Commit Graph

253 Commits

Author SHA1 Message Date
Josh Jones
a0715b30f9 Rework const on NavigationServer methods
`const` is used on all methods, even when they cause modification of the server.  This reworks the methods of the server to only use `const` on method that don't change the state of the server.
2023-01-07 17:29:00 -08:00
SaracenOne
f5edeb8f58 Disable navmesh, lightmap, and VoxelGI generation on foreign data 2023-01-06 08:39:27 -08:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
huangjiamin
dbdcc8e968 Fix for navmesh baking. Error message: Condition “!shapes.has(p_owner)” is true 2023-01-03 19:13:32 +08:00
Rémi Verschelde
5ad02aa08d
Merge pull request #67111 from DarkKilauea/nav-queries-link
Added signal to NavigationAgent when entering a link
2022-12-21 19:38:20 +01:00
Josh Jones
0572346985
Fix typo and ensure backwards compatibility for changed property names
Changes to the name of the `navmesh` and `navpoly` properties on
`NavigationRegion` caused navigation data to be lost on load.
This PR creates uses `_set`/`_get` to handle compatibility with the
older names on load, preserving the data.

Also fixes a typo on `get_vertices_per_polygon` in `NavigationMesh`,
and renames the property to remove the `polygon_` prefix which doesn't
match the setter/getter.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-12-20 09:57:54 +01:00
Josh Jones
5d8ba2b2d1 Add support for emitting a signal when entering a NavLink 2022-12-17 16:33:41 -08:00
smix8
34e7628f5f Fix Navigation API abbreviations inconsistency
Schema for navigation to name user facing API with  "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
2022-12-17 22:06:22 +01:00
Rémi Verschelde
ec8f52df8f
Merge pull request #69629 from smix8/agent_wild_callback_pointer_4.x
Fix Navigation agent callback wild pointer crash
2022-12-12 13:51:48 +01:00
smix8
194c1c44e0 Fix Navigation agent callback wild pointer crash
Fixes crash in sanitizer builds when callback agent or object are already freed.
2022-12-12 13:03:55 +01:00
Josh Jones
5769b0e8d8 Enable assigning an owner to navigation regions and links
This allows users of the server APIs to get back the nodes that created certain regions and links.
2022-12-10 12:03:06 -08:00
Markus Sauermann
3b14f0334c Remove redundant Variant-types initializations 2022-11-14 19:35:19 +01:00
trollodel
ba9e619b51 Use forward-declarations in EditorPlugin where possible 2022-11-11 20:25:51 +01:00
Juan Linietsky
71d2e38cb5 Optimize Convex Collision
Implements the Gauss Mapping optimization to SAT convex collision test.

* Described [here](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2013/slides/822403Gregorius_Dirk_TheSeparatingAxisTest.pdf) by Dirk Gregorius.
* Requires adding of face information to edges in MeshData
* Took the chance to convert MeshData to LocalVector for performance.
2022-10-13 19:07:53 +02:00
Sean
9b525da531 Fix crash in navigation 3d when target is not reachable
The code that resets variables to retry navigation to the closest possible poly was not resetting 1 variable, which caused it to exceed the vector bounds
2022-10-02 13:18:33 -06:00
Rémi Verschelde
f47979f087
Merge pull request #66242 from akien-mga/scons-unify-tools-target 2022-09-30 12:28:50 +02:00
Haoyu Qiu
9d58454567 Fix heap-use-after-free in NavMap::get_path() 2022-09-28 10:50:03 +08:00
Rémi Verschelde
39facb35a0 SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.

New `target` presets
====================

The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:

- `editor`: Replaces `tools=yes target=release_debug`.
  * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
  * Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
  * Defines: `-O3`/`/O2`

New `dev_build` option
======================

The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:

- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
  enables generating debug symbols, does not define `NDEBUG` so `assert()`
  works in thirdparty libraries, adds a `.dev` suffix to the binary name.

Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.

Changed binary names
====================

The name of generated binaries and object files are changed too, to follow
this format:

`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`

For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`

Be sure to update your links/scripts/IDE config accordingly.

