacle, uint32_t, p_layers);
virtual uint32_t obstacle_get_avoidance_layers(RID p_obstacle) const override;
virtual void parse_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, Node *p_root_node, const Callable &p_callback = Callable()) override;
virtual void bake_from_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, const Callable &p_callback = Callable()) override;

View File

@ -141,6 +141,13 @@ static Transform3D trf2_to_trf3(const Transform2D &d) {
return Transform3D(b, o);
}
static Transform2D trf3_to_trf2(const Transform3D &d) {
Vector3 o = d.get_origin();
Vector3 nx = d.xform(Vector3(1, 0, 0)) - o;
Vector3 nz = d.xform(Vector3(0, 0, 1)) - o;
return Transform2D(nx.x, nx.z, nz.x, nz.z, o.x, o.z);
}
static ObjectID id_to_id(const ObjectID &id) {
return id;
}
@ -283,6 +290,10 @@ void FORWARD_2(region_set_navigation_layers, RID, p_region, uint32_t, p_navigati
uint32_t FORWARD_1_C(region_get_navigation_layers, RID, p_region, rid_to_rid);
void FORWARD_2(region_set_transform, RID, p_region, Transform2D, p_transform, rid_to_rid, trf2_to_trf3);
Transform2D GodotNavigationServer2D::region_get_transform(RID p_region) const {
return trf3_to_trf2(NavigationServer3D::get_singleton()->region_get_transform(p_region));
}
void GodotNavigationServer2D::region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon) {
NavigationServer3D::get_singleton()->region_set_navigation_mesh(p_region, poly_to_mesh(p_navigation_polygon));
}
@ -326,25 +337,60 @@ void FORWARD_2(agent_set_avoidance_enabled, RID, p_agent, bool, p_enabled, rid_t
bool FORWARD_1_C(agent_get_avoidance_enabled, RID, p_agent, rid_to_rid);
void FORWARD_2(agent_set_map, RID, p_agent, RID, p_map, rid_to_rid, rid_to_rid);
void FORWARD_2(agent_set_neighbor_distance, RID, p_agent, real_t, p_dist, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_neighbor_distance(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_neighbor_distance(p_agent);
}
void FORWARD_2(agent_set_max_neighbors, RID, p_agent, int, p_count, rid_to_rid, int_to_int);
int GodotNavigationServer2D::agent_get_max_neighbors(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_max_neighbors(p_agent);
}
void FORWARD_2(agent_set_time_horizon_agents, RID, p_agent, real_t, p_time_horizon, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_time_horizon_agents(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_time_horizon_agents(p_agent);
}
void FORWARD_2(agent_set_time_horizon_obstacles, RID, p_agent, real_t, p_time_horizon, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_time_horizon_obstacles(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_time_horizon_obstacles(p_agent);
}
void FORWARD_2(agent_set_radius, RID, p_agent, real_t, p_radius, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_radius(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_radius(p_agent);
}
void FORWARD_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_max_speed(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_max_speed(p_agent);
}
void FORWARD_2(agent_set_velocity_forced, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3);
void FORWARD_2(agent_set_velocity, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::agent_get_velocity(RID p_agent) const {
return v3_to_v2(NavigationServer3D::get_singleton()->agent_get_velocity(p_agent));
}
void FORWARD_2(agent_set_position, RID, p_agent, Vector2, p_position, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::agent_get_position(RID p_agent) const {
return v3_to_v2(NavigationServer3D::get_singleton()->agent_get_position(p_agent));
}
bool FORWARD_1_C(agent_is_map_changed, RID, p_agent, rid_to_rid);
void FORWARD_2(agent_set_paused, RID, p_agent, bool, p_paused, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(agent_get_paused, RID, p_agent, rid_to_rid);
void FORWARD_1(free, RID, p_object, rid_to_rid);
void FORWARD_2(agent_set_avoidance_callback, RID, p_agent, Callable, p_callback, rid_to_rid, callable_to_callable);
bool GodotNavigationServer2D::agent_has_avoidance_callback(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_has_avoidance_callback(p_agent);
}
void FORWARD_2(agent_set_avoidance_layers, RID, p_agent, uint32_t, p_layers, rid_to_rid, uint32_to_uint32);
uint32_t GodotNavigationServer2D::agent_get_avoidance_layers(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_avoidance_layers(p_agent);
}
void FORWARD_2(agent_set_avoidance_mask, RID, p_agent, uint32_t, p_mask, rid_to_rid, uint32_to_uint32);
uint32_t GodotNavigationServer2D::agent_get_avoidance_mask(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_avoidance_mask(p_agent);
}
void FORWARD_2(agent_set_avoidance_priority, RID, p_agent, real_t, p_priority, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_avoidance_priority(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_avoidance_priority(p_agent);
}
RID GodotNavigationServer2D::obstacle_create() {
RID obstacle = NavigationServer3D::get_singleton()->obstacle_create();
@ -357,13 +403,28 @@ RID FORWARD_1_C(obstacle_get_map, RID, p_obstacle, rid_to_rid);
void FORWARD_2(obstacle_set_paused, RID, p_obstacle, bool, p_paused, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(obstacle_get_paused, RID, p_obstacle, rid_to_rid);
void FORWARD_2(obstacle_set_radius, RID, p_obstacle, real_t, p_radius, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::obstacle_get_radius(RID p_obstacle) const {
return NavigationServer3D::get_singleton()->obstacle_get_radius(p_obstacle);
}
void FORWARD_2(obstacle_set_velocity, RID, p_obstacle, Vector2, p_velocity, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::obstacle_get_velocity(RID p_obstacle) const {
return v3_to_v2(NavigationServer3D::get_singleton()->obstacle_get_velocity(p_obstacle));
}
void FORWARD_2(obstacle_set_position, RID, p_obstacle, Vector2, p_position, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::obstacle_get_position(RID p_obstacle) const {
return v3_to_v2(NavigationServer3D::get_singleton()->obstacle_get_position(p_obstacle));
}
void FORWARD_2(obstacle_set_avoidance_layers, RID, p_obstacle, uint32_t, p_layers, rid_to_rid, uint32_to_uint32);
uint32_t GodotNavigationServer2D::obstacle_get_avoidance_layers(RID p_obstacle) const {
return NavigationServer3D::get_singleton()->obstacle_get_avoidance_layers(p_obstacle);
}
void GodotNavigationServer2D::obstacle_set_vertices(RID p_obstacle, const Vector<Vector2> &p_vertices) {
NavigationServer3D::get_singleton()->obstacle_set_vertices(p_obstacle, vector_v2_to_v3(p_vertices));
}
Vector<Vector2> GodotNavigationServer2D::obstacle_get_vertices(RID p_obstacle) const {
return vector_v3_to_v2(NavigationServer3D::get_singleton()->obstacle_get_vertices(p_obstacle));
}
void GodotNavigationServer2D::query_path(const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result) const {
ERR_FAIL_COND(!p_query_parameters.is_valid());

