godot-module-template/engine/modules/navigation_2d/2d/godot_navigation_server_2d.cpp
2025-04-12 18:40:44 +02:00

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45 KiB
C++

/**************************************************************************/
/* godot_navigation_server_2d.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "godot_navigation_server_2d.h"
#include "core/os/mutex.h"
#include "scene/main/node.h"
#ifdef CLIPPER2_ENABLED
#include "nav_mesh_generator_2d.h"
#endif // CLIPPER2_ENABLED
#define COMMAND_1(F_NAME, T_0, D_0) \
struct MERGE(F_NAME, _command_2d) : public SetCommand2D { \
T_0 d_0; \
MERGE(F_NAME, _command_2d) \
(T_0 p_d_0) : \
d_0(p_d_0) {} \
virtual void exec(GodotNavigationServer2D *p_server) override { \
p_server->MERGE(_cmd_, F_NAME)(d_0); \
} \
}; \
void GodotNavigationServer2D::F_NAME(T_0 D_0) { \
auto cmd = memnew(MERGE(F_NAME, _command_2d)( \
D_0)); \
add_command(cmd); \
} \
void GodotNavigationServer2D::MERGE(_cmd_, F_NAME)(T_0 D_0)
#define COMMAND_2(F_NAME, T_0, D_0, T_1, D_1) \
struct MERGE(F_NAME, _command_2d) : public SetCommand2D { \
T_0 d_0; \
T_1 d_1; \
MERGE(F_NAME, _command_2d) \
( \
T_0 p_d_0, \
T_1 p_d_1) : \
d_0(p_d_0), \
d_1(p_d_1) {} \
virtual void exec(GodotNavigationServer2D *p_server) override { \
p_server->MERGE(_cmd_, F_NAME)(d_0, d_1); \
} \
}; \
void GodotNavigationServer2D::F_NAME(T_0 D_0, T_1 D_1) { \
auto cmd = memnew(MERGE(F_NAME, _command_2d)( \
D_0, \
D_1)); \
add_command(cmd); \
} \
void GodotNavigationServer2D::MERGE(_cmd_, F_NAME)(T_0 D_0, T_1 D_1)
void GodotNavigationServer2D::init() {
#ifdef CLIPPER2_ENABLED
navmesh_generator_2d = memnew(NavMeshGenerator2D);
ERR_FAIL_NULL_MSG(navmesh_generator_2d, "Failed to init NavMeshGenerator2D.");
RWLockRead read_lock(geometry_parser_rwlock);
navmesh_generator_2d->set_generator_parsers(generator_parsers);
#endif // CLIPPER2_ENABLED
// TODO
}
void GodotNavigationServer2D::sync() {
#ifdef CLIPPER2_ENABLED
if (navmesh_generator_2d) {
navmesh_generator_2d->sync();
}
#endif // CLIPPER2_ENABLED
// TODO
}
void GodotNavigationServer2D::finish() {
#ifdef CLIPPER2_ENABLED
if (navmesh_generator_2d) {
navmesh_generator_2d->finish();
memdelete(navmesh_generator_2d);
navmesh_generator_2d = nullptr;
}
#endif // CLIPPER2_ENABLED
// TODO
}
void GodotNavigationServer2D::parse_source_geometry_data(const Ref<NavigationPolygon> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData2D> &p_source_geometry_data, Node *p_root_node, const Callable &p_callback) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "The SceneTree can only be parsed on the main thread. Call this function from the main thread or use call_deferred().");
ERR_FAIL_COND_MSG(p_navigation_mesh.is_null(), "Invalid navigation polygon.");
ERR_FAIL_NULL_MSG(p_root_node, "No parsing root node specified.");
ERR_FAIL_COND_MSG(!p_root_node->is_inside_tree(), "The root node needs to be inside the SceneTree.");
#ifdef CLIPPER2_ENABLED
ERR_FAIL_NULL(NavMeshGenerator2D::get_singleton());
NavMeshGenerator2D::get_singleton()->parse_source_geometry_data(p_navigation_mesh, p_source_geometry_data, p_root_node, p_callback);
#endif // CLIPPER2_ENABLED
}
void GodotNavigationServer2D::bake_from_source_geometry_data(const Ref<NavigationPolygon> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData2D> &p_source_geometry_data, const Callable &p_callback) {
ERR_FAIL_COND_MSG(p_navigation_mesh.is_null(), "Invalid navigation polygon.");
ERR_FAIL_COND_MSG(p_source_geometry_data.is_null(), "Invalid NavigationMeshSourceGeometryData2D.");
#ifdef CLIPPER2_ENABLED
ERR_FAIL_NULL(NavMeshGenerator2D::get_singleton());
NavMeshGenerator2D::get_singleton()->bake_from_source_geometry_data(p_navigation_mesh, p_source_geometry_data, p_callback);
#endif // CLIPPER2_ENABLED
}
void GodotNavigationServer2D::bake_from_source_geometry_data_async(const Ref<NavigationPolygon> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData2D> &p_source_geometry_data, const Callable &p_callback) {
ERR_FAIL_COND_MSG(p_navigation_mesh.is_null(), "Invalid navigation mesh.");
ERR_FAIL_COND_MSG(p_source_geometry_data.is_null(), "Invalid NavigationMeshSourceGeometryData2D.");
#ifdef CLIPPER2_ENABLED
ERR_FAIL_NULL(NavMeshGenerator2D::get_singleton());
NavMeshGenerator2D::get_singleton()->bake_from_source_geometry_data_async(p_navigation_mesh, p_source_geometry_data, p_callback);
#endif // CLIPPER2_ENABLED
}
bool GodotNavigationServer2D::is_baking_navigation_polygon(Ref<NavigationPolygon> p_navigation_polygon) const {
#ifdef CLIPPER2_ENABLED
return NavMeshGenerator2D::get_singleton()->is_baking(p_navigation_polygon);
#else
return false;
#endif
}
Vector<Vector2> GodotNavigationServer2D::simplify_path(const Vector<Vector2> &p_path, real_t p_epsilon) {
if (p_path.size() <= 2) {
return p_path;
}
p_epsilon = MAX(0.0, p_epsilon);
LocalVector<Vector2> source_path;
{
source_path.resize(p_path.size());
const Vector2 *r = p_path.ptr();
for (uint32_t i = 0; i < p_path.size(); i++) {
source_path[i] = r[i];
}
}
LocalVector<uint32_t> simplified_path_indices = NavMeshQueries2D::get_simplified_path_indices(source_path, p_epsilon);
uint32_t index_count = simplified_path_indices.size();
