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086bd1d82c
Improves NavigationObstacle3D editing options inside the editor.
610 lines
23 KiB
C++
610 lines
23 KiB
C++
/**************************************************************************/
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/* navigation_obstacle_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_obstacle_3d.h"
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#include "core/math/geometry_2d.h"
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#include "servers/navigation_server_3d.h"
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void NavigationObstacle3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_rid"), &NavigationObstacle3D::get_rid);
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ClassDB::bind_method(D_METHOD("set_avoidance_enabled", "enabled"), &NavigationObstacle3D::set_avoidance_enabled);
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ClassDB::bind_method(D_METHOD("get_avoidance_enabled"), &NavigationObstacle3D::get_avoidance_enabled);
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ClassDB::bind_method(D_METHOD("set_navigation_map", "navigation_map"), &NavigationObstacle3D::set_navigation_map);
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ClassDB::bind_method(D_METHOD("get_navigation_map"), &NavigationObstacle3D::get_navigation_map);
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ClassDB::bind_method(D_METHOD("set_radius", "radius"), &NavigationObstacle3D::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"), &NavigationObstacle3D::get_radius);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &NavigationObstacle3D::set_height);
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ClassDB::bind_method(D_METHOD("get_height"), &NavigationObstacle3D::get_height);
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ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &NavigationObstacle3D::set_velocity);
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ClassDB::bind_method(D_METHOD("get_velocity"), &NavigationObstacle3D::get_velocity);
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ClassDB::bind_method(D_METHOD("set_vertices", "vertices"), &NavigationObstacle3D::set_vertices);
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ClassDB::bind_method(D_METHOD("get_vertices"), &NavigationObstacle3D::get_vertices);
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ClassDB::bind_method(D_METHOD("set_avoidance_layers", "layers"), &NavigationObstacle3D::set_avoidance_layers);
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ClassDB::bind_method(D_METHOD("get_avoidance_layers"), &NavigationObstacle3D::get_avoidance_layers);
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ClassDB::bind_method(D_METHOD("set_avoidance_layer_value", "layer_number", "value"), &NavigationObstacle3D::set_avoidance_layer_value);
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ClassDB::bind_method(D_METHOD("get_avoidance_layer_value", "layer_number"), &NavigationObstacle3D::get_avoidance_layer_value);
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ClassDB::bind_method(D_METHOD("set_use_3d_avoidance", "enabled"), &NavigationObstacle3D::set_use_3d_avoidance);
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ClassDB::bind_method(D_METHOD("get_use_3d_avoidance"), &NavigationObstacle3D::get_use_3d_avoidance);
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ClassDB::bind_method(D_METHOD("set_affect_navigation_mesh", "enabled"), &NavigationObstacle3D::set_affect_navigation_mesh);
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ClassDB::bind_method(D_METHOD("get_affect_navigation_mesh"), &NavigationObstacle3D::get_affect_navigation_mesh);
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ClassDB::bind_method(D_METHOD("set_carve_navigation_mesh", "enabled"), &NavigationObstacle3D::set_carve_navigation_mesh);
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ClassDB::bind_method(D_METHOD("get_carve_navigation_mesh"), &NavigationObstacle3D::get_carve_navigation_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.0,100,0.01,suffix:m"), "set_radius", "get_radius");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.0,100,0.01,suffix:m"), "set_height", "get_height");
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR3_ARRAY, "vertices"), "set_vertices", "get_vertices");
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ADD_GROUP("NavigationMesh", "");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "affect_navigation_mesh"), "set_affect_navigation_mesh", "get_affect_navigation_mesh");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "carve_navigation_mesh"), "set_carve_navigation_mesh", "get_carve_navigation_mesh");
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ADD_GROUP("Avoidance", "");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "avoidance_enabled"), "set_avoidance_enabled", "get_avoidance_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "avoidance_layers", PROPERTY_HINT_LAYERS_AVOIDANCE), "set_avoidance_layers", "get_avoidance_layers");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_3d_avoidance"), "set_use_3d_avoidance", "get_use_3d_avoidance");
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}
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void NavigationObstacle3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_POST_ENTER_TREE: {
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if (map_override.is_valid()) {
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_update_map(map_override);
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} else if (is_inside_tree()) {
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_update_map(get_world_3d()->get_navigation_map());
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} else {
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_update_map(RID());
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}
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// need to trigger map controlled agent assignment somehow for the fake_agent since obstacles use no callback like regular agents
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NavigationServer3D::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled);
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_update_position(get_global_position());