More flexible `optimize` and `debug_symbols` options
====================================================

The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:

`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-26 16:31:46 +02:00
Rémi Verschelde
9521849da6 Merge pull request #62429 from smix8/navigation_path_query_4.x
Add NavigationPathQuery objects and NavigationServer query_path()
2022-09-21 13:25:48 +02:00
smix8
63dcb9aa80 Add NavigationPathQuery
Adds NavigationPathQueryParameters objects that can be used with NavigationServer.query_path() to query a customized navigation path.
2022-09-20 22:20:11 +02:00
smix8
534ff93b05 Exclude disabled CollisionShapes from Navigationmesh baking
Excludes disabled CollisionShapes from the geometry parsing for the NavigationMesh baking.
2022-09-14 10:41:33 +02:00
Yuri Sizov
1459507ed2 Rename EditorInterface.get_editor_main_control to get_editor_main_screen 2022-09-07 03:01:58 +03:00
Aaron Franke
817ae95667
Replace AABB has_no_volume with has_volume
Also replace has_no_surface with has_surface
2022-09-04 23:03:36 -05:00
Rémi Verschelde
2e0cffdb6f Merge pull request #63479 from DarkKilauea/nav-link 2022-09-01 23:44:22 +02:00
Josh Jones
3dd59013f4 Added node for Navigation links 2022-08-26 22:05:15 -07:00
Micky
ef5b9a06a9 Rename hint_tooltip to tooltip_text & setget
`hint_tooltip` -> `tooltip_text`
`set_tooltip` -> `set_tooltip_text`
`_get_tooltip` -> `get_tooltip_text`

Updates documentation, too.
2022-08-27 01:35:01 +02:00
Rémi Verschelde
af88438c71
Merge pull request #64354 from Mickeon/rename-navigation-distance 2022-08-25 18:35:23 +02:00
kobewi
1abdffe7a0 Replace Array return types with TypedArray 2 2022-08-23 23:21:32 +02:00
Micky
b62d06fbed Rename Navigation's neighbor_dist to neightbor_distance
NavigationAgent2D/3D.`neighbor_dist` -> `neighbor_distance` (also affects setters and getters)

NavigationServer2D/3D.`agent_set_neighbor_dist()` -> `agent_set_neighbor_distance()`

Also changes their parameters' names.

Doesn't affect "Agent.neighborDist_" in Agent.h
2022-08-13 12:40:55 +02:00
smix8
5137cd9d87 Add NavigationMesh baking for HeightMapShape
Adds HeightMapShape for StaticColliders and GridMap to the NavigationMeshGenerator for baking NavigationMesh.
2022-08-05 08:56:38 +02:00
smix8
8d4922cfb1 Replace Navigation std::vector use with LocalVector
Replace Navigation std::vector use with LocalVector.
2022-07-28 20:29:15 +02:00
Juan Linietsky
c7255388e1 Remove ThreadWorkPool, replace by WorkerThreadPool
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient.
It can also be better debugged.
2022-07-25 15:39:50 +02:00
Rémi Verschelde
faae24637c
Merge pull request #62300 from smix8/navigation_map_force_update_4.x 2022-06-24 10:13:07 +02:00
smix8
e57360d8df Add NavigationServer.region_owns_point() helper function
Adds a helper function to check if a world space position is currently owned by a navigation region.
2022-06-23 23:32:05 +02:00
smix8
fdea269805 Add NavigationServer map_force_update() function
Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.
2022-06-23 17:32:07 +02:00
Rémi Verschelde
462127eff0
Merge pull request #62312 from smix8/navigation_get_maps_4.x 2022-06-23 16:14:12 +02:00
Rémi Verschelde
bdd41a836c
Merge pull request #62293 from smix8/navigation_disable_editorprogress_bake_4.x 2022-06-23 16:13:12 +02:00
smix8
0c4d99f4fd Implement NavigationMesh bake area
