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/**************************************************************************/
/* 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"
#ifdef CLIPPER2_ENABLED
#include "nav_mesh_generator_2d.h"
#endif // CLIPPER2_ENABLED
#include "servers/navigation_server_3d.h"
#define FORWARD_0(FUNC_NAME) \
GodotNavigationServer2D::FUNC_NAME() { \
return NavigationServer3D::get_singleton()->FUNC_NAME(); \
}
#define FORWARD_0_C(FUNC_NAME) \
GodotNavigationServer2D::FUNC_NAME() \
const { \
return NavigationServer3D::get_singleton()->FUNC_NAME(); \
}
#define FORWARD_1(FUNC_NAME, T_0, D_0, CONV_0) \
GodotNavigationServer2D::FUNC_NAME(T_0 D_0) { \
return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0)); \
}
#define FORWARD_1_C(FUNC_NAME, T_0, D_0, CONV_0) \
GodotNavigationServer2D::FUNC_NAME(T_0 D_0) \
const { \
return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0)); \
}
#define FORWARD_1_R_C(CONV_R, FUNC_NAME, T_0, D_0, CONV_0) \
GodotNavigationServer2D::FUNC_NAME(T_0 D_0) \
const { \
return CONV_R(NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0))); \
}
#define FORWARD_2(FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) \
GodotNavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1) { \
return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1)); \
}
#define FORWARD_2_C(FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) \
GodotNavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1) \
const { \
return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1)); \
}
#define FORWARD_2_R_C(CONV_R, FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) \
GodotNavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1) \
const { \
return CONV_R(NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1))); \
}
static RID rid_to_rid(const RID d) {
return d;
}
static bool bool_to_bool(const bool d) {
return d;
}
static int int_to_int(const int d) {
return d;
}
static uint32_t uint32_to_uint32(const uint32_t d) {
return d;
}
static real_t real_to_real(const real_t d) {
return d;
}
static Vector3 v2_to_v3(const Vector2 d) {
return Vector3(d.x, 0.0, d.y);
}
static Vector2 v3_to_v2(const Vector3 &d) {
return Vector2(d.x, d.z);
}
static Vector<Vector3> vector_v2_to_v3(const Vector<Vector2> &d) {
Vector<Vector3> nd;
nd.resize(d.size());
for (int i(0); i < nd.size(); i++) {
nd.write[i] = v2_to_v3(d[i]);
}
return nd;
}
static Vector<Vector2> vector_v3_to_v2(const Vector<Vector3> &d) {
Vector<Vector2> nd;
nd.resize(d.size());
for (int i(0); i < nd.size(); i++) {
nd.write[i] = v3_to_v2(d[i]);
}
return nd;
}
static Transform3D trf2_to_trf3(const Transform2D &d) {
Vector3 o(v2_to_v3(d.get_origin()));
Basis b;
b.rotate(Vector3(0, -1, 0), d.get_rotation());
b.scale(v2_to_v3(d.get_scale()));
return Transform3D(b, o);
}
static Transform2D trf3_to_trf2(const Transform3D &d) {
Vector3 o = d.get_origin();
Vector3 nx = d.xform(Vector3(1, 0, 0)) - o;
Vector3 nz = d.xform(Vector3(0, 0, 1)) - o;
return Transform2D(nx.x, nx.z, nz.x, nz.z, o.x, o.z);
}
static ObjectID id_to_id(const ObjectID &id) {
return id;
}
static Callable callable_to_callable(const Callable &c) {
return c;
}
static Ref<NavigationMesh> poly_to_mesh(Ref<NavigationPolygon> d) {
if (d.is_valid()) {
return d->get_navigation_mesh();
} else {
return Ref<NavigationMesh>();
}
}
static Rect2 aabb_to_rect2(AABB aabb) {
Rect2 rect2;
rect2.position = Vector2(aabb.position.x, aabb.position.z);
rect2.size = Vector2(aabb.size.x, aabb.size.z);
return rect2;
}
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
}
void GodotNavigationServer2D::sync() {
#ifdef CLIPPER2_ENABLED
if (navmesh_generator_2d) {
navmesh_generator_2d->sync();
}
#endif // CLIPPER2_ENABLED
}
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
}
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) {
return vector_v3_to_v2(NavigationServer3D::get_singleton()->simplify_path(vector_v2_to_v3(p_path), p_epsilon));
}
GodotNavigationServer2D::GodotNavigationServer2D() {}
GodotNavigationServer2D::~GodotNavigationServer2D() {}
TypedArray<RID> FORWARD_0_C(get_maps);
TypedArray<RID> FORWARD_1_C(map_get_links, RID, p_map, rid_to_rid);
TypedArray<RID> FORWARD_1_C(map_get_regions, RID, p_map, rid_to_rid);
TypedArray<RID> FORWARD_1_C(map_get_agents, RID, p_map, rid_to_rid);
TypedArray<RID> FORWARD_1_C(map_get_obstacles, RID, p_map, rid_to_rid);
RID FORWARD_1_C(region_get_map, RID, p_region, rid_to_rid);
RID FORWARD_1_C(agent_get_map, RID, p_agent, rid_to_rid);
RID FORWARD_0(map_create);
void FORWARD_2(map_set_active, RID, p_map, bool, p_active, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(map_is_active, RID, p_map, rid_to_rid);
void GodotNavigationServer2D::map_force_update(RID p_map) {
NavigationServer3D::get_singleton()->map_force_update(p_map);
}
uint32_t GodotNavigationServer2D::map_get_iteration_id(RID p_map) const {
return NavigationServer3D::get_singleton()->map_get_iteration_id(p_map);
}
void GodotNavigationServer2D::map_set_use_async_iterations(RID p_map, bool p_enabled) {
return NavigationServer3D::get_singleton()->map_set_use_async_iterations(p_map, p_enabled);
}
bool GodotNavigationServer2D::map_get_use_async_iterations(RID p_map) const {
return NavigationServer3D::get_singleton()->map_get_use_async_iterations(p_map);
}
void FORWARD_2(map_set_cell_size, RID, p_map, real_t, p_cell_size, rid_to_rid, real_to_real);
real_t FORWARD_1_C(map_get_cell_size, RID, p_map, rid_to_rid);
void FORWARD_2(map_set_use_edge_connections, RID, p_map, bool, p_enabled, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(map_get_use_edge_connections, RID, p_map, rid_to_rid);
void FORWARD_2(map_set_edge_connection_margin, RID, p_map, real_t, p_connection_margin, rid_to_rid, real_to_real);
real_t FORWARD_1_C(map_get_edge_connection_margin, RID, p_map, rid_to_rid);
void FORWARD_2(map_set_link_connection_radius, RID, p_map, real_t, p_connection_radius, rid_to_rid, real_to_real);
real_t FORWARD_1_C(map_get_link_connection_radius, RID, p_map, rid_to_rid);
Vector<Vector2> GodotNavigationServer2D::map_get_path(RID p_map, Vector2 p_origin, Vector2 p_destination, bool p_optimize, uint32_t p_navigation_layers) {
return vector_v3_to_v2(NavigationServer3D::get_singleton()->map_get_path(p_map, v2_to_v3(p_origin), v2_to_v3(p_destination), p_optimize, p_navigation_layers));
}
Vector2 FORWARD_2_R_C(v3_to_v2, map_get_closest_point, RID, p_map, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
RID FORWARD_2_C(map_get_closest_point_owner, RID, p_map, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::map_get_random_point(RID p_map, uint32_t p_naviation_layers, bool p_uniformly) const {
