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2025-09-16 20:46:46 -04:00
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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. */
/**************************************************************************/
#pragma once
#include "../nav_agent_2d.h"
#include "../nav_link_2d.h"
#include "../nav_map_2d.h"
#include "../nav_obstacle_2d.h"
#include "../nav_region_2d.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid.h"
#include "core/templates/rid_owner.h"
#include "servers/navigation/navigation_path_query_parameters_2d.h"
#include "servers/navigation/navigation_path_query_result_2d.h"
#include "servers/navigation_server_2d.h"
/// The commands are functions executed during the `sync` phase.
#define MERGE_INTERNAL(A, B) A##B
#define MERGE(A, B) MERGE_INTERNAL(A, B)
#define COMMAND_1(F_NAME, T_0, D_0) \
virtual void F_NAME(T_0 D_0) override; \
void MERGE(_cmd_, F_NAME)(T_0 D_0)
#define COMMAND_2(F_NAME, T_0, D_0, T_1, D_1) \
virtual void F_NAME(T_0 D_0, T_1 D_1) override; \
void MERGE(_cmd_, F_NAME)(T_0 D_0, T_1 D_1)
class GodotNavigationServer2D;
#ifdef CLIPPER2_ENABLED
class NavMeshGenerator2D;
#endif // CLIPPER2_ENABLED
struct SetCommand2D {
virtual ~SetCommand2D() {}
virtual void exec(GodotNavigationServer2D *p_server) = 0;
};
// This server exposes the `NavigationServer3D` features in the 2D world.
class GodotNavigationServer2D : public NavigationServer2D {
GDCLASS(GodotNavigationServer2D, NavigationServer2D);
Mutex commands_mutex;
/// Mutex used to make any operation threadsafe.
Mutex operations_mutex;
LocalVector<SetCommand2D *> commands;
mutable RID_Owner<NavLink2D> link_owner;
mutable RID_Owner<NavMap2D> map_owner;
mutable RID_Owner<NavRegion2D> region_owner;
mutable RID_Owner<NavAgent2D> agent_owner;
mutable RID_Owner<NavObstacle2D> obstacle_owner;
bool active = true;
LocalVector<NavMap2D *> active_maps;
#ifdef CLIPPER2_ENABLED
NavMeshGenerator2D *navmesh_generator_2d = nullptr;
#endif // CLIPPER2_ENABLED
// Performance Monitor.
int pm_region_count = 0;
int pm_agent_count = 0;
int pm_link_count = 0;
int pm_polygon_count = 0;
int pm_edge_count = 0;
int pm_edge_merge_count = 0;
int pm_edge_connection_count = 0;
int pm_edge_free_count = 0;
int pm_obstacle_count = 0;
public:
GodotNavigationServer2D();
virtual ~GodotNavigationServer2D();
void add_command(SetCommand2D *p_command);
virtual TypedArray<RID> get_maps() const override;
virtual RID map_create() override;
COMMAND_2(map_set_active, RID, p_map, bool, p_active);
virtual bool map_is_active(RID p_map) const override;
COMMAND_2(map_set_cell_size, RID, p_map, real_t, p_cell_size);
virtual real_t map_get_cell_size(RID p_map) const override;
COMMAND_2(map_set_merge_rasterizer_cell_scale, RID, p_map, float, p_value);
virtual float map_get_merge_rasterizer_cell_scale(RID p_map) const override;
COMMAND_2(map_set_use_edge_connections, RID, p_map, bool, p_enabled);
virtual bool map_get_use_edge_connections(RID p_map) const override;
COMMAND_2(map_set_edge_connection_margin, RID, p_map, real_t, p_connection_margin);
virtual real_t map_get_edge_connection_margin(RID p_map) const override;
COMMAND_2(map_set_link_connection_radius, RID, p_map, real_t, p_connection_radius);
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 uint32_t map_get_iteration_id(RID p_map) const override;
COMMAND_2(map_set_use_async_iterations, RID, p_map, bool, p_enabled);
virtual bool map_get_use_async_iterations(RID p_map) const override;
virtual Vector2 map_get_random_point(RID p_map, uint32_t p_navigation_layers, bool p_uniformly) const override;
virtual RID region_create() override;
virtual uint32_t region_get_iteration_id(RID p_region) const override;
COMMAND_2(region_set_use_async_iterations, RID, p_region, bool, p_enabled);