View File

@ -95,6 +95,7 @@ public:
virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) override;
virtual uint32_t region_get_navigation_layers(RID p_region) const override;
virtual void region_set_transform(RID p_region, Transform2D p_transform) override;
virtual Transform2D region_get_transform(RID p_region) const override;
virtual void region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon) override;
virtual int region_get_connections_count(RID p_region) const override;
virtual Vector2 region_get_connection_pathway_start(RID p_region, int p_connection_id) const override;
@ -159,6 +160,7 @@ public:
/// low, the simulation will not be safe.
/// Must be non-negative.
virtual void agent_set_neighbor_distance(RID p_agent, real_t p_distance) override;
virtual real_t agent_get_neighbor_distance(RID p_agent) const override;
/// The maximum number of other agents this
/// agent takes into account in the navigation.
@ -167,6 +169,7 @@ public:
/// number is too low, the simulation will not
/// be safe.
virtual void agent_set_max_neighbors(RID p_agent, int p_count) override;
virtual int agent_get_max_neighbors(RID p_agent) const override;
/// The minimal amount of time for which this
/// agent's velocities that are computed by the
@ -176,17 +179,20 @@ public:
/// other agents, but the less freedom this
/// agent has in choosing its velocities.
/// Must be positive.
virtual void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) override;
virtual real_t agent_get_time_horizon_agents(RID p_agent) const override;
virtual void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) override;
virtual real_t agent_get_time_horizon_obstacles(RID p_agent) const override;
/// The radius of this agent.
/// Must be non-negative.
virtual void agent_set_radius(RID p_agent, real_t p_radius) override;
virtual real_t agent_get_radius(RID p_agent) const override;
/// The maximum speed of this agent.
/// Must be non-negative.
virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) override;
virtual real_t agent_get_max_speed(RID p_agent) const override;
/// forces and agent velocity change in the avoidance simulation, adds simulation instability if done recklessly
virtual void agent_set_velocity_forced(RID p_agent, Vector2 p_velocity) override;
@ -194,19 +200,27 @@ public:
/// The wanted velocity for the agent as a "suggestion" to the avoidance simulation.
/// The simulation will try to fulfill this velocity wish if possible but may change the velocity depending on other agent's and obstacles'.
virtual void agent_set_velocity(RID p_agent, Vector2 p_velocity) override;
virtual Vector2 agent_get_velocity(RID p_agent) const override;
/// Position of the agent in world space.
virtual void agent_set_position(RID p_agent, Vector2 p_position) override;
virtual Vector2 agent_get_position(RID p_agent) const override;
/// Returns true if the map got changed the previous frame.
virtual bool agent_is_map_changed(RID p_agent) const override;
/// Callback called at the end of the RVO process
virtual void agent_set_avoidance_callback(RID p_agent, Callable p_callback) override;
virtual bool agent_has_avoidance_callback(RID p_agent) const override;
virtual void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) override;
virtual uint32_t agent_get_avoidance_layers(RID p_agent) const override;
virtual void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) override;
virtual uint32_t agent_get_avoidance_mask(RID p_agent) const override;
virtual void agent_set_avoidance_priority(RID p_agent, real_t p_priority) override;
virtual real_t agent_get_avoidance_priority(RID p_agent) const override;
virtual RID obstacle_create() override;
virtual void obstacle_set_avoidance_enabled(RID p_obstacle, bool p_enabled) override;
@ -216,10 +230,15 @@ public:
virtual void obstacle_set_paused(RID p_obstacle, bool p_paused) override;
virtual bool obstacle_get_paused(RID p_obstacle) const override;
virtual void obstacle_set_radius(RID p_obstacle, real_t p_radius) override;
virtual real_t obstacle_get_radius(RID p_obstacle) const override;
virtual void obstacle_set_velocity(RID p_obstacle, Vector2 p_velocity) override;
virtual Vector2 obstacle_get_velocity(RID p_obstacle) const override;
virtual void obstacle_set_position(RID p_obstacle, Vector2 p_position) override;
virtual Vector2 obstacle_get_position(RID p_obstacle) const override;
virtual void obstacle_set_vertices(RID p_obstacle, const Vector<Vector2> &p_vertices) override;
virtual Vector<Vector2> obstacle_get_vertices(RID p_obstacle) const override;
virtual void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) override;
virtual uint32_t obstacle_get_avoidance_layers(RID p_obstacle) const override;
virtual void query_path(const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result) const override;