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set_physics_process_internal(true);
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#ifdef DEBUG_ENABLED
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_update_debug();
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#endif // DEBUG_ENABLED
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} break;
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#ifdef TOOLS_ENABLED
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case NOTIFICATION_TRANSFORM_CHANGED: {
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update_gizmos();
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} break;
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#endif // TOOLS_ENABLED
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case NOTIFICATION_EXIT_TREE: {
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set_physics_process_internal(false);
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_update_map(RID());
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#ifdef DEBUG_ENABLED
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_update_debug();
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#endif // DEBUG_ENABLED
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} break;
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case NOTIFICATION_SUSPENDED:
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case NOTIFICATION_PAUSED: {
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if (!can_process()) {
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map_before_pause = map_current;
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_update_map(RID());
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} else if (can_process() && !(map_before_pause == RID())) {
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_update_map(map_before_pause);
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map_before_pause = RID();
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}
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NavigationServer3D::get_singleton()->obstacle_set_paused(obstacle, !can_process());
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} break;
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case NOTIFICATION_UNSUSPENDED: {
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if (get_tree()->is_paused()) {
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break;
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}
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[[fallthrough]];
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}
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case NOTIFICATION_UNPAUSED: {
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if (!can_process()) {
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map_before_pause = map_current;
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_update_map(RID());
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} else if (can_process() && !(map_before_pause == RID())) {
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_update_map(map_before_pause);
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map_before_pause = RID();
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}
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NavigationServer3D::get_singleton()->obstacle_set_paused(obstacle, !can_process());
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} break;
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#ifdef DEBUG_ENABLED
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case NOTIFICATION_VISIBILITY_CHANGED: {
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_update_debug();
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} break;
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#endif // DEBUG_ENABLED
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (is_inside_tree()) {
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_update_position(get_global_position());
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if (velocity_submitted) {
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velocity_submitted = false;
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// only update if there is a noticeable change, else the rvo agent preferred velocity stays the same
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if (!previous_velocity.is_equal_approx(velocity)) {
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NavigationServer3D::get_singleton()->obstacle_set_velocity(obstacle, velocity);
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}
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previous_velocity = velocity;
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}
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#ifdef DEBUG_ENABLED
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if (fake_agent_radius_debug_instance_rid.is_valid() && radius > 0.0) {
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// Prevent non-positive scaling.
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const Vector3 safe_scale = get_global_basis().get_scale().abs().maxf(0.001);
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// Agent radius is a scalar value and does not support non-uniform scaling, choose the largest axis.
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const float scaling_max_value = safe_scale[safe_scale.max_axis_index()];
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const Vector3 uniform_max_scale = Vector3(scaling_max_value, scaling_max_value, scaling_max_value);
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const Transform3D debug_transform = Transform3D(Basis().scaled(uniform_max_scale), get_global_position());
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RS::get_singleton()->instance_set_transform(fake_agent_radius_debug_instance_rid, debug_transform);
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}
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if (static_obstacle_debug_instance_rid.is_valid() && get_vertices().size() > 0) {
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// Prevent non-positive scaling.
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const Vector3 safe_scale = get_global_basis().get_scale().abs().maxf(0.001);
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// Obstacles are projected to the xz-plane, so only rotation around the y-axis can be taken into account.