Vector3 result = NavigationServer3D::get_singleton()->map_get_random_point(p_map, p_naviation_layers, p_uniformly);
return v3_to_v2(result);
}
RID FORWARD_0(region_create);
void FORWARD_2(region_set_enabled, RID, p_region, bool, p_enabled, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(region_get_enabled, RID, p_region, rid_to_rid);
void FORWARD_2(region_set_use_edge_connections, RID, p_region, bool, p_enabled, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(region_get_use_edge_connections, RID, p_region, rid_to_rid);
void FORWARD_2(region_set_enter_cost, RID, p_region, real_t, p_enter_cost, rid_to_rid, real_to_real);
real_t FORWARD_1_C(region_get_enter_cost, RID, p_region, rid_to_rid);
void FORWARD_2(region_set_travel_cost, RID, p_region, real_t, p_travel_cost, rid_to_rid, real_to_real);
real_t FORWARD_1_C(region_get_travel_cost, RID, p_region, rid_to_rid);
void FORWARD_2(region_set_owner_id, RID, p_region, ObjectID, p_owner_id, rid_to_rid, id_to_id);
ObjectID FORWARD_1_C(region_get_owner_id, RID, p_region, rid_to_rid);
bool FORWARD_2_C(region_owns_point, RID, p_region, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
void FORWARD_2(region_set_map, RID, p_region, RID, p_map, rid_to_rid, rid_to_rid);
void FORWARD_2(region_set_navigation_layers, RID, p_region, uint32_t, p_navigation_layers, rid_to_rid, uint32_to_uint32);
uint32_t FORWARD_1_C(region_get_navigation_layers, RID, p_region, rid_to_rid);
void FORWARD_2(region_set_transform, RID, p_region, Transform2D, p_transform, rid_to_rid, trf2_to_trf3);
Transform2D GodotNavigationServer2D::region_get_transform(RID p_region) const {
return trf3_to_trf2(NavigationServer3D::get_singleton()->region_get_transform(p_region));
}
void GodotNavigationServer2D::region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon) {
NavigationServer3D::get_singleton()->region_set_navigation_mesh(p_region, poly_to_mesh(p_navigation_polygon));
}
int FORWARD_1_C(region_get_connections_count, RID, p_region, rid_to_rid);
Vector2 FORWARD_2_R_C(v3_to_v2, region_get_connection_pathway_start, RID, p_region, int, p_connection_id, rid_to_rid, int_to_int);
Vector2 FORWARD_2_R_C(v3_to_v2, region_get_connection_pathway_end, RID, p_region, int, p_connection_id, rid_to_rid, int_to_int);
Vector2 GodotNavigationServer2D::region_get_closest_point(RID p_region, const Vector2 &p_point) const {
Vector3 result = NavigationServer3D::get_singleton()->region_get_closest_point(p_region, v2_to_v3(p_point));
return v3_to_v2(result);
}
Vector2 GodotNavigationServer2D::region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const {
Vector3 result = NavigationServer3D::get_singleton()->region_get_random_point(p_region, p_navigation_layers, p_uniformly);
return v3_to_v2(result);
}
Rect2 GodotNavigationServer2D::region_get_bounds(RID p_region) const {
AABB bounds = NavigationServer3D::get_singleton()->region_get_bounds(p_region);
return aabb_to_rect2(bounds);
}
RID FORWARD_0(link_create);
void FORWARD_2(link_set_map, RID, p_link, RID, p_map, rid_to_rid, rid_to_rid);
RID FORWARD_1_C(link_get_map, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_enabled, RID, p_link, bool, p_enabled, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(link_get_enabled, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_bidirectional, RID, p_link, bool, p_bidirectional, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(link_is_bidirectional, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_navigation_layers, RID, p_link, uint32_t, p_navigation_layers, rid_to_rid, uint32_to_uint32);
uint32_t FORWARD_1_C(link_get_navigation_layers, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_start_position, RID, p_link, Vector2, p_position, rid_to_rid, v2_to_v3);
Vector2 FORWARD_1_R_C(v3_to_v2, link_get_start_position, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_end_position, RID, p_link, Vector2, p_position, rid_to_rid, v2_to_v3);
Vector2 FORWARD_1_R_C(v3_to_v2, link_get_end_position, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_enter_cost, RID, p_link, real_t, p_enter_cost, rid_to_rid, real_to_real);
real_t FORWARD_1_C(link_get_enter_cost, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_travel_cost, RID, p_link, real_t, p_travel_cost, rid_to_rid, real_to_real);
real_t FORWARD_1_C(link_get_travel_cost, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_owner_id, RID, p_link, ObjectID, p_owner_id, rid_to_rid, id_to_id);
ObjectID FORWARD_1_C(link_get_owner_id, RID, p_link, rid_to_rid);
RID GodotNavigationServer2D::agent_create() {
RID agent = NavigationServer3D::get_singleton()->agent_create();
return agent;
}
void FORWARD_2(agent_set_avoidance_enabled, RID, p_agent, bool, p_enabled, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(agent_get_avoidance_enabled, RID, p_agent, rid_to_rid);
void FORWARD_2(agent_set_map, RID, p_agent, RID, p_map, rid_to_rid, rid_to_rid);
void FORWARD_2(agent_set_neighbor_distance, RID, p_agent, real_t, p_dist, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_neighbor_distance(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_neighbor_distance(p_agent);
}
void FORWARD_2(agent_set_max_neighbors, RID, p_agent, int, p_count, rid_to_rid, int_to_int);
int GodotNavigationServer2D::agent_get_max_neighbors(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_max_neighbors(p_agent);
}
void FORWARD_2(agent_set_time_horizon_agents, RID, p_agent, real_t, p_time_horizon, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_time_horizon_agents(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_time_horizon_agents(p_agent);
}
void FORWARD_2(agent_set_time_horizon_obstacles, RID, p_agent, real_t, p_time_horizon, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_time_horizon_obstacles(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_time_horizon_obstacles(p_agent);
}
void FORWARD_2(agent_set_radius, RID, p_agent, real_t, p_radius, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_radius(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_radius(p_agent);
}
void FORWARD_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_max_speed(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_max_speed(p_agent);
}
void FORWARD_2(agent_set_velocity_forced, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3);
void FORWARD_2(agent_set_velocity, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::agent_get_velocity(RID p_agent) const {
return v3_to_v2(NavigationServer3D::get_singleton()->agent_get_velocity(p_agent));
}