virtual bool region_get_use_async_iterations(RID p_region) const override;
COMMAND_2(region_set_enabled, RID, p_region, bool, p_enabled);
virtual bool region_get_enabled(RID p_region) const override;
COMMAND_2(region_set_use_edge_connections, RID, p_region, bool, p_enabled);
virtual bool region_get_use_edge_connections(RID p_region) const override;
COMMAND_2(region_set_enter_cost, RID, p_region, real_t, p_enter_cost);
virtual real_t region_get_enter_cost(RID p_region) const override;
COMMAND_2(region_set_travel_cost, RID, p_region, real_t, p_travel_cost);
virtual real_t region_get_travel_cost(RID p_region) const override;
COMMAND_2(region_set_owner_id, RID, p_region, ObjectID, p_owner_id);
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;
COMMAND_2(region_set_map, RID, p_region, RID, p_map);
virtual RID region_get_map(RID p_region) const override;
COMMAND_2(region_set_navigation_layers, RID, p_region, uint32_t, p_navigation_layers);
virtual uint32_t region_get_navigation_layers(RID p_region) const override;
COMMAND_2(region_set_transform, RID, p_region, Transform2D, p_transform);
virtual Transform2D region_get_transform(RID p_region) const override;
COMMAND_2(region_set_navigation_polygon, RID, p_region, Ref<NavigationPolygon>, p_navigation_polygon);
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;
virtual uint32_t link_get_iteration_id(RID p_link) const override;
/// Set the map of this link.
COMMAND_2(link_set_map, RID, p_link, RID, p_map);
virtual RID link_get_map(RID p_link) const override;
COMMAND_2(link_set_enabled, RID, p_link, bool, p_enabled);
virtual bool link_get_enabled(RID p_link) const override;
/// Set whether this link travels in both directions.
COMMAND_2(link_set_bidirectional, RID, p_link, bool, p_bidirectional);
virtual bool link_is_bidirectional(RID p_link) const override;
/// Set the link's layers.
COMMAND_2(link_set_navigation_layers, RID, p_link, uint32_t, p_navigation_layers);
virtual uint32_t link_get_navigation_layers(RID p_link) const override;
/// Set the start position of the link.
COMMAND_2(link_set_start_position, RID, p_link, Vector2, p_position);
virtual Vector2 link_get_start_position(RID p_link) const override;
/// Set the end position of the link.
COMMAND_2(link_set_end_position, RID, p_link, Vector2, p_position);
virtual Vector2 link_get_end_position(RID p_link) const override;
/// Set the enter cost of the link.
COMMAND_2(link_set_enter_cost, RID, p_link, real_t, p_enter_cost);
virtual real_t link_get_enter_cost(RID p_link) const override;
/// Set the travel cost of the link.
COMMAND_2(link_set_travel_cost, RID, p_link, real_t, p_travel_cost);
virtual real_t link_get_travel_cost(RID p_link) const override;
/// Set the node which manages this link.
COMMAND_2(link_set_owner_id, RID, p_link, ObjectID, p_owner_id);
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.
COMMAND_2(agent_set_map, RID, p_agent, RID, p_map);
virtual RID agent_get_map(RID p_agent) const override;
COMMAND_2(agent_set_paused, RID, p_agent, bool, p_paused);
virtual bool agent_get_paused(RID p_agent) const override;
COMMAND_2(agent_set_avoidance_enabled, RID, p_agent, bool, p_enabled);
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.
COMMAND_2(agent_set_neighbor_distance, RID, p_agent, real_t, p_distance);
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.
COMMAND_2(agent_set_max_neighbors, RID, p_agent, int, p_count);
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.
COMMAND_2(agent_set_time_horizon_agents, RID, p_agent, real_t, p_time_horizon);
virtual real_t agent_get_time_horizon_agents(RID p_agent) const override;
COMMAND_2(agent_set_time_horizon_obstacles, RID, p_agent, real_t, p_time_horizon);
virtual real_t agent_get_time_horizon_obstacles(RID p_agent) const override;
/// The radius of this agent.
/// Must be non-negative.