View File

@ -503,7 +503,7 @@ void NavigationAgent2D::set_max_neighbors(int p_count) {
}
void NavigationAgent2D::set_time_horizon_agents(real_t p_time_horizon) {
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizion must be positive.");
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizon must be positive.");
if (Math::is_equal_approx(time_horizon_agents, p_time_horizon)) {
return;
}
@ -512,7 +512,7 @@ void NavigationAgent2D::set_time_horizon_agents(real_t p_time_horizon) {
}
void NavigationAgent2D::set_time_horizon_obstacles(real_t p_time_horizon) {
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizion must be positive.");
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizon must be positive.");
if (Math::is_equal_approx(time_horizon_obstacles, p_time_horizon)) {
return;
}

View File

@ -567,7 +567,7 @@ void NavigationAgent3D::set_max_neighbors(int p_count) {
}
void NavigationAgent3D::set_time_horizon_agents(real_t p_time_horizon) {
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizion must be positive.");
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizon must be positive.");
if (Math::is_equal_approx(time_horizon_agents, p_time_horizon)) {
return;
}
@ -576,7 +576,7 @@ void NavigationAgent3D::set_time_horizon_agents(real_t p_time_horizon) {
}
void NavigationAgent3D::set_time_horizon_obstacles(real_t p_time_horizon) {
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizion must be positive.");
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizon must be positive.");
if (Math::is_equal_approx(time_horizon_obstacles, p_time_horizon)) {
return;
}

View File

@ -80,6 +80,7 @@ void NavigationServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("region_set_navigation_layers", "region", "navigation_layers"), &NavigationServer2D::region_set_navigation_layers);
ClassDB::bind_method(D_METHOD("region_get_navigation_layers", "region"), &NavigationServer2D::region_get_navigation_layers);
ClassDB::bind_method(D_METHOD("region_set_transform", "region", "transform"), &NavigationServer2D::region_set_transform);
ClassDB::bind_method(D_METHOD("region_get_transform", "region"), &NavigationServer2D::region_get_transform);
ClassDB::bind_method(D_METHOD("region_set_navigation_polygon", "region", "navigation_polygon"), &NavigationServer2D::region_set_navigation_polygon);
ClassDB::bind_method(D_METHOD("region_get_connections_count", "region"), &NavigationServer2D::region_get_connections_count);
ClassDB::bind_method(D_METHOD("region_get_connection_pathway_start", "region", "connection"), &NavigationServer2D::region_get_connection_pathway_start);
@ -114,19 +115,31 @@ void NavigationServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("agent_set_paused", "agent", "paused"), &NavigationServer2D::agent_set_paused);
ClassDB::bind_method(D_METHOD("agent_get_paused", "agent"), &NavigationServer2D::agent_get_paused);
ClassDB::bind_method(D_METHOD("agent_set_neighbor_distance", "agent", "distance"), &NavigationServer2D::agent_set_neighbor_distance);
ClassDB::bind_method(D_METHOD("agent_get_neighbor_distance", "agent"), &NavigationServer2D::agent_get_neighbor_distance);
ClassDB::bind_method(D_METHOD("agent_set_max_neighbors", "agent", "count"), &NavigationServer2D::agent_set_max_neighbors);
ClassDB::bind_method(D_METHOD("agent_get_max_neighbors", "agent"), &NavigationServer2D::agent_get_max_neighbors);
ClassDB::bind_method(D_METHOD("agent_set_time_horizon_agents", "agent", "time_horizon"), &NavigationServer2D::agent_set_time_horizon_agents);
ClassDB::bind_method(D_METHOD("agent_get_time_horizon_agents", "agent"), &NavigationServer2D::agent_get_time_horizon_agents);
ClassDB::bind_method(D_METHOD("agent_set_time_horizon_obstacles", "agent", "time_horizon"), &NavigationServer2D::agent_set_time_horizon_obstacles);
ClassDB::bind_method(D_METHOD("agent_get_time_horizon_obstacles", "agent"), &NavigationServer2D::agent_get_time_horizon_obstacles);
ClassDB::bind_method(D_METHOD("agent_set_radius", "agent", "radius"), &NavigationServer2D::agent_set_radius);
ClassDB::bind_method(D_METHOD("agent_get_radius", "agent"), &NavigationServer2D::agent_get_radius);
ClassDB::bind_method(D_METHOD("agent_set_max_speed", "agent", "max_speed"), &NavigationServer2D::agent_set_max_speed);
ClassDB::bind_method(D_METHOD("agent_get_max_speed", "agent"), &NavigationServer2D::agent_get_max_speed);
ClassDB::bind_method(D_METHOD("agent_set_velocity_forced", "agent", "velocity"), &NavigationServer2D::agent_set_velocity_forced);
ClassDB::bind_method(D_METHOD("agent_set_velocity", "agent", "velocity"), &NavigationServer2D::agent_set_velocity);
ClassDB::bind_method(D_METHOD("agent_get_velocity", "agent"), &NavigationServer2D::agent_get_velocity);
ClassDB::bind_method(D_METHOD("agent_set_position", "agent", "position"), &NavigationServer2D::agent_set_position);
ClassDB::bind_method(D_METHOD("agent_get_position", "agent"), &NavigationServer2D::agent_get_position);
ClassDB::bind_method(D_METHOD("agent_is_map_changed", "agent"), &NavigationServer2D::agent_is_map_changed);
ClassDB::bind_method(D_METHOD("agent_set_avoidance_callback", "agent", "callback"), &NavigationServer2D::agent_set_avoidance_callback);
ClassDB::bind_method(D_METHOD("agent_has_avoidance_callback", "agent"), &NavigationServer2D::agent_has_avoidance_callback);
ClassDB::bind_method(D_METHOD("agent_set_avoidance_layers", "agent", "layers"), &NavigationServer2D::agent_set_avoidance_layers);
ClassDB::bind_method(D_METHOD("agent_get_avoidance_layers", "agent"), &NavigationServer2D::agent_get_avoidance_layers);
ClassDB::bind_method(D_METHOD("agent_set_avoidance_mask", "agent", "mask"), &NavigationServer2D::agent_set_avoidance_mask);
ClassDB::bind_method(D_METHOD("agent_get_avoidance_mask", "agent"), &NavigationServer2D::agent_get_avoidance_mask);
ClassDB::bind_method(D_METHOD("agent_set_avoidance_priority", "agent", "priority"), &NavigationServer2D::agent_set_avoidance_priority);
ClassDB::bind_method(D_METHOD("agent_get_avoidance_priority", "agent"), &NavigationServer2D::agent_get_avoidance_priority);
ClassDB::bind_method(D_METHOD("obstacle_create"), &NavigationServer2D::obstacle_create);
ClassDB::bind_method(D_METHOD("obstacle_set_avoidance_enabled", "obstacle", "enabled"), &NavigationServer2D::obstacle_set_avoidance_enabled);
@ -136,10 +149,15 @@ void NavigationServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("obstacle_set_paused", "obstacle", "paused"), &NavigationServer2D::obstacle_set_paused);
ClassDB::bind_method(D_METHOD("obstacle_get_paused", "obstacle"), &NavigationServer2D::obstacle_get_paused);
ClassDB::bind_method(D_METHOD("obstacle_set_radius", "obstacle", "radius"), &NavigationServer2D::obstacle_set_radius);
ClassDB::bind_method(D_METHOD("obstacle_get_radius", "obstacle"), &NavigationServer2D::obstacle_get_radius);
ClassDB::bind_method(D_METHOD("obstacle_set_velocity", "obstacle", "velocity"), &NavigationServer2D::obstacle_set_velocity);
ClassDB::bind_method(D_METHOD("obstacle_get_velocity", "obstacle"), &NavigationServer2D::obstacle_get_velocity);
ClassDB::bind_method(D_METHOD("obstacle_set_position", "obstacle", "position"), &NavigationServer2D::obstacle_set_position);
ClassDB::bind_method(D_METHOD("obstacle_get_position", "obstacle"), &NavigationServer2D::obstacle_get_position);
ClassDB::bind_method(D_METHOD("obstacle_set_vertices", "obstacle", "vertices"), &NavigationServer2D::obstacle_set_vertices);
ClassDB::bind_method(D_METHOD("obstacle_get_vertices", "obstacle"), &NavigationServer2D::obstacle_get_vertices);
ClassDB::bind_method(D_METHOD("obstacle_set_avoidance_layers", "obstacle", "layers"), &NavigationServer2D::obstacle_set_avoidance_layers);
ClassDB::bind_method(D_METHOD("obstacle_get_avoidance_layers", "obstacle"), &NavigationServer2D::obstacle_get_avoidance_layers);
ClassDB::bind_method(D_METHOD("parse_source_geometry_data", "navigation_polygon", "source_geometry_data", "root_node", "callback"), &NavigationServer2D::parse_source_geometry_data, DEFVAL(Callable()));
ClassDB::bind_method(D_METHOD("bake_from_source_geometry_data", "navigation_polygon", "source_geometry_data", "callback"), &NavigationServer2D::bake_from_source_geometry_data, DEFVAL(Callable()));