void FORWARD_2(agent_set_position, RID, p_agent, Vector2, p_position, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::agent_get_position(RID p_agent) const {
return v3_to_v2(NavigationServer3D::get_singleton()->agent_get_position(p_agent));
}
bool FORWARD_1_C(agent_is_map_changed, RID, p_agent, rid_to_rid);
void FORWARD_2(agent_set_paused, RID, p_agent, bool, p_paused, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(agent_get_paused, RID, p_agent, rid_to_rid);
void GodotNavigationServer2D::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;
}
NavigationServer3D::get_singleton()->free(p_object);
}
void FORWARD_2(agent_set_avoidance_callback, RID, p_agent, Callable, p_callback, rid_to_rid, callable_to_callable);
bool GodotNavigationServer2D::agent_has_avoidance_callback(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_has_avoidance_callback(p_agent);
}
void FORWARD_2(agent_set_avoidance_layers, RID, p_agent, uint32_t, p_layers, rid_to_rid, uint32_to_uint32);
uint32_t GodotNavigationServer2D::agent_get_avoidance_layers(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_avoidance_layers(p_agent);
}
void FORWARD_2(agent_set_avoidance_mask, RID, p_agent, uint32_t, p_mask, rid_to_rid, uint32_to_uint32);
uint32_t GodotNavigationServer2D::agent_get_avoidance_mask(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_avoidance_mask(p_agent);
}
void FORWARD_2(agent_set_avoidance_priority, RID, p_agent, real_t, p_priority, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_avoidance_priority(RID p_agent) const {
return NavigationServer3D::get_singleton()->agent_get_avoidance_priority(p_agent);
}
RID GodotNavigationServer2D::obstacle_create() {
RID obstacle = NavigationServer3D::get_singleton()->obstacle_create();
return obstacle;
}
void FORWARD_2(obstacle_set_avoidance_enabled, RID, p_obstacle, bool, p_enabled, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(obstacle_get_avoidance_enabled, RID, p_obstacle, rid_to_rid);
void FORWARD_2(obstacle_set_map, RID, p_obstacle, RID, p_map, rid_to_rid, rid_to_rid);
RID FORWARD_1_C(obstacle_get_map, RID, p_obstacle, rid_to_rid);
void FORWARD_2(obstacle_set_paused, RID, p_obstacle, bool, p_paused, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(obstacle_get_paused, RID, p_obstacle, rid_to_rid);
void FORWARD_2(obstacle_set_radius, RID, p_obstacle, real_t, p_radius, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::obstacle_get_radius(RID p_obstacle) const {
return NavigationServer3D::get_singleton()->obstacle_get_radius(p_obstacle);
}
void FORWARD_2(obstacle_set_velocity, RID, p_obstacle, Vector2, p_velocity, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::obstacle_get_velocity(RID p_obstacle) const {
return v3_to_v2(NavigationServer3D::get_singleton()->obstacle_get_velocity(p_obstacle));
}
void FORWARD_2(obstacle_set_position, RID, p_obstacle, Vector2, p_position, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::obstacle_get_position(RID p_obstacle) const {
return v3_to_v2(NavigationServer3D::get_singleton()->obstacle_get_position(p_obstacle));
}
void FORWARD_2(obstacle_set_avoidance_layers, RID, p_obstacle, uint32_t, p_layers, rid_to_rid, uint32_to_uint32);
uint32_t GodotNavigationServer2D::obstacle_get_avoidance_layers(RID p_obstacle) const {
return NavigationServer3D::get_singleton()->obstacle_get_avoidance_layers(p_obstacle);
}
void GodotNavigationServer2D::obstacle_set_vertices(RID p_obstacle, const Vector<Vector2> &p_vertices) {
NavigationServer3D::get_singleton()->obstacle_set_vertices(p_obstacle, vector_v2_to_v3(p_vertices));
}
Vector<Vector2> GodotNavigationServer2D::obstacle_get_vertices(RID p_obstacle) const {
return vector_v3_to_v2(NavigationServer3D::get_singleton()->obstacle_get_vertices(p_obstacle));
}
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());
Ref<NavigationPathQueryParameters3D> query_parameters;
query_parameters.instantiate();
query_parameters->set_map(p_query_parameters->get_map());
query_parameters->set_start_position(v2_to_v3(p_query_parameters->get_start_position()));
query_parameters->set_target_position(v2_to_v3(p_query_parameters->get_target_position()));
query_parameters->set_navigation_layers(p_query_parameters->get_navigation_layers());
query_parameters->set_pathfinding_algorithm(NavigationPathQueryParameters3D::PathfindingAlgorithm::PATHFINDING_ALGORITHM_ASTAR);
switch (p_query_parameters->get_path_postprocessing()) {
case NavigationPathQueryParameters2D::PathPostProcessing::PATH_POSTPROCESSING_CORRIDORFUNNEL: {
query_parameters->set_path_postprocessing(NavigationPathQueryParameters3D::PathPostProcessing::PATH_POSTPROCESSING_CORRIDORFUNNEL);
} break;
case NavigationPathQueryParameters2D::PathPostProcessing::PATH_POSTPROCESSING_EDGECENTERED: {
query_parameters->set_path_postprocessing(NavigationPathQueryParameters3D::PathPostProcessing::PATH_POSTPROCESSING_EDGECENTERED);
} break;
case NavigationPathQueryParameters2D::PathPostProcessing::PATH_POSTPROCESSING_NONE: {
query_parameters->set_path_postprocessing(NavigationPathQueryParameters3D::PathPostProcessing::PATH_POSTPROCESSING_NONE);
} break;
default: {
WARN_PRINT("No match for used PathPostProcessing - fallback to default");
query_parameters->set_path_postprocessing(NavigationPathQueryParameters3D::PathPostProcessing::PATH_POSTPROCESSING_CORRIDORFUNNEL);
} break;
}
query_parameters->set_metadata_flags((int64_t)p_query_parameters->get_metadata_flags());
query_parameters->set_simplify_path(p_query_parameters->get_simplify_path());
query_parameters->set_simplify_epsilon(p_query_parameters->get_simplify_epsilon());
Ref<NavigationPathQueryResult3D> query_result;
query_result.instantiate();
NavigationServer3D::get_singleton()->query_path(query_parameters, query_result, p_callback);
p_query_result->set_path(vector_v3_to_v2(query_result->get_path()));
p_query_result->set_path_types(query_result->get_path_types());
p_query_result->set_path_rids(query_result->get_path_rids());
p_query_result->set_path_owner_ids(query_result->get_path_owner_ids());
}
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;
}

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/**************************************************************************/
/* godot_navigation_server_2d.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 GODOT_NAVIGATION_SERVER_2D_H
#define GODOT_NAVIGATION_SERVER_2D_H
#include "../nav_agent.h"
#include "../nav_link.h"
#include "../nav_map.h"
#include "../nav_obstacle.h"
#include "../nav_region.h"
#include "servers/navigation_server_2d.h"
#ifdef CLIPPER2_ENABLED
class NavMeshGenerator2D;
#endif // CLIPPER2_ENABLED
// This server exposes the `NavigationServer3D` features in the 2D world.