COMMAND_2(agent_set_radius, RID, p_agent, real_t, p_radius);
virtual real_t agent_get_radius(RID p_agent) const override;
/// The maximum speed of this agent.
/// Must be non-negative.
COMMAND_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed);
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
COMMAND_2(agent_set_velocity_forced, RID, p_agent, Vector2, p_velocity);
/// 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'.
COMMAND_2(agent_set_velocity, RID, p_agent, Vector2, p_velocity);
virtual Vector2 agent_get_velocity(RID p_agent) const override;
/// Position of the agent in world space.
COMMAND_2(agent_set_position, RID, p_agent, Vector2, p_position);
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
COMMAND_2(agent_set_avoidance_callback, RID, p_agent, Callable, p_callback);
virtual bool agent_has_avoidance_callback(RID p_agent) const override;
COMMAND_2(agent_set_avoidance_layers, RID, p_agent, uint32_t, p_layers);
virtual uint32_t agent_get_avoidance_layers(RID p_agent) const override;
COMMAND_2(agent_set_avoidance_mask, RID, p_agent, uint32_t, p_mask);
virtual uint32_t agent_get_avoidance_mask(RID p_agent) const override;
COMMAND_2(agent_set_avoidance_priority, RID, p_agent, real_t, p_priority);
virtual real_t agent_get_avoidance_priority(RID p_agent) const override;
virtual RID obstacle_create() override;
COMMAND_2(obstacle_set_avoidance_enabled, RID, p_obstacle, bool, p_enabled);
virtual bool obstacle_get_avoidance_enabled(RID p_obstacle) const override;
COMMAND_2(obstacle_set_map, RID, p_obstacle, RID, p_map);
virtual RID obstacle_get_map(RID p_obstacle) const override;
COMMAND_2(obstacle_set_paused, RID, p_obstacle, bool, p_paused);
virtual bool obstacle_get_paused(RID p_obstacle) const override;
COMMAND_2(obstacle_set_radius, RID, p_obstacle, real_t, p_radius);
virtual real_t obstacle_get_radius(RID p_obstacle) const override;
COMMAND_2(obstacle_set_velocity, RID, p_obstacle, Vector2, p_velocity);
virtual Vector2 obstacle_get_velocity(RID p_obstacle) const override;
COMMAND_2(obstacle_set_position, RID, p_obstacle, Vector2, p_position);
virtual Vector2 obstacle_get_position(RID p_obstacle) const override;
COMMAND_2(obstacle_set_vertices, RID, p_obstacle, const Vector<Vector2> &, p_vertices);
virtual Vector<Vector2> obstacle_get_vertices(RID p_obstacle) const override;
COMMAND_2(obstacle_set_avoidance_layers, RID, p_obstacle, uint32_t, p_layers);
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 = Callable()) override;
COMMAND_1(free, RID, p_object);
virtual void set_active(bool p_active) override;
void flush_queries();
virtual void process(double p_delta_time) override;
virtual void physics_process(double p_delta_time) override;
virtual void init() override;
virtual void sync() override;
virtual void finish() override;
virtual int get_process_info(ProcessInfo p_info) const 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;
private:
void internal_free_agent(RID p_object);
void internal_free_obstacle(RID p_object);
};
#undef COMMAND_1
#undef COMMAND_2

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/**************************************************************************/
/* nav_base_iteration_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. */
/**************************************************************************/
#pragma once
#include "../nav_utils_2d.h"
#include "core/object/ref_counted.h"
#include "servers/navigation/navigation_utilities.h"
class NavBaseIteration2D : public RefCounted {
GDCLASS(NavBaseIteration2D, RefCounted);
public:
bool enabled = true;
uint32_t navigation_layers = 1;
real_t enter_cost = 0.0;
real_t travel_cost = 1.0;
NavigationUtilities::PathSegmentType owner_type;
ObjectID owner_object_id;
RID owner_rid;
bool owner_use_edge_connections = false;
LocalVector<Nav2D::Polygon> navmesh_polygons;
LocalVector<LocalVector<Nav2D::Connection>> internal_connections;
bool get_enabled() const { return enabled; }
NavigationUtilities::PathSegmentType get_type() const { return owner_type; }
RID get_self() const { return owner_rid; }
ObjectID get_owner_id() const { return owner_object_id; }