View File

@ -138,6 +138,7 @@ public:
/// Set the global transformation of this region.
virtual void region_set_transform(RID p_region, Transform2D p_transform) = 0;
virtual Transform2D region_get_transform(RID p_region) const = 0;
/// Set the navigation poly of this region.
virtual void region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon) = 0;
@ -208,6 +209,7 @@ public:
/// low, the simulation will not be safe.
/// Must be non-negative.
virtual void agent_set_neighbor_distance(RID p_agent, real_t p_distance) = 0;
virtual real_t agent_get_neighbor_distance(RID p_agent) const = 0;
/// The maximum number of other agents this
/// agent takes into account in the navigation.
@ -216,6 +218,7 @@ public:
/// number is too low, the simulation will not
/// be safe.
virtual void agent_set_max_neighbors(RID p_agent, int p_count) = 0;
virtual int agent_get_max_neighbors(RID p_agent) const = 0;
/// The minimal amount of time for which this
/// agent's velocities that are computed by the
@ -225,17 +228,20 @@ public:
/// other agents, but the less freedom this
/// agent has in choosing its velocities.
/// Must be positive.
virtual void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) = 0;
virtual real_t agent_get_time_horizon_agents(RID p_agent) const = 0;
virtual void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) = 0;
virtual real_t agent_get_time_horizon_obstacles(RID p_agent) const = 0;
/// The radius of this agent.
/// Must be non-negative.
virtual void agent_set_radius(RID p_agent, real_t p_radius) = 0;
virtual real_t agent_get_radius(RID p_agent) 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) = 0;
virtual real_t agent_get_max_speed(RID p_agent) const = 0;
/// forces and agent velocity change in the avoidance simulation, adds simulation instability if done recklessly
virtual void agent_set_velocity_forced(RID p_agent, Vector2 p_velocity) = 0;
@ -243,19 +249,27 @@ public:
/// The wanted velocity for the agent as a "suggestion" to the avoidance simulation.
/// The simulation will try to fulfill this velocity wish if possible but may change the velocity depending on other agent's and obstacles'.
virtual void agent_set_velocity(RID p_agent, Vector2 p_velocity) = 0;
virtual Vector2 agent_get_velocity(RID p_agent) const = 0;
/// Position of the agent in world space.
virtual void agent_set_position(RID p_agent, Vector2 p_position) = 0;
virtual Vector2 agent_get_position(RID p_agent) 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_avoidance_callback(RID p_agent, Callable p_callback) = 0;
virtual bool agent_has_avoidance_callback(RID p_agent) const = 0;
virtual void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) = 0;
virtual uint32_t agent_get_avoidance_layers(RID p_agent) const = 0;
virtual void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) = 0;
virtual uint32_t agent_get_avoidance_mask(RID p_agent) const = 0;
virtual void agent_set_avoidance_priority(RID p_agent, real_t p_priority) = 0;
virtual real_t agent_get_avoidance_priority(RID p_agent) const = 0;
/// Creates the obstacle.
virtual RID obstacle_create() = 0;
@ -266,10 +280,15 @@ public:
virtual void obstacle_set_paused(RID p_obstacle, bool p_paused) = 0;
virtual bool obstacle_get_paused(RID p_obstacle) const = 0;
virtual void obstacle_set_radius(RID p_obstacle, real_t p_radius) = 0;
virtual real_t obstacle_get_radius(RID p_obstacle) const = 0;
virtual void obstacle_set_velocity(RID p_obstacle, Vector2 p_velocity) = 0;
virtual Vector2 obstacle_get_velocity(RID p_obstacle) const = 0;
virtual void obstacle_set_position(RID p_obstacle, Vector2 p_position) = 0;
virtual Vector2 obstacle_get_position(RID p_obstacle) const = 0;
virtual void obstacle_set_vertices(RID p_obstacle, const Vector<Vector2> &p_vertices) = 0;
virtual Vector<Vector2> obstacle_get_vertices(RID p_obstacle) const = 0;
virtual void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) = 0;
virtual uint32_t obstacle_get_avoidance_layers(RID p_obstacle) const = 0;
/// Returns a customized navigation path using a query parameters object
virtual void query_path(const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result) const = 0;