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const Transform3D debug_transform = Transform3D(Basis().scaled(safe_scale).rotated(Vector3(0.0, 1.0, 0.0), get_global_rotation().y), get_global_position());
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RS::get_singleton()->instance_set_transform(static_obstacle_debug_instance_rid, debug_transform);
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}
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#endif // DEBUG_ENABLED
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}
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} break;
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}
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}
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NavigationObstacle3D::NavigationObstacle3D() {
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NavigationServer3D *ns3d = NavigationServer3D::get_singleton();
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obstacle = ns3d->obstacle_create();
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ns3d->obstacle_set_height(obstacle, height);
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ns3d->obstacle_set_radius(obstacle, radius);
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ns3d->obstacle_set_vertices(obstacle, vertices);
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ns3d->obstacle_set_avoidance_layers(obstacle, avoidance_layers);
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ns3d->obstacle_set_use_3d_avoidance(obstacle, use_3d_avoidance);
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ns3d->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled);
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#ifdef DEBUG_ENABLED
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RenderingServer *rs = RenderingServer::get_singleton();
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fake_agent_radius_debug_mesh_rid = rs->mesh_create();
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static_obstacle_debug_mesh_rid = rs->mesh_create();
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fake_agent_radius_debug_instance_rid = rs->instance_create();
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static_obstacle_debug_instance_rid = rs->instance_create();
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rs->instance_set_base(fake_agent_radius_debug_instance_rid, fake_agent_radius_debug_mesh_rid);
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rs->instance_set_base(static_obstacle_debug_instance_rid, static_obstacle_debug_mesh_rid);
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ns3d->connect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_fake_agent_radius_debug));
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ns3d->connect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_static_obstacle_debug));
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_update_fake_agent_radius_debug();
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_update_static_obstacle_debug();
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#endif // DEBUG_ENABLED
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#ifdef TOOLS_ENABLED
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set_notify_transform(true);
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#endif // TOOLS_ENABLED
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}
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NavigationObstacle3D::~NavigationObstacle3D() {
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NavigationServer3D *ns3d = NavigationServer3D::get_singleton();
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ERR_FAIL_NULL(ns3d);
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ns3d->free(obstacle);
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obstacle = RID();
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#ifdef DEBUG_ENABLED
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ns3d->disconnect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_fake_agent_radius_debug));
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ns3d->disconnect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_static_obstacle_debug));
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RenderingServer *rs = RenderingServer::get_singleton();
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ERR_FAIL_NULL(rs);
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if (fake_agent_radius_debug_instance_rid.is_valid()) {
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rs->free(fake_agent_radius_debug_instance_rid);
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fake_agent_radius_debug_instance_rid = RID();
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}
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if (fake_agent_radius_debug_mesh_rid.is_valid()) {
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rs->free(fake_agent_radius_debug_mesh_rid);
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fake_agent_radius_debug_mesh_rid = RID();
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}
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if (static_obstacle_debug_instance_rid.is_valid()) {
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rs->free(static_obstacle_debug_instance_rid);
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static_obstacle_debug_instance_rid = RID();
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}
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if (static_obstacle_debug_mesh_rid.is_valid()) {
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rs->free(static_obstacle_debug_mesh_rid);
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static_obstacle_debug_mesh_rid = RID();
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}
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#endif // DEBUG_ENABLED
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}
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void NavigationObstacle3D::set_vertices(const Vector<Vector3> &p_vertices) {
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vertices = p_vertices;
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NavigationServer3D::get_singleton()->obstacle_set_vertices(obstacle, vertices);
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#ifdef DEBUG_ENABLED
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_update_static_obstacle_debug();
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update_gizmos();
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#endif // DEBUG_ENABLED
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}
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void NavigationObstacle3D::set_navigation_map(RID p_navigation_map) {
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if (map_override == p_navigation_map) {
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return;
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}
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map_override = p_navigation_map;
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_update_map(map_override);
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}
