godot/modules/navigation/3d/nav_mesh_queries_3d.h
smix8 4184884ad1 Make NavMeshQueries use NavRegionIteration polygons directly
Removes the duplicated NavMap polygon soup. All navmesh queries now use the NavRegionIteration polygons directly.
2025-01-02 15:35:29 +01:00

149 lines
7.5 KiB
C++

/**************************************************************************/
/* nav_mesh_queries_3d.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_MESH_QUERIES_3D_H
#define NAV_MESH_QUERIES_3D_H
#ifndef _3D_DISABLED
#include "../nav_utils.h"
#include "servers/navigation/navigation_path_query_parameters_3d.h"
#include "servers/navigation/navigation_path_query_result_3d.h"
#include "servers/navigation/navigation_utilities.h"
using namespace NavigationUtilities;
class NavMap;
struct NavMapIteration;
class NavMeshQueries3D {
public:
struct PathQuerySlot {
LocalVector<gd::NavigationPoly> path_corridor;
gd::Heap<gd::NavigationPoly *, gd::NavPolyTravelCostGreaterThan, gd::NavPolyHeapIndexer> traversable_polys;
bool in_use = false;
uint32_t slot_index = 0;
};
struct NavMeshPathQueryTask3D {
enum TaskStatus {
QUERY_STARTED,
QUERY_FINISHED,
QUERY_FAILED,
CALLBACK_DISPATCHED,
CALLBACK_FAILED,
};
// Parameters.
Vector3 start_position;
Vector3 target_position;
uint32_t navigation_layers;
BitField<PathMetadataFlags> metadata_flags = PathMetadataFlags::PATH_INCLUDE_ALL;
PathfindingAlgorithm pathfinding_algorithm = PathfindingAlgorithm::PATHFINDING_ALGORITHM_ASTAR;
PathPostProcessing path_postprocessing = PathPostProcessing::PATH_POSTPROCESSING_CORRIDORFUNNEL;
bool simplify_path = false;
real_t simplify_epsilon = 0.0;
// Path building.
Vector3 begin_position;
Vector3 end_position;
const gd::Polygon *begin_polygon = nullptr;
const gd::Polygon *end_polygon = nullptr;
uint32_t least_cost_id = 0;
// Map.
Vector3 map_up;
NavMap *map = nullptr;
PathQuerySlot *path_query_slot = nullptr;
// Path points.
LocalVector<Vector3> path_points;
LocalVector<int32_t> path_meta_point_types;
LocalVector<RID> path_meta_point_rids;
LocalVector<int64_t> path_meta_point_owners;
Ref<NavigationPathQueryParameters3D> query_parameters;
Ref<NavigationPathQueryResult3D> query_result;
Callable callback;
NavMeshPathQueryTask3D::TaskStatus status = NavMeshPathQueryTask3D::TaskStatus::QUERY_STARTED;
void path_clear() {
path_points.clear();
path_meta_point_types.clear();
path_meta_point_rids.clear();
path_meta_point_owners.clear();
}
void path_reverse() {
path_points.invert();
path_meta_point_types.invert();
path_meta_point_rids.invert();
path_meta_point_owners.invert();
}
};
static bool emit_callback(const Callable &p_callback);
static Vector3 polygons_get_random_point(const LocalVector<gd::Polygon> &p_polygons, uint32_t p_navigation_layers, bool p_uniformly);
static Vector3 polygons_get_closest_point_to_segment(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision);
static Vector3 polygons_get_closest_point(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_point);
static Vector3 polygons_get_closest_point_normal(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_point);
static gd::ClosestPointQueryResult polygons_get_closest_point_info(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_point);
static RID polygons_get_closest_point_owner(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_point);
static Vector3 map_iteration_get_closest_point_to_segment(const NavMapIteration &p_map_iteration, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision);
static Vector3 map_iteration_get_closest_point(const NavMapIteration &p_map_iteration, const Vector3 &p_point);
static Vector3 map_iteration_get_closest_point_normal(const NavMapIteration &p_map_iteration, const Vector3 &p_point);
static RID map_iteration_get_closest_point_owner(const NavMapIteration &p_map_iteration, const Vector3 &p_point);
static gd::ClosestPointQueryResult map_iteration_get_closest_point_info(const NavMapIteration &p_map_iteration, const Vector3 &p_point);
static Vector3 map_iteration_get_random_point(const NavMapIteration &p_map_iteration, uint32_t p_navigation_layers, bool p_uniformly);
static void map_query_path(NavMap *map, const Ref<NavigationPathQueryParameters3D> &p_query_parameters, Ref<NavigationPathQueryResult3D> p_query_result, const Callable &p_callback);
static void query_task_map_iteration_get_path(NavMeshPathQueryTask3D &p_query_task, const NavMapIteration &p_map_iteration);
static void _query_task_push_back_point_with_metadata(NavMeshPathQueryTask3D &p_query_task, const Vector3 &p_point, const gd::Polygon *p_point_polygon);
static void _query_task_find_start_end_positions(NavMeshPathQueryTask3D &p_query_task, const NavMapIteration &p_map_iteration);
static void _query_task_build_path_corridor(NavMeshPathQueryTask3D &p_query_task);
static void _query_task_post_process_corridorfunnel(NavMeshPathQueryTask3D &p_query_task);
static void _query_task_post_process_edgecentered(NavMeshPathQueryTask3D &p_query_task);
static void _query_task_post_process_nopostprocessing(NavMeshPathQueryTask3D &p_query_task);
static void _query_task_clip_path(NavMeshPathQueryTask3D &p_query_task, const gd::NavigationPoly *from_poly, const Vector3 &p_to_point, const gd::NavigationPoly *p_to_poly);
static void _query_task_simplified_path_points(NavMeshPathQueryTask3D &p_query_task);
static void simplify_path_segment(int p_start_inx, int p_end_inx, const LocalVector<Vector3> &p_points, real_t p_epsilon, LocalVector<uint32_t> &r_simplified_path_indices);
static LocalVector<uint32_t> get_simplified_path_indices(const LocalVector<Vector3> &p_path, real_t p_epsilon);
};
#endif // _3D_DISABLED
#endif // NAV_MESH_QUERIES_3D_H