View File

@ -77,6 +77,7 @@ public:
void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) override {}
uint32_t region_get_navigation_layers(RID p_region) const override { return 0; }
void region_set_transform(RID p_region, Transform2D p_transform) override {}
Transform2D region_get_transform(RID p_region) const override { return Transform2D(); }
void region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon) override {}
int region_get_connections_count(RID p_region) const override { return 0; }
Vector2 region_get_connection_pathway_start(RID p_region, int p_connection_id) const override { return Vector2(); }
@ -111,19 +112,31 @@ public:
void agent_set_avoidance_enabled(RID p_agent, bool p_enabled) override {}
bool agent_get_avoidance_enabled(RID p_agent) const override { return false; }
void agent_set_neighbor_distance(RID p_agent, real_t p_distance) override {}
real_t agent_get_neighbor_distance(RID p_agent) const override { return 0; }
void agent_set_max_neighbors(RID p_agent, int p_count) override {}
int agent_get_max_neighbors(RID p_agent) const override { return 0; }
void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) override {}
real_t agent_get_time_horizon_agents(RID p_agent) const override { return 0; }
void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) override {}
real_t agent_get_time_horizon_obstacles(RID p_agent) const override { return 0; }
void agent_set_radius(RID p_agent, real_t p_radius) override {}
real_t agent_get_radius(RID p_agent) const override { return 0; }
void agent_set_max_speed(RID p_agent, real_t p_max_speed) override {}
real_t agent_get_max_speed(RID p_agent) const override { return 0; }
void agent_set_velocity_forced(RID p_agent, Vector2 p_velocity) override {}
void agent_set_velocity(RID p_agent, Vector2 p_velocity) override {}
Vector2 agent_get_velocity(RID p_agent) const override { return Vector2(); }
void agent_set_position(RID p_agent, Vector2 p_position) override {}
Vector2 agent_get_position(RID p_agent) const override { return Vector2(); }
bool agent_is_map_changed(RID p_agent) const override { return false; }
void agent_set_avoidance_callback(RID p_agent, Callable p_callback) override {}
bool agent_has_avoidance_callback(RID p_agent) const override { return false; }
void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) override {}
uint32_t agent_get_avoidance_layers(RID p_agent) const override { return 0; }
void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) override {}
uint32_t agent_get_avoidance_mask(RID p_agent) const override { return 0; }
void agent_set_avoidance_priority(RID p_agent, real_t p_priority) override {}
real_t agent_get_avoidance_priority(RID p_agent) const override { return 0; }
RID obstacle_create() override { return RID(); }
void obstacle_set_avoidance_enabled(RID p_obstacle, bool p_enabled) override {}
@ -133,10 +146,15 @@ public:
void obstacle_set_paused(RID p_obstacle, bool p_paused) override {}
bool obstacle_get_paused(RID p_obstacle) const override { return false; }
void obstacle_set_radius(RID p_obstacle, real_t p_radius) override {}
real_t obstacle_get_radius(RID p_agent) const override { return 0; }
void obstacle_set_velocity(RID p_obstacle, Vector2 p_velocity) override {}
Vector2 obstacle_get_velocity(RID p_agent) const override { return Vector2(); }
void obstacle_set_position(RID p_obstacle, Vector2 p_position) override {}
Vector2 obstacle_get_position(RID p_agent) const override { return Vector2(); }
void obstacle_set_vertices(RID p_obstacle, const Vector<Vector2> &p_vertices) override {}
Vector<Vector2> obstacle_get_vertices(RID p_agent) const override { return Vector<Vector2>(); }
void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) override {}
uint32_t obstacle_get_avoidance_layers(RID p_agent) const override { return 0; }
void query_path(const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result) const override {}