Vector<Vector2> simplified_path;
{
simplified_path.resize(index_count);
Vector2 *w = simplified_path.ptrw();
const Vector2 *r = source_path.ptr();
for (uint32_t i = 0; i < index_count; i++) {
w[i] = r[simplified_path_indices[i]];
}
}
return simplified_path;
}
GodotNavigationServer2D::GodotNavigationServer2D() {}
GodotNavigationServer2D::~GodotNavigationServer2D() {
flush_queries();
}
void GodotNavigationServer2D::add_command(SetCommand2D *p_command) {
MutexLock lock(commands_mutex);
commands.push_back(p_command);
}
TypedArray<RID> GodotNavigationServer2D::get_maps() const {
TypedArray<RID> all_map_rids;
List<RID> maps_owned;
map_owner.get_owned_list(&maps_owned);
if (maps_owned.size()) {
for (const RID &E : maps_owned) {
all_map_rids.push_back(E);
}
}
return all_map_rids;
}
TypedArray<RID> GodotNavigationServer2D::map_get_links(RID p_map) const {
TypedArray<RID> link_rids;
const NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, link_rids);
const LocalVector<NavLink2D *> &links = map->get_links();
link_rids.resize(links.size());
for (uint32_t i = 0; i < links.size(); i++) {
link_rids[i] = links[i]->get_self();
}
return link_rids;
}
TypedArray<RID> GodotNavigationServer2D::map_get_regions(RID p_map) const {
TypedArray<RID> regions_rids;
const NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, regions_rids);
const LocalVector<NavRegion2D *> &regions = map->get_regions();
regions_rids.resize(regions.size());
for (uint32_t i = 0; i < regions.size(); i++) {
regions_rids[i] = regions[i]->get_self();
}
return regions_rids;
}
TypedArray<RID> GodotNavigationServer2D::map_get_agents(RID p_map) const {
TypedArray<RID> agents_rids;
const NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, agents_rids);
const LocalVector<NavAgent2D *> &agents = map->get_agents();
agents_rids.resize(agents.size());
for (uint32_t i = 0; i < agents.size(); i++) {
agents_rids[i] = agents[i]->get_self();
}
return agents_rids;
}
TypedArray<RID> GodotNavigationServer2D::map_get_obstacles(RID p_map) const {
TypedArray<RID> obstacles_rids;
const NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, obstacles_rids);
const LocalVector<NavObstacle2D *> obstacles = map->get_obstacles();
obstacles_rids.resize(obstacles.size());
for (uint32_t i = 0; i < obstacles.size(); i++) {
obstacles_rids[i] = obstacles[i]->get_self();
}
return obstacles_rids;
}
RID GodotNavigationServer2D::region_get_map(RID p_region) const {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, RID());
if (region->get_map()) {
return region->get_map()->get_self();
}
return RID();
}
RID GodotNavigationServer2D::agent_get_map(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, RID());
if (agent->get_map()) {
return agent->get_map()->get_self();
}
return RID();
}
RID GodotNavigationServer2D::map_create() {
MutexLock lock(operations_mutex);
RID rid = map_owner.make_rid();
NavMap2D *map = map_owner.get_or_null(rid);
map->set_self(rid);
return rid;
}
COMMAND_2(map_set_active, RID, p_map, bool, p_active) {
NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL(map);
if (p_active) {
if (!map_is_active(p_map)) {
active_maps.push_back(map);
active_maps_iteration_id.push_back(map->get_iteration_id());
}
} else {
int map_index = active_maps.find(map);
ERR_FAIL_COND(map_index < 0);
active_maps.remove_at(map_index);
active_maps_iteration_id.remove_at(map_index);
}
}
bool GodotNavigationServer2D::map_is_active(RID p_map) const {
NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, false);
return active_maps.has(map);
}
void GodotNavigationServer2D::map_force_update(RID p_map) {
NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL(map);
flush_queries();
map->sync();
}
uint32_t GodotNavigationServer2D::map_get_iteration_id(RID p_map) const {
NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, 0);
return map->get_iteration_id();
}
COMMAND_2(map_set_use_async_iterations, RID, p_map, bool, p_enabled) {
NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL(map);
map->set_use_async_iterations(p_enabled);
}
bool GodotNavigationServer2D::map_get_use_async_iterations(RID p_map) const {
const NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, false);
return map->get_use_async_iterations();
}
COMMAND_2(map_set_cell_size, RID, p_map, real_t, p_cell_size) {
NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL(map);
map->set_cell_size(p_cell_size);
}
real_t GodotNavigationServer2D::map_get_cell_size(RID p_map) const {
const NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, 0);
return map->get_cell_size();
}
COMMAND_2(map_set_use_edge_connections, RID, p_map, bool, p_enabled) {
NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL(map);
map->set_use_edge_connections(p_enabled);
}
bool GodotNavigationServer2D::map_get_use_edge_connections(RID p_map) const {
NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, false);
return map->get_use_edge_connections();
}
COMMAND_2(map_set_edge_connection_margin, RID, p_map, real_t, p_connection_margin) {
NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL(map);
map->set_edge_connection_margin(p_connection_margin);
}