Adds two new properties to NavigationMesh resources to restrict the navmesh baking to an area enclosed by an AABB with volume.
2022-06-23 14:55:21 +02:00
smix8
c0fed1d4e8 Add Navigation function to get all navigation maps
Added new function that returns all created navigation map RIDs from the NavigationServer. The function returns both 2D and 3D created navigation maps as technically there is no distinction between them.
2022-06-22 15:33:40 +02:00
smix8
24bb0af4a9 Disable thread-unsafe EditorProgress for navmesh baking
Disables navmesh baking EditorProgress for now until fixed as EditorProgress is not thread-safe and uses hacks and Main::iteration() for steps which can result in random crashes when baking navmesh.
2022-06-22 10:47:00 +02:00
K. S. Ernest (iFire) Lee
67052af918 Print NavMap error only once for invalid NavMesh. 2022-06-16 13:56:16 +02:00
smix8
245da150e7 Streamline Navigation layer function names.
Streamline Navigation layer function names.
2022-06-15 00:18:48 +02:00
smix8
bc38ebe4f0 Fix crash of navigation agents callback when object is invalid
Fix crash of navigation agents callback when object is invalid.
2022-06-14 13:04:02 +02:00
Rémi Verschelde
4e3b0e176b
Merge pull request #61682 from smix8/navigation_bake_config_precision_4.x 2022-06-08 16:06:00 +02:00
Rémi Verschelde
e4994e2817
Merge pull request #61739 from smix8/navigation_region_cost_4.x 2022-06-08 16:05:38 +02:00
smix8
cfdfd304f1 Add NavigationRegion costs for pathfinding
Add NavigationRegion costs for pathfinding.
2022-06-06 15:25:06 +02:00
smix8
df9919ec33 Add warnings when NavigationMesh bake settings result in precision loss
Add warnings when NavigationMesh bake settings result in precision loss.
2022-06-04 11:31:52 +02:00
smix8
3066091780 Match NavMap and ProjectSettings with NavigationMesh defaults
Match NavMap and ProjectSettings with NavigationMesh defaults since the NavMap edge merging requires a matching cell_size with the NavigationMesh to create connections without issues.
2022-06-03 19:17:49 +02:00
smix8
caceceab08 Fix MultiMeshInstance crash in navmesh baking when MultiMesh Resource is empty
Fix MultiMeshInstance crash in navmesh baking when MultiMesh Resource is empty
2022-05-27 19:35:00 +02:00
Rémi Verschelde
ce069fbe99
Merge pull request #61128 from smix8/navigation_agent_process_mode_4.x 2022-05-19 15:24:34 +02:00
Rémi Verschelde
86cdf1f2cf rvo2: Sync with upstream commit bfc0486
bfc048670a
2022-05-18 14:53:52 +02:00
smix8
6b51ab66d8 Make Navigation Agents and Obstacles respect parent process mode
Temporarily removes agent from navigation map when parent node cannot process due to SceneTree pause and process_mode property. Normal process_mode does not work as other agents would still avoid the paused agents because they were still active on the navigation map and the rvo world. Also fixes potential crash when region_get_map or agent_get_map is called while no map is set.
2022-05-17 20:08:39 +02:00
Rémi Verschelde
eaa4e86433
Merge pull request #61061 from smix8/navigation_mesh_sample_distance_range_4.x 2022-05-16 15:05:17 +02:00
smix8
e33fa9d833 Clamp NavigationMesh sample_distance above zero
While default ReCast library has support for 0.0 'sample_distance' the Godot implementation does not an crashes.
Previously Godot would set all sample_distance values below 0.9 to 0 which causes the crashes.