class GodotNavigationServer2D : public NavigationServer2D {
GDCLASS(GodotNavigationServer2D, NavigationServer2D);
#ifdef CLIPPER2_ENABLED
NavMeshGenerator2D *navmesh_generator_2d = nullptr;
#endif // CLIPPER2_ENABLED
public:
GodotNavigationServer2D();
virtual ~GodotNavigationServer2D();
virtual TypedArray<RID> get_maps() const override;
virtual RID map_create() override;
virtual void map_set_active(RID p_map, bool p_active) override;
virtual bool map_is_active(RID p_map) const override;
virtual void map_set_cell_size(RID p_map, real_t p_cell_size) override;
virtual real_t map_get_cell_size(RID p_map) const override;
virtual void map_set_use_edge_connections(RID p_map, bool p_enabled) override;
virtual bool map_get_use_edge_connections(RID p_map) const override;
virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) override;
virtual real_t map_get_edge_connection_margin(RID p_map) const override;
virtual void map_set_link_connection_radius(RID p_map, real_t p_connection_radius) override;
virtual real_t map_get_link_connection_radius(RID p_map) const override;
virtual Vector<Vector2> map_get_path(RID p_map, Vector2 p_origin, Vector2 p_destination, bool p_optimize, uint32_t p_navigation_layers = 1) override;
virtual Vector2 map_get_closest_point(RID p_map, const Vector2 &p_point) const override;
virtual RID map_get_closest_point_owner(RID p_map, const Vector2 &p_point) const override;
virtual TypedArray<RID> map_get_links(RID p_map) const override;
virtual TypedArray<RID> map_get_regions(RID p_map) const override;
virtual TypedArray<RID> map_get_agents(RID p_map) const override;
virtual TypedArray<RID> map_get_obstacles(RID p_map) const override;
virtual void map_force_update(RID p_map) override;
virtual Vector2 map_get_random_point(RID p_map, uint32_t p_navigation_layers, bool p_uniformly) const override;
virtual uint32_t map_get_iteration_id(RID p_map) const override;
virtual void map_set_use_async_iterations(RID p_map, bool p_enabled) override;
virtual bool map_get_use_async_iterations(RID p_map) const override;
virtual RID region_create() override;
virtual void region_set_enabled(RID p_region, bool p_enabled) override;
virtual bool region_get_enabled(RID p_region) const override;
virtual void region_set_use_edge_connections(RID p_region, bool p_enabled) override;
virtual bool region_get_use_edge_connections(RID p_region) const override;
virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) override;
virtual real_t region_get_enter_cost(RID p_region) const override;
virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) override;
virtual real_t region_get_travel_cost(RID p_region) const override;
virtual void region_set_owner_id(RID p_region, ObjectID p_owner_id) override;
virtual ObjectID region_get_owner_id(RID p_region) const override;
virtual bool region_owns_point(RID p_region, const Vector2 &p_point) const override;
virtual void region_set_map(RID p_region, RID p_map) override;
virtual RID region_get_map(RID p_region) const override;
virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) override;
virtual uint32_t region_get_navigation_layers(RID p_region) const override;
virtual void region_set_transform(RID p_region, Transform2D p_transform) override;
virtual Transform2D region_get_transform(RID p_region) const override;
virtual void region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon) override;
virtual int region_get_connections_count(RID p_region) const override;
virtual Vector2 region_get_connection_pathway_start(RID p_region, int p_connection_id) const override;
virtual Vector2 region_get_connection_pathway_end(RID p_region, int p_connection_id) const override;
virtual Vector2 region_get_closest_point(RID p_region, const Vector2 &p_point) const override;
virtual Vector2 region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const override;
virtual Rect2 region_get_bounds(RID p_region) const override;
virtual RID link_create() override;
/// Set the map of this link.
virtual void link_set_map(RID p_link, RID p_map) override;
virtual RID link_get_map(RID p_link) const override;
virtual void link_set_enabled(RID p_link, bool p_enabled) override;
virtual bool link_get_enabled(RID p_link) const override;
/// Set whether this link travels in both directions.
virtual void link_set_bidirectional(RID p_link, bool p_bidirectional) override;
virtual bool link_is_bidirectional(RID p_link) const override;
/// Set the link's layers.
virtual void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers) override;
virtual uint32_t link_get_navigation_layers(RID p_link) const override;
/// Set the start position of the link.
virtual void link_set_start_position(RID p_link, Vector2 p_position) override;
virtual Vector2 link_get_start_position(RID p_link) const override;
/// Set the end position of the link.
virtual void link_set_end_position(RID p_link, Vector2 p_position) override;
virtual Vector2 link_get_end_position(RID p_link) const override;
/// Set the enter cost of the link.
virtual void link_set_enter_cost(RID p_link, real_t p_enter_cost) override;
virtual real_t link_get_enter_cost(RID p_link) const override;
/// Set the travel cost of the link.
virtual void link_set_travel_cost(RID p_link, real_t p_travel_cost) override;
virtual real_t link_get_travel_cost(RID p_link) const override;
/// Set the node which manages this link.
virtual void link_set_owner_id(RID p_link, ObjectID p_owner_id) override;
virtual ObjectID link_get_owner_id(RID p_link) const override;
/// Creates the agent.
virtual RID agent_create() override;
/// Put the agent in the map.
virtual void agent_set_map(RID p_agent, RID p_map) override;
virtual RID agent_get_map(RID p_agent) const override;
virtual void agent_set_paused(RID p_agent, bool p_paused) override;
virtual bool agent_get_paused(RID p_agent) const override;
virtual void agent_set_avoidance_enabled(RID p_agent, bool p_enabled) override;
virtual bool agent_get_avoidance_enabled(RID p_agent) const override;
/// The maximum distance (center point to
/// center point) to other agents this agent
/// takes into account in the navigation. The
/// larger this number, the longer the running
/// time of the simulation. If the number is too
/// low, the simulation will not be safe.
/// Must be non-negative.
virtual void agent_set_neighbor_distance(RID p_agent, real_t p_distance) override;
virtual real_t agent_get_neighbor_distance(RID p_agent) const override;
/// The maximum number of other agents this
/// agent takes into account in the navigation.
/// The larger this number, the longer the
/// running time of the simulation. If the
/// number is too low, the simulation will not
/// be safe.
virtual void agent_set_max_neighbors(RID p_agent, int p_count) override;
virtual int agent_get_max_neighbors(RID p_agent) const override;
/// The minimal amount of time for which this
/// agent's velocities that are computed by the
/// simulation are safe with respect to other
/// agents. The larger this number, the sooner
/// this agent will respond to the presence of
/// other agents, but the less freedom this
/// agent has in choosing its velocities.
/// Must be positive.
virtual void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) override;
virtual real_t agent_get_time_horizon_agents(RID p_agent) const override;
virtual void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) override;
virtual real_t agent_get_time_horizon_obstacles(RID p_agent) const override;
/// The radius of this agent.