real_t GodotNavigationServer2D::map_get_edge_connection_margin(RID p_map) const {
const NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, 0);
return map->get_edge_connection_margin();
}
COMMAND_2(map_set_link_connection_radius, RID, p_map, real_t, p_connection_radius) {
NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL(map);
map->set_link_connection_radius(p_connection_radius);
}
real_t GodotNavigationServer2D::map_get_link_connection_radius(RID p_map) const {
const NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, 0);
return map->get_link_connection_radius();
}
Vector<Vector2> GodotNavigationServer2D::map_get_path(RID p_map, Vector2 p_origin, Vector2 p_destination, bool p_optimize, uint32_t p_navigation_layers) {
const NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, Vector<Vector2>());
Ref<NavigationPathQueryParameters2D> query_parameters;
query_parameters.instantiate();
query_parameters->set_map(p_map);
query_parameters->set_start_position(p_origin);
query_parameters->set_target_position(p_destination);
query_parameters->set_navigation_layers(p_navigation_layers);
query_parameters->set_pathfinding_algorithm(NavigationPathQueryParameters2D::PathfindingAlgorithm::PATHFINDING_ALGORITHM_ASTAR);
query_parameters->set_path_postprocessing(NavigationPathQueryParameters2D::PathPostProcessing::PATH_POSTPROCESSING_CORRIDORFUNNEL);
if (!p_optimize) {
query_parameters->set_path_postprocessing(NavigationPathQueryParameters2D::PATH_POSTPROCESSING_EDGECENTERED);
}
Ref<NavigationPathQueryResult2D> query_result;
query_result.instantiate();
query_path(query_parameters, query_result);
return query_result->get_path();
}
Vector2 GodotNavigationServer2D::map_get_closest_point(RID p_map, const Vector2 &p_point) const {
const NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, Vector2());
return map->get_closest_point(p_point);
}
RID GodotNavigationServer2D::map_get_closest_point_owner(RID p_map, const Vector2 &p_point) const {
const NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, RID());
return map->get_closest_point_owner(p_point);
}
Vector2 GodotNavigationServer2D::map_get_random_point(RID p_map, uint32_t p_navigation_layers, bool p_uniformly) const {
const NavMap2D *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, Vector2());
return map->get_random_point(p_navigation_layers, p_uniformly);
}
RID GodotNavigationServer2D::region_create() {
MutexLock lock(operations_mutex);
RID rid = region_owner.make_rid();
NavRegion2D *reg = region_owner.get_or_null(rid);
reg->set_self(rid);
return rid;
}
COMMAND_2(region_set_enabled, RID, p_region, bool, p_enabled) {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL(region);
region->set_enabled(p_enabled);
}
bool GodotNavigationServer2D::region_get_enabled(RID p_region) const {
const NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, false);
return region->get_enabled();
}
COMMAND_2(region_set_use_edge_connections, RID, p_region, bool, p_enabled) {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL(region);
region->set_use_edge_connections(p_enabled);
}
bool GodotNavigationServer2D::region_get_use_edge_connections(RID p_region) const {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, false);
return region->get_use_edge_connections();
}
COMMAND_2(region_set_enter_cost, RID, p_region, real_t, p_enter_cost) {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL(region);
ERR_FAIL_COND(p_enter_cost < 0.0);
region->set_enter_cost(p_enter_cost);
}
real_t GodotNavigationServer2D::region_get_enter_cost(RID p_region) const {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, 0);
return region->get_enter_cost();
}
COMMAND_2(region_set_travel_cost, RID, p_region, real_t, p_travel_cost) {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL(region);
ERR_FAIL_COND(p_travel_cost < 0.0);
region->set_travel_cost(p_travel_cost);
}
real_t GodotNavigationServer2D::region_get_travel_cost(RID p_region) const {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, 0);
return region->get_travel_cost();
}
COMMAND_2(region_set_owner_id, RID, p_region, ObjectID, p_owner_id) {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL(region);
region->set_owner_id(p_owner_id);
}
ObjectID GodotNavigationServer2D::region_get_owner_id(RID p_region) const {
const NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, ObjectID());
return region->get_owner_id();
}
bool GodotNavigationServer2D::region_owns_point(RID p_region, const Vector2 &p_point) const {
const NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, false);
if (region->get_map()) {
RID closest_point_owner = map_get_closest_point_owner(region->get_map()->get_self(), p_point);
return closest_point_owner == region->get_self();
}
return false;
}
COMMAND_2(region_set_map, RID, p_region, RID, p_map) {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL(region);
NavMap2D *map = map_owner.get_or_null(p_map);
region->set_map(map);
}
COMMAND_2(region_set_navigation_layers, RID, p_region, uint32_t, p_navigation_layers) {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL(region);
region->set_navigation_layers(p_navigation_layers);
}
