b5334d14f7
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 🎆
120 lines
5.9 KiB
C++
120 lines
5.9 KiB
C++
/*************************************************************************/
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/* navigation_3d.cpp */
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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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#include "navigation_3d.h"
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#include "servers/navigation_server_3d.h"
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Vector<Vector3> Navigation3D::get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize) const {
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return NavigationServer3D::get_singleton()->map_get_path(map, p_start, p_end, p_optimize);
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}
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Vector3 Navigation3D::get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision) const {
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return NavigationServer3D::get_singleton()->map_get_closest_point_to_segment(map, p_from, p_to, p_use_collision);
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}
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Vector3 Navigation3D::get_closest_point(const Vector3 &p_point) const {
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return NavigationServer3D::get_singleton()->map_get_closest_point(map, p_point);
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}
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Vector3 Navigation3D::get_closest_point_normal(const Vector3 &p_point) const {
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return NavigationServer3D::get_singleton()->map_get_closest_point_normal(map, p_point);
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}
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RID Navigation3D::get_closest_point_owner(const Vector3 &p_point) const {
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return NavigationServer3D::get_singleton()->map_get_closest_point_owner(map, p_point);
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}
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void Navigation3D::set_up_vector(const Vector3 &p_up) {
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up = p_up;
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NavigationServer3D::get_singleton()->map_set_up(map, up);
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}
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Vector3 Navigation3D::get_up_vector() const {
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return up;
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}
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void Navigation3D::set_cell_size(float p_cell_size) {
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cell_size = p_cell_size;
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NavigationServer3D::get_singleton()->map_set_cell_size(map, cell_size);
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}
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void Navigation3D::set_edge_connection_margin(float p_edge_connection_margin) {
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edge_connection_margin = p_edge_connection_margin;
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NavigationServer3D::get_singleton()->map_set_edge_connection_margin(map, edge_connection_margin);
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}
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void Navigation3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_rid"), &Navigation3D::get_rid);
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ClassDB::bind_method(D_METHOD("get_simple_path", "start", "end", "optimize"), &Navigation3D::get_simple_path, DEFVAL(true));
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ClassDB::bind_method(D_METHOD("get_closest_point_to_segment", "start", "end", "use_collision"), &Navigation3D::get_closest_point_to_segment, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("get_closest_point", "to_point"), &Navigation3D::get_closest_point);
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ClassDB::bind_method(D_METHOD("get_closest_point_normal", "to_point"), &Navigation3D::get_closest_point_normal);
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ClassDB::bind_method(D_METHOD("get_closest_point_owner", "to_point"), &Navigation3D::get_closest_point_owner);
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ClassDB::bind_method(D_METHOD("set_up_vector", "up"), &Navigation3D::set_up_vector);
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ClassDB::bind_method(D_METHOD("get_up_vector"), &Navigation3D::get_up_vector);
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ClassDB::bind_method(D_METHOD("set_cell_size", "cell_size"), &Navigation3D::set_cell_size);
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ClassDB::bind_method(D_METHOD("get_cell_size"), &Navigation3D::get_cell_size);
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ClassDB::bind_method(D_METHOD("set_edge_connection_margin", "margin"), &Navigation3D::set_edge_connection_margin);
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ClassDB::bind_method(D_METHOD("get_edge_connection_margin"), &Navigation3D::get_edge_connection_margin);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_vector"), "set_up_vector", "get_up_vector");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "cell_size"), "set_cell_size", "get_cell_size");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "edge_connection_margin"), "set_edge_connection_margin", "get_edge_connection_margin");
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}
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void Navigation3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_READY: {
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NavigationServer3D::get_singleton()->map_set_active(map, true);
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} break;
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case NOTIFICATION_EXIT_TREE: {
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NavigationServer3D::get_singleton()->map_set_active(map, false);
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} break;
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}
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}
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Navigation3D::Navigation3D() {
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map = NavigationServer3D::get_singleton()->map_create();
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set_cell_size(0.3);
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set_edge_connection_margin(5.0); // Five meters, depends a lot on the agent's radius
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up = Vector3(0, 1, 0);
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}
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Navigation3D::~Navigation3D() {
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NavigationServer3D::get_singleton()->free(map);
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}
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