/// Must be non-negative.
virtual void agent_set_radius(RID p_agent, real_t p_radius) override;
virtual real_t agent_get_radius(RID p_agent) const override;
/// The maximum speed of this agent.
/// Must be non-negative.
virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) override;
virtual real_t agent_get_max_speed(RID p_agent) const override;
/// forces and agent velocity change in the avoidance simulation, adds simulation instability if done recklessly
virtual void agent_set_velocity_forced(RID p_agent, Vector2 p_velocity) override;
/// The wanted velocity for the agent as a "suggestion" to the avoidance simulation.
/// The simulation will try to fulfill this velocity wish if possible but may change the velocity depending on other agent's and obstacles'.
virtual void agent_set_velocity(RID p_agent, Vector2 p_velocity) override;
virtual Vector2 agent_get_velocity(RID p_agent) const override;
/// Position of the agent in world space.
virtual void agent_set_position(RID p_agent, Vector2 p_position) override;
virtual Vector2 agent_get_position(RID p_agent) const override;
/// Returns true if the map got changed the previous frame.
virtual bool agent_is_map_changed(RID p_agent) const override;
/// Callback called at the end of the RVO process
virtual void agent_set_avoidance_callback(RID p_agent, Callable p_callback) override;
virtual bool agent_has_avoidance_callback(RID p_agent) const override;
virtual void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) override;
virtual uint32_t agent_get_avoidance_layers(RID p_agent) const override;
virtual void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) override;
virtual uint32_t agent_get_avoidance_mask(RID p_agent) const override;
virtual void agent_set_avoidance_priority(RID p_agent, real_t p_priority) override;
virtual real_t agent_get_avoidance_priority(RID p_agent) const override;
virtual RID obstacle_create() override;
virtual void obstacle_set_avoidance_enabled(RID p_obstacle, bool p_enabled) override;
virtual bool obstacle_get_avoidance_enabled(RID p_obstacle) const override;
virtual void obstacle_set_map(RID p_obstacle, RID p_map) override;
virtual RID obstacle_get_map(RID p_obstacle) const override;
virtual void obstacle_set_paused(RID p_obstacle, bool p_paused) override;
virtual bool obstacle_get_paused(RID p_obstacle) const override;
virtual void obstacle_set_radius(RID p_obstacle, real_t p_radius) override;
virtual real_t obstacle_get_radius(RID p_obstacle) const override;
virtual void obstacle_set_velocity(RID p_obstacle, Vector2 p_velocity) override;
virtual Vector2 obstacle_get_velocity(RID p_obstacle) const override;
virtual void obstacle_set_position(RID p_obstacle, Vector2 p_position) override;
virtual Vector2 obstacle_get_position(RID p_obstacle) const override;
virtual void obstacle_set_vertices(RID p_obstacle, const Vector<Vector2> &p_vertices) override;
virtual Vector<Vector2> obstacle_get_vertices(RID p_obstacle) const override;
virtual void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) override;
virtual uint32_t obstacle_get_avoidance_layers(RID p_obstacle) const override;
virtual void query_path(const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result, const Callable &p_callback) override;
virtual void init() override;
virtual void sync() override;
virtual void finish() override;
virtual void free(RID p_object) override;
virtual void 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 = Callable()) override;
virtual void bake_from_source_geometry_data(const Ref<NavigationPolygon> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData2D> &p_source_geometry_data, const Callable &p_callback = Callable()) override;
virtual void bake_from_source_geometry_data_async(const Ref<NavigationPolygon> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData2D> &p_source_geometry_data, const Callable &p_callback = Callable()) override;
virtual bool is_baking_navigation_polygon(Ref<NavigationPolygon> p_navigation_polygon) const override;
virtual RID source_geometry_parser_create() override;
virtual void source_geometry_parser_set_callback(RID p_parser, const Callable &p_callback) override;
virtual Vector<Vector2> simplify_path(const Vector<Vector2> &p_path, real_t p_epsilon) override;
};
#endif // GODOT_NAVIGATION_SERVER_2D_H

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/**************************************************************************/
/* nav_mesh_generator_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. */
/**************************************************************************/
#ifdef CLIPPER2_ENABLED
#include "nav_mesh_generator_2d.h"
#include "core/config/project_settings.h"
#include "scene/resources/2d/navigation_mesh_source_geometry_data_2d.h"
#include "scene/resources/2d/navigation_polygon.h"
#include "thirdparty/clipper2/include/clipper2/clipper.h"
#include "thirdparty/misc/polypartition.h"
NavMeshGenerator2D *NavMeshGenerator2D::singleton = nullptr;
Mutex NavMeshGenerator2D::baking_navmesh_mutex;
Mutex NavMeshGenerator2D::generator_task_mutex;
RWLock NavMeshGenerator2D::generator_parsers_rwlock;
bool NavMeshGenerator2D::use_threads = true;
bool NavMeshGenerator2D::baking_use_multiple_threads = true;
bool NavMeshGenerator2D::baking_use_high_priority_threads = true;
HashSet<Ref<NavigationPolygon>> NavMeshGenerator2D::baking_navmeshes;
HashMap<WorkerThreadPool::TaskID, NavMeshGenerator2D::NavMeshGeneratorTask2D *> NavMeshGenerator2D::generator_tasks;
LocalVector<NavMeshGeometryParser2D *> NavMeshGenerator2D::generator_parsers;
NavMeshGenerator2D *NavMeshGenerator2D::get_singleton() {
return singleton;
}
NavMeshGenerator2D::NavMeshGenerator2D() {
ERR_FAIL_COND(singleton != nullptr);
singleton = this;
baking_use_multiple_threads = GLOBAL_GET("navigation/baking/thread_model/baking_use_multiple_threads");
baking_use_high_priority_threads = GLOBAL_GET("navigation/baking/thread_model/baking_use_high_priority_threads");
// Using threads might cause problems on certain exports or with the Editor on certain devices.