View File

@ -85,6 +85,7 @@ void NavigationServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("region_set_navigation_layers", "region", "navigation_layers"), &NavigationServer3D::region_set_navigation_layers);
ClassDB::bind_method(D_METHOD("region_get_navigation_layers", "region"), &NavigationServer3D::region_get_navigation_layers);
ClassDB::bind_method(D_METHOD("region_set_transform", "region", "transform"), &NavigationServer3D::region_set_transform);
ClassDB::bind_method(D_METHOD("region_get_transform", "region"), &NavigationServer3D::region_get_transform);
ClassDB::bind_method(D_METHOD("region_set_navigation_mesh", "region", "navigation_mesh"), &NavigationServer3D::region_set_navigation_mesh);
#ifndef DISABLE_DEPRECATED
ClassDB::bind_method(D_METHOD("region_bake_navigation_mesh", "navigation_mesh", "root_node"), &NavigationServer3D::region_bake_navigation_mesh);
@ -125,20 +126,33 @@ void NavigationServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("agent_set_paused", "agent", "paused"), &NavigationServer3D::agent_set_paused);
ClassDB::bind_method(D_METHOD("agent_get_paused", "agent"), &NavigationServer3D::agent_get_paused);
ClassDB::bind_method(D_METHOD("agent_set_neighbor_distance", "agent", "distance"), &NavigationServer3D::agent_set_neighbor_distance);
ClassDB::bind_method(D_METHOD("agent_get_neighbor_distance", "agent"), &NavigationServer3D::agent_get_neighbor_distance);
ClassDB::bind_method(D_METHOD("agent_set_max_neighbors", "agent", "count"), &NavigationServer3D::agent_set_max_neighbors);
ClassDB::bind_method(D_METHOD("agent_get_max_neighbors", "agent"), &NavigationServer3D::agent_get_max_neighbors);
ClassDB::bind_method(D_METHOD("agent_set_time_horizon_agents", "agent", "time_horizon"), &NavigationServer3D::agent_set_time_horizon_agents);
ClassDB::bind_method(D_METHOD("agent_get_time_horizon_agents", "agent"), &NavigationServer3D::agent_get_time_horizon_agents);
ClassDB::bind_method(D_METHOD("agent_set_time_horizon_obstacles", "agent", "time_horizon"), &NavigationServer3D::agent_set_time_horizon_obstacles);
ClassDB::bind_method(D_METHOD("agent_get_time_horizon_obstacles", "agent"), &NavigationServer3D::agent_get_time_horizon_obstacles);
ClassDB::bind_method(D_METHOD("agent_set_radius", "agent", "radius"), &NavigationServer3D::agent_set_radius);
ClassDB::bind_method(D_METHOD("agent_get_radius", "agent"), &NavigationServer3D::agent_get_radius);
ClassDB::bind_method(D_METHOD("agent_set_height", "agent", "height"), &NavigationServer3D::agent_set_height);
ClassDB::bind_method(D_METHOD("agent_get_height", "agent"), &NavigationServer3D::agent_get_height);
ClassDB::bind_method(D_METHOD("agent_set_max_speed", "agent", "max_speed"), &NavigationServer3D::agent_set_max_speed);
ClassDB::bind_method(D_METHOD("agent_get_max_speed", "agent"), &NavigationServer3D::agent_get_max_speed);
ClassDB::bind_method(D_METHOD("agent_set_velocity_forced", "agent", "velocity"), &NavigationServer3D::agent_set_velocity_forced);
ClassDB::bind_method(D_METHOD("agent_set_velocity", "agent", "velocity"), &NavigationServer3D::agent_set_velocity);
ClassDB::bind_method(D_METHOD("agent_get_velocity", "agent"), &NavigationServer3D::agent_get_velocity);
ClassDB::bind_method(D_METHOD("agent_set_position", "agent", "position"), &NavigationServer3D::agent_set_position);
ClassDB::bind_method(D_METHOD("agent_get_position", "agent"), &NavigationServer3D::agent_get_position);
ClassDB::bind_method(D_METHOD("agent_is_map_changed", "agent"), &NavigationServer3D::agent_is_map_changed);
ClassDB::bind_method(D_METHOD("agent_set_avoidance_callback", "agent", "callback"), &NavigationServer3D::agent_set_avoidance_callback);
ClassDB::bind_method(D_METHOD("agent_has_avoidance_callback", "agent"), &NavigationServer3D::agent_has_avoidance_callback);
ClassDB::bind_method(D_METHOD("agent_set_avoidance_layers", "agent", "layers"), &NavigationServer3D::agent_set_avoidance_layers);
ClassDB::bind_method(D_METHOD("agent_get_avoidance_layers", "agent"), &NavigationServer3D::agent_get_avoidance_layers);
ClassDB::bind_method(D_METHOD("agent_set_avoidance_mask", "agent", "mask"), &NavigationServer3D::agent_set_avoidance_mask);
ClassDB::bind_method(D_METHOD("agent_get_avoidance_mask", "agent"), &NavigationServer3D::agent_get_avoidance_mask);
ClassDB::bind_method(D_METHOD("agent_set_avoidance_priority", "agent", "priority"), &NavigationServer3D::agent_set_avoidance_priority);
ClassDB::bind_method(D_METHOD("agent_get_avoidance_priority", "agent"), &NavigationServer3D::agent_get_avoidance_priority);
ClassDB::bind_method(D_METHOD("obstacle_create"), &NavigationServer3D::obstacle_create);
ClassDB::bind_method(D_METHOD("obstacle_set_avoidance_enabled", "obstacle", "enabled"), &NavigationServer3D::obstacle_set_avoidance_enabled);
@ -150,11 +164,17 @@ void NavigationServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("obstacle_set_paused", "obstacle", "paused"), &NavigationServer3D::obstacle_set_paused);
ClassDB::bind_method(D_METHOD("obstacle_get_paused", "obstacle"), &NavigationServer3D::obstacle_get_paused);
ClassDB::bind_method(D_METHOD("obstacle_set_radius", "obstacle", "radius"), &NavigationServer3D::obstacle_set_radius);
ClassDB::bind_method(D_METHOD("obstacle_get_radius", "obstacle"), &NavigationServer3D::obstacle_get_radius);
ClassDB::bind_method(D_METHOD("obstacle_set_height", "obstacle", "height"), &NavigationServer3D::obstacle_set_height);
ClassDB::bind_method(D_METHOD("obstacle_get_height", "obstacle"), &NavigationServer3D::obstacle_get_height);
ClassDB::bind_method(D_METHOD("obstacle_set_velocity", "obstacle", "velocity"), &NavigationServer3D::obstacle_set_velocity);
ClassDB::bind_method(D_METHOD("obstacle_get_velocity", "obstacle"), &NavigationServer3D::obstacle_get_velocity);
ClassDB::bind_method(D_METHOD("obstacle_set_position", "obstacle", "position"), &NavigationServer3D::obstacle_set_position);
ClassDB::bind_method(D_METHOD("obstacle_get_position", "obstacle"), &NavigationServer3D::obstacle_get_position);
ClassDB::bind_method(D_METHOD("obstacle_set_vertices", "obstacle", "vertices"), &NavigationServer3D::obstacle_set_vertices);
ClassDB::bind_method(D_METHOD("obstacle_get_vertices", "obstacle"), &NavigationServer3D::obstacle_get_vertices);
ClassDB::bind_method(D_METHOD("obstacle_set_avoidance_layers", "obstacle", "layers"), &NavigationServer3D::obstacle_set_avoidance_layers);
ClassDB::bind_method(D_METHOD("obstacle_get_avoidance_layers", "obstacle"), &NavigationServer3D::obstacle_get_avoidance_layers);
ClassDB::bind_method(D_METHOD("parse_source_geometry_data", "navigation_mesh", "source_geometry_data", "root_node", "callback"), &NavigationServer3D::parse_source_geometry_data, DEFVAL(Callable()));
ClassDB::bind_method(D_METHOD("bake_from_source_geometry_data", "navigation_mesh", "source_geometry_data", "callback"), &NavigationServer3D::bake_from_source_geometry_data, DEFVAL(Callable()));