uint32_t get_navigation_layers() const { return navigation_layers; }
real_t get_enter_cost() const { return enter_cost; }
real_t get_travel_cost() const { return travel_cost; }
bool get_use_edge_connections() const { return owner_use_edge_connections; }
const LocalVector<Nav2D::Polygon> &get_navmesh_polygons() const { return navmesh_polygons; }
const LocalVector<LocalVector<Nav2D::Connection>> &get_internal_connections() const { return internal_connections; }
virtual ~NavBaseIteration2D() {
navmesh_polygons.clear();
internal_connections.clear();
}
};

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/**************************************************************************/
/* nav_map_builder_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 "nav_map_builder_2d.h"
#include "../nav_link_2d.h"
#include "../nav_map_2d.h"
#include "../nav_region_2d.h"
#include "../triangle2.h"
#include "nav_map_iteration_2d.h"
#include "nav_region_iteration_2d.h"
using namespace Nav2D;
PointKey NavMapBuilder2D::get_point_key(const Vector2 &p_pos, const Vector2 &p_cell_size) {
const int x = static_cast<int>(Math::floor(p_pos.x / p_cell_size.x));
const int y = static_cast<int>(Math::floor(p_pos.y / p_cell_size.y));
PointKey p;
p.key = 0;
p.x = x;
p.y = y;
return p;
}
void NavMapBuilder2D::build_navmap_iteration(NavMapIterationBuild2D &r_build) {
PerformanceData &performance_data = r_build.performance_data;
performance_data.pm_polygon_count = 0;
performance_data.pm_edge_count = 0;
performance_data.pm_edge_merge_count = 0;
performance_data.pm_edge_connection_count = 0;
performance_data.pm_edge_free_count = 0;
_build_step_gather_region_polygons(r_build);
_build_step_find_edge_connection_pairs(r_build);
_build_step_merge_edge_connection_pairs(r_build);
_build_step_edge_connection_margin_connections(r_build);
_build_step_navlink_connections(r_build);
_build_update_map_iteration(r_build);
}
void NavMapBuilder2D::_build_step_gather_region_polygons(NavMapIterationBuild2D &r_build) {
PerformanceData &performance_data = r_build.performance_data;
NavMapIteration2D *map_iteration = r_build.map_iteration;
const LocalVector<Ref<NavRegionIteration2D>> &regions = map_iteration->region_iterations;
HashMap<const NavBaseIteration2D *, LocalVector<Connection>> &region_external_connections = map_iteration->external_region_connections;
map_iteration->navbases_polygons_external_connections.clear();
// Remove regions connections.
region_external_connections.clear();
// Copy all region polygons in the map.
int polygon_count = 0;
for (const Ref<NavRegionIteration2D> &region : regions) {
const uint32_t polygons_size = region->navmesh_polygons.size();
polygon_count += polygons_size;
region_external_connections[region.ptr()] = LocalVector<Connection>();
map_iteration->navbases_polygons_external_connections[region.ptr()] = LocalVector<LocalVector<Connection>>();
map_iteration->navbases_polygons_external_connections[region.ptr()].resize(polygons_size);
}
performance_data.pm_polygon_count = polygon_count;
r_build.polygon_count = polygon_count;
}
void NavMapBuilder2D::_build_step_find_edge_connection_pairs(NavMapIterationBuild2D &r_build) {
PerformanceData &performance_data = r_build.performance_data;
NavMapIteration2D *map_iteration = r_build.map_iteration;
int polygon_count = r_build.polygon_count;
HashMap<EdgeKey, EdgeConnectionPair, EdgeKey> &connection_pairs_map = r_build.iter_connection_pairs_map;
// Group all edges per key.
connection_pairs_map.clear();
connection_pairs_map.reserve(polygon_count);
int free_edges_count = 0; // How many ConnectionPairs have only one Connection.
for (const Ref<NavRegionIteration2D> &region : map_iteration->region_iterations) {
for (const ConnectableEdge &connectable_edge : region->get_external_edges()) {
const EdgeKey &ek = connectable_edge.ek;
HashMap<EdgeKey, EdgeConnectionPair, EdgeKey>::Iterator pair_it = connection_pairs_map.find(ek);
if (!pair_it) {
pair_it = connection_pairs_map.insert(ek, EdgeConnectionPair());
performance_data.pm_edge_count += 1;
++free_edges_count;
}
EdgeConnectionPair &pair = pair_it->value;
if (pair.size < 2) {
// Add the polygon/edge tuple to this key.
