godot/scene/3d/navigation_obstacle.cpp

216 lines
8.7 KiB
C++

/*************************************************************************/
/* navigation_obstacle.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "navigation_obstacle.h"
#include "scene/3d/collision_shape.h"
#include "scene/3d/navigation.h"
#include "scene/3d/physics_body.h"
#include "servers/navigation_server.h"
void NavigationObstacle::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_rid"), &NavigationObstacle::get_rid);
ClassDB::bind_method(D_METHOD("set_navigation", "navigation"), &NavigationObstacle::set_navigation_node);
ClassDB::bind_method(D_METHOD("get_navigation"), &NavigationObstacle::get_navigation_node);
ClassDB::bind_method(D_METHOD("is_radius_estimated"), &NavigationObstacle::is_radius_estimated);
ClassDB::bind_method(D_METHOD("set_estimate_radius", "estimate_radius"), &NavigationObstacle::set_estimate_radius);
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &NavigationObstacle::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &NavigationObstacle::get_radius);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "estimate_radius"), "set_estimate_radius", "is_radius_estimated");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.01,100,0.01"), "set_radius", "get_radius");
}
void NavigationObstacle::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "radius") {
if (estimate_radius) {
p_property.usage = PROPERTY_USAGE_NOEDITOR;
}
}
}
void NavigationObstacle::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
parent_spatial = Object::cast_to<Spatial>(get_parent());
reevaluate_agent_radius();
// Search the navigation node and set it
{
Navigation *nav = nullptr;
Node *p = get_parent();
while (p != nullptr) {
nav = Object::cast_to<Navigation>(p);
if (nav != nullptr) {
p = nullptr;
} else {
p = p->get_parent();
}
}
set_navigation(nav);
}
set_physics_process_internal(true);
} break;
case NOTIFICATION_EXIT_TREE: {
set_navigation(nullptr);
set_physics_process_internal(false);
request_ready(); // required to solve an issue with losing the navigation
} break;
case NOTIFICATION_PARENTED: {
parent_spatial = Object::cast_to<Spatial>(get_parent());
reevaluate_agent_radius();
} break;
case NOTIFICATION_UNPARENTED: {
parent_spatial = nullptr;
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (parent_spatial && parent_spatial->is_inside_tree()) {
NavigationServer::get_singleton()->agent_set_position(agent, parent_spatial->get_global_transform().origin);
}
PhysicsBody *rigid = Object::cast_to<PhysicsBody>(get_parent());
if (rigid) {
Vector3 v = rigid->get_linear_velocity();
NavigationServer::get_singleton()->agent_set_velocity(agent, v);
NavigationServer::get_singleton()->agent_set_target_velocity(agent, v);
}
} break;
}
}
NavigationObstacle::NavigationObstacle() :
navigation(nullptr),
agent(RID()) {
agent = NavigationServer::get_singleton()->agent_create();
initialize_agent();
}
NavigationObstacle::~NavigationObstacle() {
NavigationServer::get_singleton()->free(agent);
agent = RID(); // Pointless
}
void NavigationObstacle::set_navigation(Navigation *p_nav) {
if (navigation == p_nav) {
return; // Pointless
}
navigation = p_nav;
NavigationServer::get_singleton()->agent_set_map(agent, navigation == nullptr ? RID() : navigation->get_rid());
}
void NavigationObstacle::set_navigation_node(Node *p_nav) {
Navigation *nav = Object::cast_to<Navigation>(p_nav);
ERR_FAIL_NULL(nav);
set_navigation(nav);
}
Node *NavigationObstacle::get_navigation_node() const {
return Object::cast_to<Node>(navigation);
}
String NavigationObstacle::get_configuration_warning() const {
if (!Object::cast_to<Spatial>(get_parent())) {
return TTR("The NavigationObstacle only serves to provide collision avoidance to a Spatial inheriting parent object.");
}
if (Object::cast_to<StaticBody>(get_parent())) {
return TTR("The NavigationObstacle is intended for constantly moving bodies like KinematicBody3D or RigidBody3D as it creates only an RVO avoidance radius and does not follow scene geometry exactly."
"\nNot constantly moving or complete static objects should be (re)baked to a NavigationMesh so agents can not only avoid them but also move along those objects outline at high detail");
}
return String();
}
void NavigationObstacle::initialize_agent() {
NavigationServer::get_singleton()->agent_set_neighbor_dist(agent, 0.0);
NavigationServer::get_singleton()->agent_set_max_neighbors(agent, 0);
NavigationServer::get_singleton()->agent_set_time_horizon(agent, 0.0);
NavigationServer::get_singleton()->agent_set_max_speed(agent, 0.0);
}
void NavigationObstacle::reevaluate_agent_radius() {
if (!estimate_radius) {
NavigationServer::get_singleton()->agent_set_radius(agent, radius);
} else if (parent_spatial && parent_spatial->is_inside_tree()) {
NavigationServer::get_singleton()->agent_set_radius(agent, estimate_agent_radius());
}
}
real_t NavigationObstacle::estimate_agent_radius() const {
if (parent_spatial && parent_spatial->is_inside_tree()) {
// Estimate the radius of this physics body
real_t radius = 0.0;
for (int i(0); i < parent_spatial->get_child_count(); i++) {
// For each collision shape
CollisionShape *cs = Object::cast_to<CollisionShape>(parent_spatial->get_child(i));
if (cs && cs->is_inside_tree()) {
// Take the distance between the Body center to the shape center
real_t r = cs->get_transform().origin.length();
if (cs->get_shape().is_valid()) {
// and add the enclosing shape radius
r += cs->get_shape()->get_enclosing_radius();
}
Vector3 s = cs->get_global_transform().basis.get_scale();
r *= MAX(s.x, MAX(s.y, s.z));
// Takes the biggest radius
radius = MAX(radius, r);
} else if (cs && !cs->is_inside_tree()) {
WARN_PRINT("A CollisionShape of the NavigationObstacle parent node was not inside the SceneTree when estimating the obstacle radius."
"\nMove the NavigationObstacle to a child position below any CollisionShape node of the parent node so the CollisionShape is already inside the SceneTree.");
}
}
Vector3 s = parent_spatial->get_global_transform().basis.get_scale();
radius *= MAX(s.x, MAX(s.y, s.z));
}
if (radius > 0.0) {
return radius;
}
return 1.0; // Never a 0 radius
}
void NavigationObstacle::set_estimate_radius(bool p_estimate_radius) {
estimate_radius = p_estimate_radius;
_change_notify();
reevaluate_agent_radius();
}
void NavigationObstacle::set_radius(real_t p_radius) {
ERR_FAIL_COND_MSG(p_radius <= 0.0, "Radius must be greater than 0.");
radius = p_radius;
reevaluate_agent_radius();
}