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RID NavigationObstacle3D::get_navigation_map() const {
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if (map_override.is_valid()) {
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return map_override;
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} else if (is_inside_tree()) {
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return get_world_3d()->get_navigation_map();
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}
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return RID();
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}
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void NavigationObstacle3D::set_radius(real_t p_radius) {
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ERR_FAIL_COND_MSG(p_radius < 0.0, "Radius must be positive.");
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if (Math::is_equal_approx(radius, p_radius)) {
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return;
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}
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radius = p_radius;
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NavigationServer3D::get_singleton()->obstacle_set_radius(obstacle, radius);
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#ifdef DEBUG_ENABLED
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_update_fake_agent_radius_debug();
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update_gizmos();
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#endif // DEBUG_ENABLED
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}
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void NavigationObstacle3D::set_height(real_t p_height) {
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ERR_FAIL_COND_MSG(p_height < 0.0, "Height must be positive.");
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if (Math::is_equal_approx(height, p_height)) {
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return;
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}
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height = p_height;
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NavigationServer3D::get_singleton()->obstacle_set_height(obstacle, height);
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#ifdef DEBUG_ENABLED
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_update_static_obstacle_debug();
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update_gizmos();
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#endif // DEBUG_ENABLED
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}
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void NavigationObstacle3D::set_avoidance_layers(uint32_t p_layers) {
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avoidance_layers = p_layers;
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NavigationServer3D::get_singleton()->obstacle_set_avoidance_layers(obstacle, avoidance_layers);
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}
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uint32_t NavigationObstacle3D::get_avoidance_layers() const {
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return avoidance_layers;
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}
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void NavigationObstacle3D::set_avoidance_layer_value(int p_layer_number, bool p_value) {
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ERR_FAIL_COND_MSG(p_layer_number < 1, "Avoidance layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_MSG(p_layer_number > 32, "Avoidance layer number must be between 1 and 32 inclusive.");
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uint32_t avoidance_layers_new = get_avoidance_layers();
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if (p_value) {
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avoidance_layers_new |= 1 << (p_layer_number - 1);
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} else {
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avoidance_layers_new &= ~(1 << (p_layer_number - 1));
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}
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set_avoidance_layers(avoidance_layers_new);
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}
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bool NavigationObstacle3D::get_avoidance_layer_value(int p_layer_number) const {
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ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Avoidance layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Avoidance layer number must be between 1 and 32 inclusive.");
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return get_avoidance_layers() & (1 << (p_layer_number - 1));
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}
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void NavigationObstacle3D::set_avoidance_enabled(bool p_enabled) {
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if (avoidance_enabled == p_enabled) {
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return;
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}
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avoidance_enabled = p_enabled;
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NavigationServer3D::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled);
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}
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bool NavigationObstacle3D::get_avoidance_enabled() const {
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return avoidance_enabled;
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}
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void NavigationObstacle3D::set_use_3d_avoidance(bool p_use_3d_avoidance) {
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use_3d_avoidance = p_use_3d_avoidance;
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_update_use_3d_avoidance(use_3d_avoidance);
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notify_property_list_changed();
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}
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void NavigationObstacle3D::set_velocity(const Vector3 p_velocity) {
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velocity = p_velocity;
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velocity_submitted = true;
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}
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void NavigationObstacle3D::set_affect_navigation_mesh(bool p_enabled) {
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affect_navigation_mesh = p_enabled;
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}
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bool NavigationObstacle3D::get_affect_navigation_mesh() const {
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return affect_navigation_mesh;
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}
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void NavigationObstacle3D::set_carve_navigation_mesh(bool p_enabled) {
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carve_navigation_mesh = p_enabled;
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}