// This is the main switch to turn threaded navmesh baking off should the need arise.
use_threads = baking_use_multiple_threads;
}
NavMeshGenerator2D::~NavMeshGenerator2D() {
cleanup();
}
void NavMeshGenerator2D::sync() {
if (generator_tasks.size() == 0) {
return;
}
MutexLock baking_navmesh_lock(baking_navmesh_mutex);
{
MutexLock generator_task_lock(generator_task_mutex);
LocalVector<WorkerThreadPool::TaskID> finished_task_ids;
for (KeyValue<WorkerThreadPool::TaskID, NavMeshGeneratorTask2D *> &E : generator_tasks) {
if (WorkerThreadPool::get_singleton()->is_task_completed(E.key)) {
WorkerThreadPool::get_singleton()->wait_for_task_completion(E.key);
finished_task_ids.push_back(E.key);
NavMeshGeneratorTask2D *generator_task = E.value;
DEV_ASSERT(generator_task->status == NavMeshGeneratorTask2D::TaskStatus::BAKING_FINISHED);
baking_navmeshes.erase(generator_task->navigation_mesh);
if (generator_task->callback.is_valid()) {
generator_emit_callback(generator_task->callback);
}
memdelete(generator_task);
}
}
for (WorkerThreadPool::TaskID finished_task_id : finished_task_ids) {
generator_tasks.erase(finished_task_id);
}
}
}
void NavMeshGenerator2D::cleanup() {
MutexLock baking_navmesh_lock(baking_navmesh_mutex);
{
MutexLock generator_task_lock(generator_task_mutex);
baking_navmeshes.clear();
for (KeyValue<WorkerThreadPool::TaskID, NavMeshGeneratorTask2D *> &E : generator_tasks) {
WorkerThreadPool::get_singleton()->wait_for_task_completion(E.key);
NavMeshGeneratorTask2D *generator_task = E.value;
memdelete(generator_task);
}
generator_tasks.clear();
generator_parsers_rwlock.write_lock();
generator_parsers.clear();
generator_parsers_rwlock.write_unlock();
}
}
void NavMeshGenerator2D::finish() {
cleanup();
}
void NavMeshGenerator2D::parse_source_geometry_data(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_root_node, const Callable &p_callback) {
ERR_FAIL_COND(!Thread::is_main_thread());
ERR_FAIL_COND(p_navigation_mesh.is_null());
ERR_FAIL_NULL(p_root_node);
ERR_FAIL_COND(!p_root_node->is_inside_tree());
ERR_FAIL_COND(p_source_geometry_data.is_null());
generator_parse_source_geometry_data(p_navigation_mesh, p_source_geometry_data, p_root_node);
if (p_callback.is_valid()) {
generator_emit_callback(p_callback);
}
}
void NavMeshGenerator2D::bake_from_source_geometry_data(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, const Callable &p_callback) {
ERR_FAIL_COND(p_navigation_mesh.is_null());
ERR_FAIL_COND(p_source_geometry_data.is_null());
if (p_navigation_mesh->get_outline_count() == 0 && !p_source_geometry_data->has_data()) {
p_navigation_mesh->clear();
if (p_callback.is_valid()) {
generator_emit_callback(p_callback);
}
return;
}
if (is_baking(p_navigation_mesh)) {
ERR_FAIL_MSG("NavigationPolygon is already baking. Wait for current bake to finish.");
}
baking_navmesh_mutex.lock();
baking_navmeshes.insert(p_navigation_mesh);
baking_navmesh_mutex.unlock();
generator_bake_from_source_geometry_data(p_navigation_mesh, p_source_geometry_data);
baking_navmesh_mutex.lock();
baking_navmeshes.erase(p_navigation_mesh);
baking_navmesh_mutex.unlock();
if (p_callback.is_valid()) {
generator_emit_callback(p_callback);
}
}
void NavMeshGenerator2D::bake_from_source_geometry_data_async(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, const Callable &p_callback) {
ERR_FAIL_COND(p_navigation_mesh.is_null());
ERR_FAIL_COND(p_source_geometry_data.is_null());
if (p_navigation_mesh->get_outline_count() == 0 && !p_source_geometry_data->has_data()) {
p_navigation_mesh->clear();
if (p_callback.is_valid()) {
generator_emit_callback(p_callback);
}
return;
}
if (!use_threads) {
bake_from_source_geometry_data(p_navigation_mesh, p_source_geometry_data, p_callback);
return;
}
if (is_baking(p_navigation_mesh)) {
ERR_FAIL_MSG("NavigationPolygon is already baking. Wait for current bake to finish.");
}
baking_navmesh_mutex.lock();
baking_navmeshes.insert(p_navigation_mesh);
baking_navmesh_mutex.unlock();
MutexLock generator_task_lock(generator_task_mutex);
NavMeshGeneratorTask2D *generator_task = memnew(NavMeshGeneratorTask2D);
generator_task->navigation_mesh = p_navigation_mesh;
generator_task->source_geometry_data = p_source_geometry_data;
generator_task->callback = p_callback;
generator_task->status = NavMeshGeneratorTask2D::TaskStatus::BAKING_STARTED;
generator_task->thread_task_id = WorkerThreadPool::get_singleton()->add_native_task(&NavMeshGenerator2D::generator_thread_bake, generator_task, NavMeshGenerator2D::baking_use_high_priority_threads, "NavMeshGeneratorBake2D");
generator_tasks.insert(generator_task->thread_task_id, generator_task);
}
bool NavMeshGenerator2D::is_baking(Ref<NavigationPolygon> p_navigation_polygon) {
MutexLock baking_navmesh_lock(baking_navmesh_mutex);
return baking_navmeshes.has(p_navigation_polygon);
}
void NavMeshGenerator2D::generator_thread_bake(void *p_arg) {
NavMeshGeneratorTask2D *generator_task = static_cast<NavMeshGeneratorTask2D *>(p_arg);
generator_bake_from_source_geometry_data(generator_task->navigation_mesh, generator_task->source_geometry_data);
generator_task->status = NavMeshGeneratorTask2D::TaskStatus::BAKING_FINISHED;
}
void NavMeshGenerator2D::generator_parse_geometry_node(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node, bool p_recurse_children) {
generator_parsers_rwlock.read_lock();
for (const NavMeshGeometryParser2D *parser : generator_parsers) {
if (!parser->callback.is_valid()) {
continue;
}
parser->callback.call(p_navigation_mesh, p_source_geometry_data, p_node);
}
generator_parsers_rwlock.read_unlock();
if (p_recurse_children) {
for (int i = 0; i < p_node->get_child_count(); i++) {
generator_parse_geometry_node(p_navigation_mesh, p_source_geometry_data, p_node->get_child(i), p_recurse_children);
}
}
}
void NavMeshGenerator2D::set_generator_parsers(LocalVector<NavMeshGeometryParser2D *> p_parsers) {
RWLockWrite write_lock(generator_parsers_rwlock);
generator_parsers = p_parsers;
}
void NavMeshGenerator2D::generator_parse_source_geometry_data(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_root_node) {
List<Node *> parse_nodes;
if (p_navigation_mesh->get_source_geometry_mode() == NavigationPolygon::SOURCE_GEOMETRY_ROOT_NODE_CHILDREN) {