uint32_t GodotNavigationServer2D::region_get_navigation_layers(RID p_region) const {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, 0);
return region->get_navigation_layers();
}
COMMAND_2(region_set_transform, RID, p_region, Transform2D, p_transform) {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL(region);
region->set_transform(p_transform);
}
Transform2D GodotNavigationServer2D::region_get_transform(RID p_region) const {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, Transform2D());
return region->get_transform();
}
void GodotNavigationServer2D::region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon) {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL(region);
region->set_navigation_polygon(p_navigation_polygon);
}
int GodotNavigationServer2D::region_get_connections_count(RID p_region) const {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, 0);
NavMap2D *map = region->get_map();
if (map) {
return map->get_region_connections_count(region);
}
return 0;
}
Vector2 GodotNavigationServer2D::region_get_connection_pathway_start(RID p_region, int p_connection_id) const {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, Vector2());
NavMap2D *map = region->get_map();
if (map) {
return map->get_region_connection_pathway_start(region, p_connection_id);
}
return Vector2();
}
Vector2 GodotNavigationServer2D::region_get_connection_pathway_end(RID p_region, int p_connection_id) const {
NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, Vector2());
NavMap2D *map = region->get_map();
if (map) {
return map->get_region_connection_pathway_end(region, p_connection_id);
}
return Vector2();
}
Vector2 GodotNavigationServer2D::region_get_closest_point(RID p_region, const Vector2 &p_point) const {
const NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, Vector2());
return region->get_closest_point_info(p_point).point;
}
Vector2 GodotNavigationServer2D::region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const {
const NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, Vector2());
return region->get_random_point(p_navigation_layers, p_uniformly);
}
Rect2 GodotNavigationServer2D::region_get_bounds(RID p_region) const {
const NavRegion2D *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, Rect2());
return region->get_bounds();
}
RID GodotNavigationServer2D::link_create() {
MutexLock lock(operations_mutex);
RID rid = link_owner.make_rid();
NavLink2D *link = link_owner.get_or_null(rid);
link->set_self(rid);
return rid;
}
COMMAND_2(link_set_map, RID, p_link, RID, p_map) {
NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL(link);
NavMap2D *map = map_owner.get_or_null(p_map);
link->set_map(map);
}
RID GodotNavigationServer2D::link_get_map(const RID p_link) const {
const NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL_V(link, RID());
if (link->get_map()) {
return link->get_map()->get_self();
}
return RID();
}
COMMAND_2(link_set_enabled, RID, p_link, bool, p_enabled) {
NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL(link);
link->set_enabled(p_enabled);
}
bool GodotNavigationServer2D::link_get_enabled(RID p_link) const {
const NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL_V(link, false);
return link->get_enabled();
}
COMMAND_2(link_set_bidirectional, RID, p_link, bool, p_bidirectional) {
NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL(link);
link->set_bidirectional(p_bidirectional);
}
bool GodotNavigationServer2D::link_is_bidirectional(RID p_link) const {
const NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL_V(link, false);
return link->is_bidirectional();
}
COMMAND_2(link_set_navigation_layers, RID, p_link, uint32_t, p_navigation_layers) {
NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL(link);
link->set_navigation_layers(p_navigation_layers);
}
uint32_t GodotNavigationServer2D::link_get_navigation_layers(const RID p_link) const {
const NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL_V(link, 0);
return link->get_navigation_layers();
}
COMMAND_2(link_set_start_position, RID, p_link, Vector2, p_position) {
NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL(link);
link->set_start_position(p_position);
}
Vector2 GodotNavigationServer2D::link_get_start_position(RID p_link) const {
const NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL_V(link, Vector2());
return link->get_start_position();
}
COMMAND_2(link_set_end_position, RID, p_link, Vector2, p_position) {
NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL(link);
link->set_end_position(p_position);
}
Vector2 GodotNavigationServer2D::link_get_end_position(RID p_link) const {
const NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL_V(link, Vector2());
return link->get_end_position();
}
COMMAND_2(link_set_enter_cost, RID, p_link, real_t, p_enter_cost) {
NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL(link);
link->set_enter_cost(p_enter_cost);
}
real_t GodotNavigationServer2D::link_get_enter_cost(const RID p_link) const {
const NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL_V(link, 0);
return link->get_enter_cost();
}
COMMAND_2(link_set_travel_cost, RID, p_link, real_t, p_travel_cost) {
NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL(link);
link->set_travel_cost(p_travel_cost);
}
real_t GodotNavigationServer2D::link_get_travel_cost(const RID p_link) const {
const NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL_V(link, 0);
return link->get_travel_cost();
}
COMMAND_2(link_set_owner_id, RID, p_link, ObjectID, p_owner_id) {
NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL(link);
link->set_owner_id(p_owner_id);
}
ObjectID GodotNavigationServer2D::link_get_owner_id(RID p_link) const {
const NavLink2D *link = link_owner.get_or_null(p_link);
ERR_FAIL_NULL_V(link, ObjectID());
return link->get_owner_id();
}
RID GodotNavigationServer2D::agent_create() {
MutexLock lock(operations_mutex);
RID rid = agent_owner.make_rid();
NavAgent2D *agent = agent_owner.get_or_null(rid);
agent->set_self(rid);
return rid;
}
COMMAND_2(agent_set_avoidance_enabled, RID, p_agent, bool, p_enabled) {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_avoidance_enabled(p_enabled);
}
bool GodotNavigationServer2D::agent_get_avoidance_enabled(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, false);
return agent->is_avoidance_enabled();
}
COMMAND_2(agent_set_map, RID, p_agent, RID, p_map) {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
NavMap2D *map = map_owner.get_or_null(p_map);
agent->set_map(map);
}
COMMAND_2(agent_set_neighbor_distance, RID, p_agent, real_t, p_distance) {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_neighbor_distance(p_distance);
}
real_t GodotNavigationServer2D::agent_get_neighbor_distance(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_neighbor_distance();
}
COMMAND_2(agent_set_max_neighbors, RID, p_agent, int, p_count) {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_max_neighbors(p_count);
}
int GodotNavigationServer2D::agent_get_max_neighbors(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_max_neighbors();
}
COMMAND_2(agent_set_time_horizon_agents, RID, p_agent, real_t, p_time_horizon) {
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizon must be positive.");
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_time_horizon_agents(p_time_horizon);
}
real_t GodotNavigationServer2D::agent_get_time_horizon_agents(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_time_horizon_agents();
}
COMMAND_2(agent_set_time_horizon_obstacles, RID, p_agent, real_t, p_time_horizon) {
ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizon must be positive.");
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_time_horizon_obstacles(p_time_horizon);
}
real_t GodotNavigationServer2D::agent_get_time_horizon_obstacles(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_time_horizon_obstacles();
}
COMMAND_2(agent_set_radius, RID, p_agent, real_t, p_radius) {
ERR_FAIL_COND_MSG(p_radius < 0.0, "Radius must be positive.");
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_radius(p_radius);
}
real_t GodotNavigationServer2D::agent_get_radius(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_radius();
}
COMMAND_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed) {
ERR_FAIL_COND_MSG(p_max_speed < 0.0, "Max speed must be positive.");
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_max_speed(p_max_speed);
}
real_t GodotNavigationServer2D::agent_get_max_speed(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_max_speed();
}
COMMAND_2(agent_set_velocity_forced, RID, p_agent, Vector2, p_velocity) {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_velocity_forced(p_velocity);
}
COMMAND_2(agent_set_velocity, RID, p_agent, Vector2, p_velocity) {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_velocity(p_velocity);
}
Vector2 GodotNavigationServer2D::agent_get_velocity(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, Vector2());
return agent->get_velocity();
}
COMMAND_2(agent_set_position, RID, p_agent, Vector2, p_position) {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_position(p_position);
}
Vector2 GodotNavigationServer2D::agent_get_position(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, Vector2());
return agent->get_position();
}
bool GodotNavigationServer2D::agent_is_map_changed(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, false);
return agent->is_map_changed();
}
COMMAND_2(agent_set_avoidance_callback, RID, p_agent, Callable, p_callback) {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_avoidance_callback(p_callback);
if (agent->get_map()) {
if (p_callback.is_valid()) {
agent->get_map()->set_agent_as_controlled(agent);
} else {
agent->get_map()->remove_agent_as_controlled(agent);
}
}
}
bool GodotNavigationServer2D::agent_has_avoidance_callback(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, false);
return agent->has_avoidance_callback();
}
COMMAND_2(agent_set_avoidance_layers, RID, p_agent, uint32_t, p_layers) {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_avoidance_layers(p_layers);
}
uint32_t GodotNavigationServer2D::agent_get_avoidance_layers(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_avoidance_layers();
}
COMMAND_2(agent_set_avoidance_mask, RID, p_agent, uint32_t, p_mask) {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_avoidance_mask(p_mask);