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@ -149,6 +149,7 @@ public:
/// Set the global transformation of this region.
virtual void region_set_transform(RID p_region, Transform3D p_transform) = 0;
virtual Transform3D region_get_transform(RID p_region) const = 0;
/// Set the navigation mesh of this region.
virtual void region_set_navigation_mesh(RID p_region, Ref<NavigationMesh> p_navigation_mesh) = 0;
@ -227,6 +228,7 @@ public:
/// low, the simulation will not be safe.
/// Must be non-negative.
virtual void agent_set_neighbor_distance(RID p_agent, real_t p_distance) = 0;
virtual real_t agent_get_neighbor_distance(RID p_agent) const = 0;
/// The maximum number of other agents this
/// agent takes into account in the navigation.
@ -235,25 +237,32 @@ public:
/// number is too low, the simulation will not
/// be safe.
virtual void agent_set_max_neighbors(RID p_agent, int p_count) = 0;
virtual int agent_get_max_neighbors(RID p_agent) const = 0;
// Sets the minimum amount of time in seconds that an agent's
// must be able to stay on the calculated velocity while still avoiding collisions with agent's
// if this value is set to high an agent will often fall back to using a very low velocity just to be safe
virtual void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) = 0;
virtual real_t agent_get_time_horizon_agents(RID p_agent) const = 0;
/// Sets the minimum amount of time in seconds that an agent's
// must be able to stay on the calculated velocity while still avoiding collisions with obstacle's
// if this value is set to high an agent will often fall back to using a very low velocity just to be safe
virtual void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) = 0;
virtual real_t agent_get_time_horizon_obstacles(RID p_agent) const = 0;
/// The radius of this agent.
/// Must be non-negative.
virtual void agent_set_radius(RID p_agent, real_t p_radius) = 0;
virtual real_t agent_get_radius(RID p_agent) const = 0;
virtual void agent_set_height(RID p_agent, real_t p_height) = 0;
virtual real_t agent_get_height(RID p_agent) 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) = 0;
virtual real_t agent_get_max_speed(RID p_agent) const = 0;
/// forces and agent velocity change in the avoidance simulation, adds simulation instability if done recklessly
virtual void agent_set_velocity_forced(RID p_agent, Vector3 p_velocity) = 0;
@ -261,22 +270,31 @@ public:
/// The wanted velocity for the agent as a "suggestion" to the avoidance simulation.
/// The simulation will try to fulfill this velocity wish if possible but may change the velocity depending on other agent's and obstacles'.
virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) = 0;
virtual Vector3 agent_get_velocity(RID p_agent) const = 0;
/// Position of the agent in world space.
virtual void agent_set_position(RID p_agent, Vector3 p_position) = 0;
virtual Vector3 agent_get_position(RID p_agent) 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_avoidance_callback(RID p_agent, Callable p_callback) = 0;
virtual bool agent_has_avoidance_callback(RID p_agent) const = 0;
virtual void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) = 0;
virtual uint32_t agent_get_avoidance_layers(RID p_agent) const = 0;
virtual void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) = 0;
virtual uint32_t agent_get_avoidance_mask(RID p_agent) const = 0;
virtual void agent_set_avoidance_priority(RID p_agent, real_t p_priority) = 0;
virtual real_t agent_get_avoidance_priority(RID p_agent) const = 0;
/// Creates the obstacle.
virtual RID obstacle_create() = 0;
virtual void obstacle_set_map(RID p_obstacle, RID p_map) = 0;
virtual RID obstacle_get_map(RID p_obstacle) const = 0;
@ -285,14 +303,22 @@ public:
virtual void obstacle_set_avoidance_enabled(RID p_obstacle, bool p_enabled) = 0;
virtual bool obstacle_get_avoidance_enabled(RID p_obstacle) const = 0;
virtual void obstacle_set_use_3d_avoidance(RID p_obstacle, bool p_enabled) = 0;
virtual bool obstacle_get_use_3d_avoidance(RID p_obstacle) const = 0;
virtual void obstacle_set_radius(RID p_obstacle, real_t p_radius) = 0;
virtual real_t obstacle_get_radius(RID p_obstacle) const = 0;
virtual void obstacle_set_height(RID p_obstacle, real_t p_height) = 0;
virtual real_t obstacle_get_height(RID p_obstacle) const = 0;
virtual void obstacle_set_velocity(RID p_obstacle, Vector3 p_velocity) = 0;
virtual Vector3 obstacle_get_velocity(RID p_obstacle) const = 0;
virtual void obstacle_set_position(RID p_obstacle, Vector3 p_position) = 0;
virtual Vector3 obstacle_get_position(RID p_obstacle) const = 0;
virtual void obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) = 0;
virtual Vector<Vector3> obstacle_get_vertices(RID p_obstacle) const = 0;
virtual void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) = 0;
virtual uint32_t obstacle_get_avoidance_layers(RID p_obstacle) const = 0;
/// Destroy the `RID`
virtual void free(RID p_object) = 0;