parse_nodes.push_back(p_root_node);
} else {
p_root_node->get_tree()->get_nodes_in_group(p_navigation_mesh->get_source_geometry_group_name(), &parse_nodes);
}
Transform2D root_node_transform = Transform2D();
if (Object::cast_to<Node2D>(p_root_node)) {
root_node_transform = Object::cast_to<Node2D>(p_root_node)->get_global_transform().affine_inverse();
}
p_source_geometry_data->clear();
p_source_geometry_data->root_node_transform = root_node_transform;
bool recurse_children = p_navigation_mesh->get_source_geometry_mode() != NavigationPolygon::SOURCE_GEOMETRY_GROUPS_EXPLICIT;
for (Node *E : parse_nodes) {
generator_parse_geometry_node(p_navigation_mesh, p_source_geometry_data, E, recurse_children);
}
}
static void generator_recursive_process_polytree_items(List<TPPLPoly> &p_tppl_in_polygon, const Clipper2Lib::PolyPathD *p_polypath_item) {
using namespace Clipper2Lib;
TPPLPoly tp;
int size = p_polypath_item->Polygon().size();
tp.Init(size);
int j = 0;
for (const PointD &polypath_point : p_polypath_item->Polygon()) {
tp[j] = Vector2(static_cast<real_t>(polypath_point.x), static_cast<real_t>(polypath_point.y));
++j;
}
if (p_polypath_item->IsHole()) {
tp.SetOrientation(TPPL_ORIENTATION_CW);
tp.SetHole(true);
} else {
tp.SetOrientation(TPPL_ORIENTATION_CCW);
}
p_tppl_in_polygon.push_back(tp);
for (size_t i = 0; i < p_polypath_item->Count(); i++) {
const PolyPathD *polypath_item = p_polypath_item->Child(i);
generator_recursive_process_polytree_items(p_tppl_in_polygon, polypath_item);
}
}
bool NavMeshGenerator2D::generator_emit_callback(const Callable &p_callback) {
ERR_FAIL_COND_V(!p_callback.is_valid(), false);
Callable::CallError ce;
Variant result;
p_callback.callp(nullptr, 0, result, ce);
return ce.error == Callable::CallError::CALL_OK;
}
void NavMeshGenerator2D::generator_bake_from_source_geometry_data(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data) {
if (p_navigation_mesh.is_null() || p_source_geometry_data.is_null()) {
return;
}
using namespace Clipper2Lib;
PathsD traversable_polygon_paths;
PathsD obstruction_polygon_paths;
bool empty_projected_obstructions = true;
{
RWLockRead read_lock(p_source_geometry_data->geometry_rwlock);
const Vector<Vector<Vector2>> &traversable_outlines = p_source_geometry_data->traversable_outlines;
int outline_count = p_navigation_mesh->get_outline_count();
if (outline_count == 0 && (!p_source_geometry_data->has_data() || (traversable_outlines.is_empty()))) {
return;
}
const Vector<Vector<Vector2>> &obstruction_outlines = p_source_geometry_data->obstruction_outlines;
const Vector<NavigationMeshSourceGeometryData2D::ProjectedObstruction> &projected_obstructions = p_source_geometry_data->_projected_obstructions;
traversable_polygon_paths.reserve(outline_count + traversable_outlines.size());
obstruction_polygon_paths.reserve(obstruction_outlines.size());
for (int i = 0; i < outline_count; i++) {
const Vector<Vector2> &traversable_outline = p_navigation_mesh->get_outline(i);
PathD subject_path;
subject_path.reserve(traversable_outline.size());
for (const Vector2 &traversable_point : traversable_outline) {
subject_path.emplace_back(traversable_point.x, traversable_point.y);
}
traversable_polygon_paths.push_back(std::move(subject_path));
}
for (const Vector<Vector2> &traversable_outline : traversable_outlines) {
PathD subject_path;
subject_path.reserve(traversable_outline.size());
for (const Vector2 &traversable_point : traversable_outline) {
subject_path.emplace_back(traversable_point.x, traversable_point.y);
}
traversable_polygon_paths.push_back(std::move(subject_path));
}
empty_projected_obstructions = projected_obstructions.is_empty();
if (!empty_projected_obstructions) {
for (const NavigationMeshSourceGeometryData2D::ProjectedObstruction &projected_obstruction : projected_obstructions) {
if (projected_obstruction.carve) {
continue;
}
if (projected_obstruction.vertices.is_empty() || projected_obstruction.vertices.size() % 2 != 0) {
continue;
}
PathD clip_path;
clip_path.reserve(projected_obstruction.vertices.size() / 2);
for (int i = 0; i < projected_obstruction.vertices.size() / 2; i++) {
clip_path.emplace_back(projected_obstruction.vertices[i * 2], projected_obstruction.vertices[i * 2 + 1]);
}
if (!IsPositive(clip_path)) {
std::reverse(clip_path.begin(), clip_path.end());
}
obstruction_polygon_paths.push_back(std::move(clip_path));
}
}
for (const Vector<Vector2> &obstruction_outline : obstruction_outlines) {
PathD clip_path;
clip_path.reserve(obstruction_outline.size());
for (const Vector2 &obstruction_point : obstruction_outline) {
clip_path.emplace_back(obstruction_point.x, obstruction_point.y);
}
obstruction_polygon_paths.push_back(std::move(clip_path));
}
}
Rect2 baking_rect = p_navigation_mesh->get_baking_rect();
if (baking_rect.has_area()) {
Vector2 baking_rect_offset = p_navigation_mesh->get_baking_rect_offset();
const int rect_begin_x = baking_rect.position[0] + baking_rect_offset.x;
const int rect_begin_y = baking_rect.position[1] + baking_rect_offset.y;
const int rect_end_x = baking_rect.position[0] + baking_rect.size[0] + baking_rect_offset.x;
const int rect_end_y = baking_rect.position[1] + baking_rect.size[1] + baking_rect_offset.y;
RectD clipper_rect = RectD(rect_begin_x, rect_begin_y, rect_end_x, rect_end_y);
traversable_polygon_paths = RectClip(clipper_rect, traversable_polygon_paths);
obstruction_polygon_paths = RectClip(clipper_rect, obstruction_polygon_paths);
}
// first merge all traversable polygons according to user specified fill rule
PathsD dummy_clip_path;
traversable_polygon_paths = Union(traversable_polygon_paths, dummy_clip_path, FillRule::NonZero);
// merge all obstruction polygons, don't allow holes for what is considered "solid" 2D geometry
obstruction_polygon_paths = Union(obstruction_polygon_paths, dummy_clip_path, FillRule::NonZero);
PathsD path_solution = Difference(traversable_polygon_paths, obstruction_polygon_paths, FillRule::NonZero);
real_t agent_radius_offset = p_navigation_mesh->get_agent_radius();
if (agent_radius_offset > 0.0) {
path_solution = InflatePaths(path_solution, -agent_radius_offset, JoinType::Miter, EndType::Polygon);
}
// Apply obstructions that are not affected by agent radius, the ones with carve enabled.