}
uint32_t GodotNavigationServer2D::agent_get_avoidance_mask(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_avoidance_mask();
}
COMMAND_2(agent_set_avoidance_priority, RID, p_agent, real_t, p_priority) {
ERR_FAIL_COND_MSG(p_priority < 0.0, "Avoidance priority must be between 0.0 and 1.0 inclusive.");
ERR_FAIL_COND_MSG(p_priority > 1.0, "Avoidance priority must be between 0.0 and 1.0 inclusive.");
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_avoidance_priority(p_priority);
}
real_t GodotNavigationServer2D::agent_get_avoidance_priority(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, 0);
return agent->get_avoidance_priority();
}
COMMAND_2(agent_set_paused, RID, p_agent, bool, p_paused) {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL(agent);
agent->set_paused(p_paused);
}
bool GodotNavigationServer2D::agent_get_paused(RID p_agent) const {
NavAgent2D *agent = agent_owner.get_or_null(p_agent);
ERR_FAIL_NULL_V(agent, false);
return agent->get_paused();
}
RID GodotNavigationServer2D::obstacle_create() {
MutexLock lock(operations_mutex);
RID rid = obstacle_owner.make_rid();
NavObstacle2D *obstacle = obstacle_owner.get_or_null(rid);
obstacle->set_self(rid);
RID agent_rid = agent_owner.make_rid();
NavAgent2D *agent = agent_owner.get_or_null(agent_rid);
agent->set_self(agent_rid);
obstacle->set_agent(agent);
return rid;
}
COMMAND_2(obstacle_set_avoidance_enabled, RID, p_obstacle, bool, p_enabled) {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
obstacle->set_avoidance_enabled(p_enabled);
}
bool GodotNavigationServer2D::obstacle_get_avoidance_enabled(RID p_obstacle) const {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, false);
return obstacle->is_avoidance_enabled();
}
COMMAND_2(obstacle_set_map, RID, p_obstacle, RID, p_map) {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
NavMap2D *map = map_owner.get_or_null(p_map);
obstacle->set_map(map);
}
RID GodotNavigationServer2D::obstacle_get_map(RID p_obstacle) const {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, RID());
if (obstacle->get_map()) {
return obstacle->get_map()->get_self();
}
return RID();
}
COMMAND_2(obstacle_set_paused, RID, p_obstacle, bool, p_paused) {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
obstacle->set_paused(p_paused);
}
bool GodotNavigationServer2D::obstacle_get_paused(RID p_obstacle) const {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, false);
return obstacle->get_paused();
}
COMMAND_2(obstacle_set_radius, RID, p_obstacle, real_t, p_radius) {
ERR_FAIL_COND_MSG(p_radius < 0.0, "Radius must be positive.");
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
obstacle->set_radius(p_radius);
}
real_t GodotNavigationServer2D::obstacle_get_radius(RID p_obstacle) const {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, 0);
return obstacle->get_radius();
}
COMMAND_2(obstacle_set_velocity, RID, p_obstacle, Vector2, p_velocity) {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
obstacle->set_velocity(p_velocity);
}
Vector2 GodotNavigationServer2D::obstacle_get_velocity(RID p_obstacle) const {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, Vector2());
return obstacle->get_velocity();
}
COMMAND_2(obstacle_set_position, RID, p_obstacle, Vector2, p_position) {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
obstacle->set_position(p_position);
}
Vector2 GodotNavigationServer2D::obstacle_get_position(RID p_obstacle) const {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, Vector2());
return obstacle->get_position();
}
COMMAND_2(obstacle_set_avoidance_layers, RID, p_obstacle, uint32_t, p_layers) {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
obstacle->set_avoidance_layers(p_layers);
}
uint32_t GodotNavigationServer2D::obstacle_get_avoidance_layers(RID p_obstacle) const {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, 0);
return obstacle->get_avoidance_layers();
}
void GodotNavigationServer2D::obstacle_set_vertices(RID p_obstacle, const Vector<Vector2> &p_vertices) {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL(obstacle);
obstacle->set_vertices(p_vertices);
}
Vector<Vector2> GodotNavigationServer2D::obstacle_get_vertices(RID p_obstacle) const {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_obstacle);
ERR_FAIL_NULL_V(obstacle, Vector<Vector2>());
return obstacle->get_vertices();
}
void GodotNavigationServer2D::flush_queries() {
MutexLock lock(commands_mutex);
MutexLock lock2(operations_mutex);
for (SetCommand2D *command : commands) {
command->exec(this);
memdelete(command);
}
commands.clear();
}
COMMAND_1(free, RID, p_object) {
if (geometry_parser_owner.owns(p_object)) {
RWLockWrite write_lock(geometry_parser_rwlock);
NavMeshGeometryParser2D *parser = geometry_parser_owner.get_or_null(p_object);
ERR_FAIL_NULL(parser);
generator_parsers.erase(parser);
#ifndef CLIPPER2_ENABLED
NavMeshGenerator2D::get_singleton()->set_generator_parsers(generator_parsers);
#endif
geometry_parser_owner.free(parser->self);
return;
}
if (map_owner.owns(p_object)) {
NavMap2D *map = map_owner.get_or_null(p_object);
// Removes any assigned region.