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bool NavigationObstacle3D::get_carve_navigation_mesh() const {
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return carve_navigation_mesh;
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}
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PackedStringArray NavigationObstacle3D::get_configuration_warnings() const {
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PackedStringArray warnings = Node3D::get_configuration_warnings();
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if (get_global_rotation().x != 0.0 || get_global_rotation().z != 0.0) {
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warnings.push_back(RTR("NavigationObstacle3D only takes global rotation around the y-axis into account. Rotations around the x-axis or z-axis might lead to unexpected results."));
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}
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const Vector3 global_scale = get_global_basis().get_scale();
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if (global_scale.x < 0.001 || global_scale.y < 0.001 || global_scale.z < 0.001) {
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warnings.push_back(RTR("NavigationObstacle3D does not support negative or zero scaling."));
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}
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if (radius > 0.0 && !get_global_basis().is_conformal()) {
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warnings.push_back(RTR("The agent radius can only be scaled uniformly. The largest scale value along the three axes will be used."));
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}
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return warnings;
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}
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void NavigationObstacle3D::_update_map(RID p_map) {
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NavigationServer3D::get_singleton()->obstacle_set_map(obstacle, p_map);
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map_current = p_map;
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}
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void NavigationObstacle3D::_update_position(const Vector3 p_position) {
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NavigationServer3D::get_singleton()->obstacle_set_position(obstacle, p_position);
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}
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void NavigationObstacle3D::_update_use_3d_avoidance(bool p_use_3d_avoidance) {
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NavigationServer3D::get_singleton()->obstacle_set_use_3d_avoidance(obstacle, use_3d_avoidance);
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_update_map(map_current);
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}
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#ifdef DEBUG_ENABLED
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void NavigationObstacle3D::_update_debug() {
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RenderingServer *rs = RenderingServer::get_singleton();
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if (is_inside_tree()) {
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rs->instance_set_visible(fake_agent_radius_debug_instance_rid, is_visible_in_tree());
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rs->instance_set_visible(static_obstacle_debug_instance_rid, is_visible_in_tree());
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rs->instance_set_scenario(fake_agent_radius_debug_instance_rid, get_world_3d()->get_scenario());
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rs->instance_set_scenario(static_obstacle_debug_instance_rid, get_world_3d()->get_scenario());
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rs->instance_set_transform(fake_agent_radius_debug_instance_rid, Transform3D(Basis(), get_global_position()));
|
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rs->instance_set_transform(static_obstacle_debug_instance_rid, Transform3D(Basis(), get_global_position()));
|
|
_update_fake_agent_radius_debug();
|
|
_update_static_obstacle_debug();
|
|
} else {
|
|
rs->mesh_clear(fake_agent_radius_debug_mesh_rid);
|
|
rs->mesh_clear(static_obstacle_debug_mesh_rid);
|
|
rs->instance_set_scenario(fake_agent_radius_debug_instance_rid, RID());
|
|
rs->instance_set_scenario(static_obstacle_debug_instance_rid, RID());
|
|
}
|
|
}
|
|
|
|
void NavigationObstacle3D::_update_fake_agent_radius_debug() {
|
|
NavigationServer3D *ns3d = NavigationServer3D::get_singleton();
|
|
RenderingServer *rs = RenderingServer::get_singleton();
|
|
|
|
bool is_debug_enabled = false;
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
is_debug_enabled = true;
|
|
} else if (ns3d->get_debug_enabled() &&
|
|
ns3d->get_debug_avoidance_enabled() &&
|
|
ns3d->get_debug_navigation_avoidance_enable_obstacles_radius()) {
|
|
is_debug_enabled = true;
|
|
}
|
|
|
|
rs->mesh_clear(fake_agent_radius_debug_mesh_rid);
|
|
|
|
if (!is_debug_enabled) {
|
|
return;
|
|
}
|
|
|
|
Vector<Vector3> face_vertex_array;
|
|
Vector<int> face_indices_array;
|
|
|
|
int i, j, prevrow, thisrow, point;
|
|
float x, y, z;
|
|
|
|
int rings = 16;
|
|
int radial_segments = 32;
|
|
|
|
point = 0;
|
|
|
|
thisrow = 0;
|
|
prevrow = 0;
|
|
for (j = 0; j <= (rings + 1); j++) {
|
|
float v = j;
|
|
float w;
|
|
|
|
v /= (rings + 1);
|
|
w = sin(Math_PI * v);
|
|
y = (radius)*cos(Math_PI * v);
|
|
|
|
for (i = 0; i <= radial_segments; i++) {
|
|
float u = i;
|
|
u /= radial_segments;
|
|
|
|
x = sin(u * Math_TAU);
|
|
z = cos(u * Math_TAU);
|
|
|
|
Vector3 p = Vector3(x * radius * w, y, z * radius * w);
|
|
face_vertex_array.push_back(p);
|
|
|
|
point++;
|
|
|
|
if (i > 0 && j > 0) {
|
|
face_indices_array.push_back(prevrow + i - 1);
|
|
face_indices_array.push_back(prevrow + i);
|
|
face_indices_array.push_back(thisrow + i - 1);
|
|
|
|
face_indices_array.push_back(prevrow + i);
|
|
face_indices_array.push_back(thisrow + i);
|
|
face_indices_array.push_back(thisrow + i - 1);
|
|
};
|
|
};
|
|
|
|
prevrow = thisrow;
|
|
thisrow = point;
|
|
};
|
|
|
|
Array face_mesh_array;
|
|
face_mesh_array.resize(Mesh::ARRAY_MAX);
|
|
face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array;
|
|
face_mesh_array[Mesh::ARRAY_INDEX] = face_indices_array;
|
|
|
|
rs->mesh_add_surface_from_arrays(fake_agent_radius_debug_mesh_rid, RS::PRIMITIVE_TRIANGLES, face_mesh_array);
|
|
|
|
Ref<StandardMaterial3D> face_material = ns3d->get_debug_navigation_avoidance_obstacles_radius_material();
|
|
rs->instance_set_surface_override_material(fake_agent_radius_debug_instance_rid, 0, face_material->get_rid());
|
|
|
|
if (is_inside_tree()) {
|
|
rs->instance_set_scenario(fake_agent_radius_debug_instance_rid, get_world_3d()->get_scenario());
|
|
rs->instance_set_visible(fake_agent_radius_debug_instance_rid, is_visible_in_tree());
|
|
}
|
|
}
|
|
#endif // DEBUG_ENABLED
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
void NavigationObstacle3D::_update_static_obstacle_debug() {
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
// Don't update inside Editor as Node3D gizmo takes care of this.