Connection new_connection;
new_connection.polygon = &region->navmesh_polygons[connectable_edge.polygon_index];
new_connection.edge = connectable_edge.edge;
new_connection.pathway_start = connectable_edge.pathway_start;
new_connection.pathway_end = connectable_edge.pathway_end;
pair.connections[pair.size] = new_connection;
++pair.size;
if (pair.size == 2) {
--free_edges_count;
}
} else {
// The edge is already connected with another edge, skip.
ERR_PRINT_ONCE("Navigation map synchronization error. Attempted to merge a navigation mesh polygon edge with another already-merged edge. This is usually caused by crossing edges, overlapping polygons, or a mismatch of the NavigationMesh / NavigationPolygon baked 'cell_size' and navigation map 'cell_size'. If you're certain none of above is the case, change 'navigation/2d/merge_rasterizer_cell_scale' to 0.001.");
}
}
}
r_build.free_edge_count = free_edges_count;
}
void NavMapBuilder2D::_build_step_merge_edge_connection_pairs(NavMapIterationBuild2D &r_build) {
PerformanceData &performance_data = r_build.performance_data;
HashMap<EdgeKey, EdgeConnectionPair, EdgeKey> &connection_pairs_map = r_build.iter_connection_pairs_map;
LocalVector<Connection> &free_edges = r_build.iter_free_edges;
int free_edges_count = r_build.free_edge_count;
bool use_edge_connections = r_build.use_edge_connections;
free_edges.clear();
free_edges.reserve(free_edges_count);
NavMapIteration2D *map_iteration = r_build.map_iteration;
HashMap<const NavBaseIteration2D *, LocalVector<LocalVector<Nav2D::Connection>>> &navbases_polygons_external_connections = map_iteration->navbases_polygons_external_connections;
for (const KeyValue<EdgeKey, EdgeConnectionPair> &pair_it : connection_pairs_map) {
const EdgeConnectionPair &pair = pair_it.value;
if (pair.size == 2) {
// Connect edge that are shared in different polygons.
const Connection &c1 = pair.connections[0];
const Connection &c2 = pair.connections[1];
navbases_polygons_external_connections[c1.polygon->owner][c1.polygon->id].push_back(c2);
navbases_polygons_external_connections[c2.polygon->owner][c2.polygon->id].push_back(c1);
performance_data.pm_edge_connection_count += 1;
} else {
CRASH_COND_MSG(pair.size != 1, vformat("Number of connection != 1. Found: %d", pair.size));
if (use_edge_connections && pair.connections[0].polygon->owner->get_use_edge_connections()) {
free_edges.push_back(pair.connections[0]);
}
}
}
}
void NavMapBuilder2D::_build_step_edge_connection_margin_connections(NavMapIterationBuild2D &r_build) {
PerformanceData &performance_data = r_build.performance_data;
NavMapIteration2D *map_iteration = r_build.map_iteration;
real_t edge_connection_margin = r_build.edge_connection_margin;
LocalVector<Connection> &free_edges = r_build.iter_free_edges;
HashMap<const NavBaseIteration2D *, LocalVector<Connection>> &region_external_connections = map_iteration->external_region_connections;
HashMap<const NavBaseIteration2D *, LocalVector<LocalVector<Nav2D::Connection>>> &navbases_polygons_external_connections = map_iteration->navbases_polygons_external_connections;
// Find the compatible near edges.
//
// Note:
// Considering that the edges must be compatible (for obvious reasons)
// to be connected, create new polygons to remove that small gap is
// not really useful and would result in wasteful computation during
// connection, integration and path finding.