if (!empty_projected_obstructions) {
RWLockRead read_lock(p_source_geometry_data->geometry_rwlock);
const Vector<NavigationMeshSourceGeometryData2D::ProjectedObstruction> &projected_obstructions = p_source_geometry_data->_projected_obstructions;
obstruction_polygon_paths.resize(0);
for (const NavigationMeshSourceGeometryData2D::ProjectedObstruction &projected_obstruction : projected_obstructions) {
if (!projected_obstruction.carve) {
continue;
}
if (projected_obstruction.vertices.is_empty() || projected_obstruction.vertices.size() % 2 != 0) {
continue;
}
PathD clip_path;
clip_path.reserve(projected_obstruction.vertices.size() / 2);
for (int i = 0; i < projected_obstruction.vertices.size() / 2; i++) {
clip_path.emplace_back(projected_obstruction.vertices[i * 2], projected_obstruction.vertices[i * 2 + 1]);
}
if (!IsPositive(clip_path)) {
std::reverse(clip_path.begin(), clip_path.end());
}
obstruction_polygon_paths.push_back(std::move(clip_path));
}
if (obstruction_polygon_paths.size() > 0) {
path_solution = Difference(path_solution, obstruction_polygon_paths, FillRule::NonZero);
}
}
//path_solution = RamerDouglasPeucker(path_solution, 0.025); //
real_t border_size = p_navigation_mesh->get_border_size();
if (baking_rect.has_area() && border_size > 0.0) {
Vector2 baking_rect_offset = p_navigation_mesh->get_baking_rect_offset();
const int rect_begin_x = baking_rect.position[0] + baking_rect_offset.x + border_size;
const int rect_begin_y = baking_rect.position[1] + baking_rect_offset.y + border_size;
const int rect_end_x = baking_rect.position[0] + baking_rect.size[0] + baking_rect_offset.x - border_size;
const int rect_end_y = baking_rect.position[1] + baking_rect.size[1] + baking_rect_offset.y - border_size;
RectD clipper_rect = RectD(rect_begin_x, rect_begin_y, rect_end_x, rect_end_y);
path_solution = RectClip(clipper_rect, path_solution);
}
if (path_solution.size() == 0) {
p_navigation_mesh->clear();
return;
}
ClipType clipper_cliptype = ClipType::Union;
List<TPPLPoly> tppl_in_polygon, tppl_out_polygon;
PolyTreeD polytree;
ClipperD clipper_D;
clipper_D.AddSubject(path_solution);
clipper_D.Execute(clipper_cliptype, FillRule::NonZero, polytree);
for (size_t i = 0; i < polytree.Count(); i++) {
const PolyPathD *polypath_item = polytree[i];
generator_recursive_process_polytree_items(tppl_in_polygon, polypath_item);
}
TPPLPartition tpart;
NavigationPolygon::SamplePartitionType sample_partition_type = p_navigation_mesh->get_sample_partition_type();
switch (sample_partition_type) {
case NavigationPolygon::SamplePartitionType::SAMPLE_PARTITION_CONVEX_PARTITION:
if (tpart.ConvexPartition_HM(&tppl_in_polygon, &tppl_out_polygon) == 0) {
ERR_PRINT("NavigationPolygon polygon convex partition failed. Unable to create a valid navigation mesh polygon layout from provided source geometry.");
p_navigation_mesh->set_vertices(Vector<Vector2>());
p_navigation_mesh->clear_polygons();
return;
}
break;
case NavigationPolygon::SamplePartitionType::SAMPLE_PARTITION_TRIANGULATE:
if (tpart.Triangulate_EC(&tppl_in_polygon, &tppl_out_polygon) == 0) {
ERR_PRINT("NavigationPolygon polygon triangulation failed. Unable to create a valid navigation mesh polygon layout from provided source geometry.");
p_navigation_mesh->set_vertices(Vector<Vector2>());
p_navigation_mesh->clear_polygons();
return;
}
break;
default: {
ERR_PRINT("NavigationPolygon polygon partitioning failed. Unrecognized partition type.");
p_navigation_mesh->set_vertices(Vector<Vector2>());
p_navigation_mesh->clear_polygons();
return;
}
}
Vector<Vector2> new_vertices;
Vector<Vector<int>> new_polygons;
HashMap<Vector2, int> points;
for (List<TPPLPoly>::Element *I = tppl_out_polygon.front(); I; I = I->next()) {
TPPLPoly &tp = I->get();
Vector<int> new_polygon;
for (int64_t i = 0; i < tp.GetNumPoints(); i++) {
HashMap<Vector2, int>::Iterator E = points.find(tp[i]);
if (!E) {
E = points.insert(tp[i], new_vertices.size());
new_vertices.push_back(tp[i]);
}
new_polygon.push_back(E->value);
}
new_polygons.push_back(new_polygon);
}
p_navigation_mesh->set_data(new_vertices, new_polygons);
}
#endif // CLIPPER2_ENABLED

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@ -0,0 +1,106 @@
/**************************************************************************/
/* nav_mesh_generator_2d.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_GENERATOR_2D_H
#define NAV_MESH_GENERATOR_2D_H
#ifdef CLIPPER2_ENABLED
#include "core/object/class_db.h"
#include "core/object/worker_thread_pool.h"
#include "core/templates/rid_owner.h"
#include "servers/navigation_server_2d.h"
class Node;
class NavigationPolygon;
class NavigationMeshSourceGeometryData2D;
class NavMeshGenerator2D : public Object {
static NavMeshGenerator2D *singleton;
static Mutex baking_navmesh_mutex;
static Mutex generator_task_mutex;
static RWLock generator_parsers_rwlock;
static LocalVector<NavMeshGeometryParser2D *> generator_parsers;
static bool use_threads;
static bool baking_use_multiple_threads;
static bool baking_use_high_priority_threads;
struct NavMeshGeneratorTask2D {
enum TaskStatus {
BAKING_STARTED,
BAKING_FINISHED,
BAKING_FAILED,
CALLBACK_DISPATCHED,
CALLBACK_FAILED,
};
Ref<NavigationPolygon> navigation_mesh;
Ref<NavigationMeshSourceGeometryData2D> source_geometry_data;
Callable callback;
WorkerThreadPool::TaskID thread_task_id = WorkerThreadPool::INVALID_TASK_ID;
NavMeshGeneratorTask2D::TaskStatus status = NavMeshGeneratorTask2D::TaskStatus::BAKING_STARTED;
};
static HashMap<WorkerThreadPool::TaskID, NavMeshGeneratorTask2D *> generator_tasks;
static void generator_thread_bake(void *p_arg);
static HashSet<Ref<NavigationPolygon>> baking_navmeshes;
static void generator_parse_geometry_node(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node, bool p_recurse_children);
static void generator_parse_source_geometry_data(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_root_node);
static void generator_bake_from_source_geometry_data(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data);
static bool generator_emit_callback(const Callable &p_callback);
public:
static NavMeshGenerator2D *get_singleton();
static void sync();
static void cleanup();
static void finish();
static void set_generator_parsers(LocalVector<NavMeshGeometryParser2D *> p_parsers);
static void parse_source_geometry_data(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_root_node, const Callable &p_callback = Callable());
static void bake_from_source_geometry_data(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, const Callable &p_callback = Callable());
static void bake_from_source_geometry_data_async(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, const Callable &p_callback = Callable());
static bool is_baking(Ref<NavigationPolygon> p_navigation_polygon);
NavMeshGenerator2D();
~NavMeshGenerator2D();
};
#endif // CLIPPER2_ENABLED
#endif // NAV_MESH_GENERATOR_2D_H