for (NavRegion2D *region : map->get_regions()) {
map->remove_region(region);
region->set_map(nullptr);
}
// Removes any assigned links.
for (NavLink2D *link : map->get_links()) {
map->remove_link(link);
link->set_map(nullptr);
}
// Remove any assigned agent.
for (NavAgent2D *agent : map->get_agents()) {
map->remove_agent(agent);
agent->set_map(nullptr);
}
// Remove any assigned obstacles.
for (NavObstacle2D *obstacle : map->get_obstacles()) {
map->remove_obstacle(obstacle);
obstacle->set_map(nullptr);
}
int map_index = active_maps.find(map);
if (map_index >= 0) {
active_maps.remove_at(map_index);
active_maps_iteration_id.remove_at(map_index);
}
map_owner.free(p_object);
} else if (region_owner.owns(p_object)) {
NavRegion2D *region = region_owner.get_or_null(p_object);
// Removes this region from the map if assigned.
if (region->get_map() != nullptr) {
region->get_map()->remove_region(region);
region->set_map(nullptr);
}
region_owner.free(p_object);
} else if (link_owner.owns(p_object)) {
NavLink2D *link = link_owner.get_or_null(p_object);
// Removes this link from the map if assigned.
if (link->get_map() != nullptr) {
link->get_map()->remove_link(link);
link->set_map(nullptr);
}
link_owner.free(p_object);
} else if (agent_owner.owns(p_object)) {
internal_free_agent(p_object);
} else if (obstacle_owner.owns(p_object)) {
internal_free_obstacle(p_object);
} else {
ERR_PRINT("Attempted to free a NavigationServer RID that did not exist (or was already freed).");
}
}
void GodotNavigationServer2D::internal_free_agent(RID p_object) {
NavAgent2D *agent = agent_owner.get_or_null(p_object);
if (agent) {
if (agent->get_map() != nullptr) {
agent->get_map()->remove_agent(agent);
agent->set_map(nullptr);
}
agent_owner.free(p_object);
}
}
void GodotNavigationServer2D::internal_free_obstacle(RID p_object) {
NavObstacle2D *obstacle = obstacle_owner.get_or_null(p_object);
if (obstacle) {
NavAgent2D *obstacle_agent = obstacle->get_agent();
if (obstacle_agent) {
RID _agent_rid = obstacle_agent->get_self();
internal_free_agent(_agent_rid);
obstacle->set_agent(nullptr);
}
if (obstacle->get_map() != nullptr) {
obstacle->get_map()->remove_obstacle(obstacle);
obstacle->set_map(nullptr);
}
obstacle_owner.free(p_object);
}
}
void GodotNavigationServer2D::process(double p_delta_time) {
// Called for each main loop iteration AFTER node and user script process() and BEFORE RenderingServer sync.
// Will run reliably every rendered frame independent of the physics tick rate.
// Use for things that (only) need to update once per main loop iteration and rendered frame or is visible to the user.
// E.g. (final) sync of objects for this main loop iteration, updating rendered debug visuals, updating debug statistics, ...
}
void GodotNavigationServer2D::physics_process(double p_delta_time) {
// Called for each physics process step AFTER node and user script physics_process() and BEFORE PhysicsServer sync.
// Will NOT run reliably every rendered frame. If there is no physics step this function will not run.
// Use for physics or step depending calculations and updates where the result affects the next step calculation.
// E.g. anything physics sync related, avoidance simulations, physics space state queries, ...