|
|
return;
|
|
}
|
|
|
|
NavigationServer3D *ns3d = NavigationServer3D::get_singleton();
|
|
RenderingServer *rs = RenderingServer::get_singleton();
|
|
|
|
bool is_debug_enabled = false;
|
|
if (ns3d->get_debug_enabled() &&
|
|
ns3d->get_debug_avoidance_enabled() &&
|
|
ns3d->get_debug_navigation_avoidance_enable_obstacles_static()) {
|
|
is_debug_enabled = true;
|
|
}
|
|
|
|
rs->mesh_clear(static_obstacle_debug_mesh_rid);
|
|
|
|
if (!is_debug_enabled) {
|
|
return;
|
|
}
|
|
|
|
const int vertex_count = vertices.size();
|
|
|
|
if (vertex_count < 3) {
|
|
if (static_obstacle_debug_instance_rid.is_valid()) {
|
|
rs->instance_set_visible(static_obstacle_debug_instance_rid, false);
|
|
}
|
|
return;
|
|
}
|
|
|
|
Vector<Vector3> edge_vertex_array;
|
|
edge_vertex_array.resize(vertex_count * 8);
|
|
|
|
Vector3 *edge_vertex_array_ptrw = edge_vertex_array.ptrw();
|
|
|
|
int vertex_index = 0;
|
|
|
|
for (int i = 0; i < vertex_count; i++) {
|
|
Vector3 point = vertices[i];
|
|
Vector3 next_point = vertices[(i + 1) % vertex_count];
|
|
|
|
Vector3 direction = next_point.direction_to(point);
|
|
Vector3 arrow_dir = direction.cross(Vector3(0.0, 1.0, 0.0));
|
|
Vector3 edge_middle = point + ((next_point - point) * 0.5);
|
|
|
|
edge_vertex_array_ptrw[vertex_index++] = edge_middle;
|
|
edge_vertex_array_ptrw[vertex_index++] = edge_middle + (arrow_dir * 0.5);
|
|
|
|
edge_vertex_array_ptrw[vertex_index++] = point;
|
|
edge_vertex_array_ptrw[vertex_index++] = next_point;
|
|
|
|
edge_vertex_array_ptrw[vertex_index++] = Vector3(point.x, height, point.z);
|
|
edge_vertex_array_ptrw[vertex_index++] = Vector3(next_point.x, height, next_point.z);
|
|
|
|
edge_vertex_array_ptrw[vertex_index++] = point;
|
|
edge_vertex_array_ptrw[vertex_index++] = Vector3(point.x, height, point.z);
|
|
}
|
|
|
|
Array edge_mesh_array;
|
|
edge_mesh_array.resize(Mesh::ARRAY_MAX);
|
|
edge_mesh_array[Mesh::ARRAY_VERTEX] = edge_vertex_array;
|
|
|
|
rs->mesh_add_surface_from_arrays(static_obstacle_debug_mesh_rid, RS::PRIMITIVE_LINES, edge_mesh_array);
|
|
|
|
Vector<Vector2> polygon_2d_vertices;
|
|
polygon_2d_vertices.resize(vertex_count);
|
|
for (int i = 0; i < vertex_count; i++) {
|
|
const Vector3 &vert = vertices[i];
|
|
polygon_2d_vertices.write[i] = Vector2(vert.x, vert.z);
|
|
}
|
|
|
|
Vector<int> triangulated_polygon_2d_indices = Geometry2D::triangulate_polygon(polygon_2d_vertices);
|
|
|
|
Ref<StandardMaterial3D> edge_material;
|
|
|
|
if (triangulated_polygon_2d_indices.is_empty()) {
|
|
edge_material = ns3d->get_debug_navigation_avoidance_static_obstacle_pushin_edge_material();
|
|
} else {
|
|
edge_material = ns3d->get_debug_navigation_avoidance_static_obstacle_pushout_edge_material();
|
|
}
|
|
|
|
rs->instance_set_surface_override_material(static_obstacle_debug_instance_rid, 0, edge_material->get_rid());
|
|
|
|
if (is_inside_tree()) {
|
|
rs->instance_set_scenario(static_obstacle_debug_instance_rid, get_world_3d()->get_scenario());
|
|
rs->instance_set_visible(static_obstacle_debug_instance_rid, is_visible_in_tree());
|
|
}
|
|
}
|
|
#endif // DEBUG_ENABLED
|