/**************************************************************************/ /* nav_map.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef NAV_MAP_H #define NAV_MAP_H #include "nav_rid.h" #include "nav_utils.h" #include "core/math/math_defs.h" #include "core/object/worker_thread_pool.h" #include #include #include #include class NavLink; class NavRegion; class NavAgent; class NavObstacle; class NavMap : public NavRid { RWLock map_rwlock; /// Map Up Vector3 up = Vector3(0, 1, 0); /// To find the polygons edges the vertices are displaced in a grid where /// each cell has the following cell_size and cell_height. real_t cell_size = 0.25; // Must match ProjectSettings default 3D cell_size and NavigationMesh cell_size. real_t cell_height = 0.25; // Must match ProjectSettings default 3D cell_height and NavigationMesh cell_height. // For the inter-region merging to work, internal rasterization is performed. float merge_rasterizer_cell_size = 0.25; float merge_rasterizer_cell_height = 0.25; // This value is used to control sensitivity of internal rasterizer. float merge_rasterizer_cell_scale = 1.0; bool use_edge_connections = true; /// This value is used to detect the near edges to connect. real_t edge_connection_margin = 0.25; /// This value is used to limit how far links search to find polygons to connect to. real_t link_connection_radius = 1.0; bool regenerate_polygons = true; bool regenerate_links = true; /// Map regions LocalVector regions; /// Map links LocalVector links; LocalVector link_polygons; /// Map polygons LocalVector polygons; /// RVO avoidance worlds RVO2D::RVOSimulator2D rvo_simulation_2d; RVO3D::RVOSimulator3D rvo_simulation_3d; /// avoidance controlled agents LocalVector active_2d_avoidance_agents; LocalVector active_3d_avoidance_agents; /// dirty flag when one of the agent's arrays are modified bool agents_dirty = true; /// All the Agents (even the controlled one) LocalVector agents; /// All the avoidance obstacles (both static and dynamic) LocalVector obstacles; /// Are rvo obstacles modified? bool obstacles_dirty = true; /// Physics delta time real_t deltatime = 0.0; /// Change the id each time the map is updated. uint32_t iteration_id = 0; bool use_threads = true; bool avoidance_use_multiple_threads = true; bool avoidance_use_high_priority_threads = true; // Performance Monitor int pm_region_count = 0; int pm_agent_count = 0; int pm_link_count = 0; int pm_polygon_count = 0; int pm_edge_count = 0; int pm_edge_merge_count = 0; int pm_edge_connection_count = 0; int pm_edge_free_count = 0; int pm_obstacle_count = 0; HashMap> region_external_connections; public: NavMap(); ~NavMap(); uint32_t get_iteration_id() const { return iteration_id; } void set_up(Vector3 p_up); Vector3 get_up() const { return up; } void set_cell_size(real_t p_cell_size); real_t get_cell_size() const { return cell_size; } void set_cell_height(real_t p_cell_height); real_t get_cell_height() const { return cell_height; } void set_merge_rasterizer_cell_scale(float p_value); float get_merge_rasterizer_cell_scale() const { return merge_rasterizer_cell_scale; } void set_use_edge_connections(bool p_enabled); bool get_use_edge_connections() const { return use_edge_connections; } void set_edge_connection_margin(real_t p_edge_connection_margin); real_t get_edge_connection_margin() const { return edge_connection_margin; } void set_link_connection_radius(real_t p_link_connection_radius); real_t get_link_connection_radius() const { return link_connection_radius; } gd::PointKey get_point_key(const Vector3 &p_pos) const; Vector get_path(Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers, Vector *r_path_types, TypedArray *r_path_rids, Vector *r_path_owners) const; Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) const; Vector3 get_closest_point(const Vector3 &p_point) const; Vector3 get_closest_point_normal(const Vector3 &p_point) const; gd::ClosestPointQueryResult get_closest_point_info(const Vector3 &p_point) const; RID get_closest_point_owner(const Vector3 &p_point) const; void add_region(NavRegion *p_region); void remove_region(NavRegion *p_region); const LocalVector &get_regions() const { return regions; } void add_link(NavLink *p_link); void remove_link(NavLink *p_link); const LocalVector &get_links() const { return links; } bool has_agent(NavAgent *agent) const; void add_agent(NavAgent *agent); void remove_agent(NavAgent *agent); const LocalVector &get_agents() const { return agents; } void set_agent_as_controlled(NavAgent *agent); void remove_agent_as_controlled(NavAgent *agent); bool has_obstacle(NavObstacle *obstacle) const; void add_obstacle(NavObstacle *obstacle); void remove_obstacle(NavObstacle *obstacle); const LocalVector &get_obstacles() const { return obstacles; } Vector3 get_random_point(uint32_t p_navigation_layers, bool p_uniformly) const; void sync(); void step(real_t p_deltatime); void dispatch_callbacks(); // Performance Monitor int get_pm_region_count() const { return pm_region_count; } int get_pm_agent_count() const { return pm_agent_count; } int get_pm_link_count() const { return pm_link_count; } int get_pm_polygon_count() const { return pm_polygon_count; } int get_pm_edge_count() const { return pm_edge_count; } int get_pm_edge_merge_count() const { return pm_edge_merge_count; } int get_pm_edge_connection_count() const { return pm_edge_connection_count; } int get_pm_edge_free_count() const { return pm_edge_free_count; } int get_pm_obstacle_count() const { return pm_obstacle_count; } int get_region_connections_count(NavRegion *p_region) const; Vector3 get_region_connection_pathway_start(NavRegion *p_region, int p_connection_id) const; Vector3 get_region_connection_pathway_end(NavRegion *p_region, int p_connection_id) const; private: void compute_single_step(uint32_t index, NavAgent **agent); void compute_single_avoidance_step_2d(uint32_t index, NavAgent **agent); void compute_single_avoidance_step_3d(uint32_t index, NavAgent **agent); void clip_path(const LocalVector &p_navigation_polys, Vector &path, const gd::NavigationPoly *from_poly, const Vector3 &p_to_point, const gd::NavigationPoly *p_to_poly, Vector *r_path_types, TypedArray *r_path_rids, Vector *r_path_owners) const; void _update_rvo_simulation(); void _update_rvo_obstacles_tree_2d(); void _update_rvo_agents_tree_2d(); void _update_rvo_agents_tree_3d(); void _update_merge_rasterizer_cell_dimensions(); }; #endif // NAV_MAP_H