This limits the sample_distance range selection to 0.1 - 16.0 and also clamps sample_distance that are below 0.1 before ReCast receives them.
2022-05-16 14:25:20 +02:00
Rémi Verschelde
f3c0e75fba
Merge pull request #60958 from smix8/navigation_server_rid_utility_4.x 2022-05-16 13:46:49 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
smix8
371054e3e5 Add NavigationServer2D/3D API functions to find missing RID info
Utility functions for NavigationServer2D/3D to find missing RID information when working with Server API directly. e.g. from map to regions and agents, from agent or region to map, from region to map and agents and so on ....

Requirement to work with NavigationServer API exklusive without SceneTree nodes and when juggling agents and regions between multiple navigation maps.
2022-05-12 20:23:19 +02:00
smix8
79511af7c9 Add Warning to NavigationMesh bake when source geometry is suspiciously big
Adds Warning when users try to bake a NavigationMesh with suspiciously big source geometry and small cellsizes as this baking process will likely fail or result in a NavigationMesh that will create serious pathfinding performance issues.
2022-05-11 22:06:54 +02:00
reduz
de0ca3b999 Refactor module initialization
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
2022-05-04 17:34:51 +02:00
trollodel
72c37c4bcd Use CollisionObject3D API when baking the navmesh with static colliders, instead of collecting CollisionShape3D nodes 2022-05-02 08:41:33 +02:00
Rémi Verschelde
8dfa12cae7
Merge pull request #59979 from bruvzg/cpp_check2 2022-04-27 10:08:26 +02:00
bruvzg
40f0b23482
Create NavMap thread pool only when it's used, to prevent creating excessive amount of running threads. 2022-04-26 15:00:00 +03:00
Rémi Verschelde
c45202a89b
Merge pull request #60359 from adamscott/nav-map-thread-work-pool 2022-04-26 11:51:02 +02:00
Pawel Lampe
66856d5fb0 Fix crash in GodotNavigationServer::map_get_path 2022-04-22 18:49:45 +02:00
bruvzg
de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
Adam Scott
732102cbc5 Use ThreadWorkPool instead of thread_process_array in NavMap 2022-04-19 18:35:15 -04:00
kleonc
9ab69b89f8 NavMap::get_path Fix not resetting least_cost_id 2022-04-14 17:13:53 +02:00
Pawel Lampe
fcd26b8841 Fix navmesh baking
- improved mesh data calculation from standalone static colliders so that no
  VisualServer calls are performed - and thus no VS mutexes need to
  be locked in case of on-thread baking
- improved the same for GridMap's static colliders
2022-04-08 21:01:59 +02:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Pawel Lampe
dcab82ad43 Fix get_simple_path behavior in 2D & 3D 2022-04-05 23:26:37 +02:00
Rémi Verschelde
b78aa4fe19 Style: Apply clang-tidy to current code, add readability-redundant-member-init 2022-04-04 21:49:51 +02:00
Rémi Verschelde
f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Rémi Verschelde
5fe6984639 Modules: Don't build editor-specific classes in templates
They're moved to an `editor` subfolder so that we can easily handle them
separately.
2022-03-28 16:48:15 +02:00
reduz
21637dfc25 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
Rémi Verschelde
e031aa06ee Core: Use forward declares for Vector3/Vector3i
Add add Vector3 operator in Vector3i.
2022-02-19 16:47:24 +01:00
Jakob Bouchard
6553f5c242
Convert _notification methods to switch - Chunk C 2022-02-16 13:03:05 -05:00
Rémi Verschelde
11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00
trollodel
cd1d7294d8 Remove the EditorNode parameter from EditorPlugins create methods
Remove EditorNode usage from the Navigation editor plugin.
2022-02-14 18:21:42 +01:00
kleonc
5422d863e1 NavMap Fix polygons being treated like triangle strips instead of triangle fans 2022-02-13 19:26:17 +01:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Pawel Lampe
a30dd094d3 Fix transforms involved into navmesh baking
Within the context of parsing navigation geometry, this commit:
- added missing transform of `MultiMeshInstance`
- changed all transforms to global ones so that they don't need to be
  calculated by hand
2022-01-31 23:07:45 +01:00
rafallus
cc46abd73d Consider gridmap collisions in navigation bake 2022-01-16 18:56:10 -06:00
Rémi Verschelde
ba2bdc478b
Style: Remove inconsistently used @author docstrings
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde
1f666a972f
NavigationMeshInstance: Fix typo to 'vertices' 2021-12-03 01:54:15 +01:00
Carlo Cabanilla
75b61ea1f4 Let MultiMeshInstances affect NavigationMeshes 2021-12-02 14:50:49 -08:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00
Rémi Verschelde
88c4380737
Modules: Make sure to include modules_enabled.gen.h where needed 2021-11-12 13:42:58 +01:00
Rémi Verschelde
133c1eb0af
Merge pull request #52367 from Duroxxigar/improve-nav-error-messages
Improve readability for failing errors in nav area
2021-10-21 19:36:16 +02:00
Duroxxigar
54d305eebe Improved readability for failing error conditions 2021-10-08 17:29:25 -04:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Hugo Locurcio
ba65730cbf
Rename RID's getornull() to get_or_null() 2021-09-29 23:58:02 +02:00
Anilforextra
fc9767abb1 Use functions defined in the their classes. 2021-09-29 09:36:34 +05:45
PouleyKetchoupp
bb75aec8bc Rename WorldMarginShape to WorldBoundaryShape 2021-09-14 11:16:31 -07:00
PouleyKetchoupp
f9176a39ce Make radius & height in CapsuleShape3D independent
Also changed CapsuleMesh to make settings consistent between render and
physics.
2021-08-11 14:54:53 -07:00
Haoyu Qiu
60298328ca Improve NavigationMesh typing, parameter validation and documentation 2021-08-11 18:18:10 +08:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
jfons
cfb555a081 Node3D gizmo improvements
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-23 21:01:10 +02:00
Aaron Franke
78b0a7da03
Use is_equal_approx in more places 2021-07-21 00:32:37 -04:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Rémi Verschelde
06568bbfdf
Misc cleanup of header includes
Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
2021-07-15 00:46:43 +02:00
reduz
5ad4f26659 Implement the ability to disable classes
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
  `scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00
Rémi Verschelde
74dc5e27c8
Rename GdNavigationServer to GodotNavigationServer
And rename `gdnavigation` module to simply `navigation`.
2021-06-30 00:35:18 +02:00