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@ -81,6 +81,7 @@ public:
void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) override {}
uint32_t region_get_navigation_layers(RID p_region) const override { return 0; }
void region_set_transform(RID p_region, Transform3D p_transform) override {}
Transform3D region_get_transform(RID p_region) const override { return Transform3D(); }
void region_set_navigation_mesh(RID p_region, Ref<NavigationMesh> p_navigation_mesh) override {}
#ifndef DISABLE_DEPRECATED
void region_bake_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh, Node *p_root_node) override {}
@ -118,20 +119,33 @@ public:
void agent_set_use_3d_avoidance(RID p_agent, bool p_enabled) override {}
bool agent_get_use_3d_avoidance(RID p_agent) const override { return false; }
void agent_set_neighbor_distance(RID p_agent, real_t p_distance) override {}
real_t agent_get_neighbor_distance(RID p_agent) const override { return 0; }
void agent_set_max_neighbors(RID p_agent, int p_count) override {}
int agent_get_max_neighbors(RID p_agent) const override { return 0; }
void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) override {}
real_t agent_get_time_horizon_agents(RID p_agent) const override { return 0; }
void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) override {}
real_t agent_get_time_horizon_obstacles(RID p_agent) const override { return 0; }
void agent_set_radius(RID p_agent, real_t p_radius) override {}
real_t agent_get_radius(RID p_agent) const override { return 0; }
void agent_set_height(RID p_agent, real_t p_height) override {}
real_t agent_get_height(RID p_agent) const override { return 0; }
void agent_set_max_speed(RID p_agent, real_t p_max_speed) override {}
real_t agent_get_max_speed(RID p_agent) const override { return 0; }
void agent_set_velocity_forced(RID p_agent, Vector3 p_velocity) override {}
void agent_set_velocity(RID p_agent, Vector3 p_velocity) override {}
Vector3 agent_get_velocity(RID p_agent) const override { return Vector3(); }
void agent_set_position(RID p_agent, Vector3 p_position) override {}
Vector3 agent_get_position(RID p_agent) const override { return Vector3(); }
bool agent_is_map_changed(RID p_agent) const override { return false; }
void agent_set_avoidance_callback(RID p_agent, Callable p_callback) override {}
bool agent_has_avoidance_callback(RID p_agent) const override { return false; }
void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) override {}
uint32_t agent_get_avoidance_layers(RID p_agent) const override { return 0; }
void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) override {}
uint32_t agent_get_avoidance_mask(RID p_agent) const override { return 0; }
void agent_set_avoidance_priority(RID p_agent, real_t p_priority) override {}
real_t agent_get_avoidance_priority(RID p_agent) const override { return 0; }
RID obstacle_create() override { return RID(); }
void obstacle_set_map(RID p_obstacle, RID p_map) override {}
RID obstacle_get_map(RID p_obstacle) const override { return RID(); }
@ -142,11 +156,17 @@ public:
void obstacle_set_use_3d_avoidance(RID p_obstacle, bool p_enabled) override {}
bool obstacle_get_use_3d_avoidance(RID p_obstacle) const override { return false; }
void obstacle_set_radius(RID p_obstacle, real_t p_radius) override {}
real_t obstacle_get_radius(RID p_obstacle) const override { return 0; }
void obstacle_set_height(RID p_obstacle, real_t p_height) override {}
real_t obstacle_get_height(RID p_obstacle) const override { return 0; }
void obstacle_set_velocity(RID p_obstacle, Vector3 p_velocity) override {}
Vector3 obstacle_get_velocity(RID p_obstacle) const override { return Vector3(); }
void obstacle_set_position(RID p_obstacle, Vector3 p_position) override {}
Vector3 obstacle_get_position(RID p_obstacle) const override { return Vector3(); }
void obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) override {}
Vector<Vector3> obstacle_get_vertices(RID p_obstacle) const override { return Vector<Vector3>(); }
void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) override {}
uint32_t obstacle_get_avoidance_layers(RID p_obstacle) const override { return 0; }
void parse_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, Node *p_root_node, const Callable &p_callback = Callable()) override {}
void bake_from_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, const Callable &p_callback = Callable()) override {}
void bake_from_source_geometry_data_async(const Ref<NavigationMesh> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, const Callable &p_callback = Callable()) override {}