// If physics process needs to play catchup this function will be called multiple times per frame so it should not hold
// costly updates that are not important outside the stepped calculations to avoid causing a physics performance death spiral.
flush_queries();
if (!active) {
return;
}
int _new_pm_region_count = 0;
int _new_pm_agent_count = 0;
int _new_pm_link_count = 0;
int _new_pm_polygon_count = 0;
int _new_pm_edge_count = 0;
int _new_pm_edge_merge_count = 0;
int _new_pm_edge_connection_count = 0;
int _new_pm_edge_free_count = 0;
int _new_pm_obstacle_count = 0;
// In c++ we can't be sure that this is performed in the main thread
// even with mutable functions.
MutexLock lock(operations_mutex);
for (uint32_t i(0); i < active_maps.size(); i++) {
active_maps[i]->sync();
active_maps[i]->step(p_delta_time);
active_maps[i]->dispatch_callbacks();
_new_pm_region_count += active_maps[i]->get_pm_region_count();
_new_pm_agent_count += active_maps[i]->get_pm_agent_count();
_new_pm_link_count += active_maps[i]->get_pm_link_count();
_new_pm_polygon_count += active_maps[i]->get_pm_polygon_count();
_new_pm_edge_count += active_maps[i]->get_pm_edge_count();
_new_pm_edge_merge_count += active_maps[i]->get_pm_edge_merge_count();
_new_pm_edge_connection_count += active_maps[i]->get_pm_edge_connection_count();
_new_pm_edge_free_count += active_maps[i]->get_pm_edge_free_count();
_new_pm_obstacle_count += active_maps[i]->get_pm_obstacle_count();
// Emit a signal if a map changed.
const uint32_t new_map_iteration_id = active_maps[i]->get_iteration_id();
if (new_map_iteration_id != active_maps_iteration_id[i]) {
emit_signal(SNAME("map_changed"), active_maps[i]->get_self());
active_maps_iteration_id[i] = new_map_iteration_id;
}
}
pm_region_count = _new_pm_region_count;
pm_agent_count = _new_pm_agent_count;
pm_link_count = _new_pm_link_count;
pm_polygon_count = _new_pm_polygon_count;
pm_edge_count = _new_pm_edge_count;
pm_edge_merge_count = _new_pm_edge_merge_count;
pm_edge_connection_count = _new_pm_edge_connection_count;
pm_edge_free_count = _new_pm_edge_free_count;
pm_obstacle_count = _new_pm_obstacle_count;
}
void GodotNavigationServer2D::set_active(bool p_active) {
MutexLock lock(operations_mutex);
active = p_active;
}
void GodotNavigationServer2D::query_path(const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result, const Callable &p_callback) {
ERR_FAIL_COND(p_query_parameters.is_null());
ERR_FAIL_COND(p_query_result.is_null());
NavMap2D *map = map_owner.get_or_null(p_query_parameters->get_map());
ERR_FAIL_NULL(map);
NavMeshQueries2D::map_query_path(map, p_query_parameters, p_query_result, p_callback);
}
RID GodotNavigationServer2D::source_geometry_parser_create() {
RWLockWrite write_lock(geometry_parser_rwlock);
RID rid = geometry_parser_owner.make_rid();
NavMeshGeometryParser2D *parser = geometry_parser_owner.get_or_null(rid);
parser->self = rid;
generator_parsers.push_back(parser);
#ifdef CLIPPER2_ENABLED
NavMeshGenerator2D::get_singleton()->set_generator_parsers(generator_parsers);
#endif
return rid;
}
void GodotNavigationServer2D::source_geometry_parser_set_callback(RID p_parser, const Callable &p_callback) {
RWLockWrite write_lock(geometry_parser_rwlock);
NavMeshGeometryParser2D *parser = geometry_parser_owner.get_or_null(p_parser);
ERR_FAIL_NULL(parser);
parser->callback = p_callback;
}
int GodotNavigationServer2D::get_process_info(ProcessInfo p_info) const {
switch (p_info) {
case INFO_ACTIVE_MAPS: {
return active_maps.size();
} break;
case INFO_REGION_COUNT: {
return pm_region_count;
} break;
case INFO_AGENT_COUNT: {
return pm_agent_count;
} break;
case INFO_LINK_COUNT: {
return pm_link_count;
} break;
case INFO_POLYGON_COUNT: {
return pm_polygon_count;
} break;
case INFO_EDGE_COUNT: {
return pm_edge_count;
} break;
case INFO_EDGE_MERGE_COUNT: {
return pm_edge_merge_count;
} break;
case INFO_EDGE_CONNECTION_COUNT: {
return pm_edge_connection_count;
} break;
case INFO_EDGE_FREE_COUNT: {
return pm_edge_free_count;
} break;
case INFO_OBSTACLE_COUNT: {
return pm_obstacle_count;
} break;
}
return 0;
}
#undef COMMAND_1
#undef COMMAND_2