performance_data.pm_edge_free_count = free_edges.size();
const real_t edge_connection_margin_squared = edge_connection_margin * edge_connection_margin;
for (uint32_t i = 0; i < free_edges.size(); i++) {
const Connection &free_edge = free_edges[i];
const Vector2 &edge_p1 = free_edge.pathway_start;
const Vector2 &edge_p2 = free_edge.pathway_end;
for (uint32_t j = 0; j < free_edges.size(); j++) {
const Connection &other_edge = free_edges[j];
if (i == j || free_edge.polygon->owner == other_edge.polygon->owner) {
continue;
}
const Vector2 &other_edge_p1 = other_edge.pathway_start;
const Vector2 &other_edge_p2 = other_edge.pathway_end;
// Compute the projection of the opposite edge on the current one
Vector2 edge_vector = edge_p2 - edge_p1;
real_t projected_p1_ratio = edge_vector.dot(other_edge_p1 - edge_p1) / (edge_vector.length_squared());
real_t projected_p2_ratio = edge_vector.dot(other_edge_p2 - edge_p1) / (edge_vector.length_squared());
if ((projected_p1_ratio < 0.0 && projected_p2_ratio < 0.0) || (projected_p1_ratio > 1.0 && projected_p2_ratio > 1.0)) {
continue;
}
// Check if the two edges are close to each other enough and compute a pathway between the two regions.
Vector2 self1 = edge_vector * CLAMP(projected_p1_ratio, 0.0, 1.0) + edge_p1;
Vector2 other1;
if (projected_p1_ratio >= 0.0 && projected_p1_ratio <= 1.0) {
other1 = other_edge_p1;
} else {
other1 = other_edge_p1.lerp(other_edge_p2, (1.0 - projected_p1_ratio) / (projected_p2_ratio - projected_p1_ratio));
}
if (other1.distance_squared_to(self1) > edge_connection_margin_squared) {
continue;
}
Vector2 self2 = edge_vector * CLAMP(projected_p2_ratio, 0.0, 1.0) + edge_p1;
Vector2 other2;
if (projected_p2_ratio >= 0.0 && projected_p2_ratio <= 1.0) {
other2 = other_edge_p2;
} else {
other2 = other_edge_p1.lerp(other_edge_p2, (0.0 - projected_p1_ratio) / (projected_p2_ratio - projected_p1_ratio));
}
if (other2.distance_squared_to(self2) > edge_connection_margin_squared) {
continue;
}
// The edges can now be connected.
Connection new_connection = other_edge;
new_connection.pathway_start = (self1 + other1) / 2.0;
new_connection.pathway_end = (self2 + other2) / 2.0;
//free_edge.polygon->connections.push_back(new_connection);
// Add the connection to the region_connection map.
region_external_connections[free_edge.polygon->owner].push_back(new_connection);
navbases_polygons_external_connections[free_edge.polygon->owner][free_edge.polygon->id].push_back(new_connection);
performance_data.pm_edge_connection_count += 1;
}
}
}
void NavMapBuilder2D::_build_step_navlink_connections(NavMapIterationBuild2D &r_build) {
NavMapIteration2D *map_iteration = r_build.map_iteration;
real_t link_connection_radius = r_build.link_connection_radius;
const LocalVector<Ref<NavLinkIteration2D>> &links = map_iteration->link_iterations;
int polygon_count = r_build.polygon_count;
real_t link_connection_radius_sqr = link_connection_radius * link_connection_radius;
HashMap<const NavBaseIteration2D *, LocalVector<LocalVector<Nav2D::Connection>>> &navbases_polygons_external_connections = map_iteration->navbases_polygons_external_connections;
LocalVector<Nav2D::Polygon> &navlink_polygons = map_iteration->navlink_polygons;
navlink_polygons.clear();
navlink_polygons.resize(links.size());
uint32_t navlink_index = 0;
// Search for polygons within range of a nav link.
for (const Ref<NavLinkIteration2D> &link : links) {
polygon_count++;
Polygon &new_polygon = navlink_polygons[navlink_index++];
new_polygon.id = 0;
new_polygon.owner = link.ptr();
const Vector2 link_start_pos = link->get_start_position();
const Vector2 link_end_pos = link->get_end_position();
Polygon *closest_start_polygon = nullptr;
real_t closest_start_sqr_dist = link_connection_radius_sqr;
Vector2 closest_start_point;
Polygon *closest_end_polygon = nullptr;
real_t closest_end_sqr_dist = link_connection_radius_sqr;
Vector2 closest_end_point;
for (const Ref<NavRegionIteration2D> &region : map_iteration->region_iterations) {
Rect2 region_bounds = region->get_bounds().grow(link_connection_radius);
if (!region_bounds.has_point(link_start_pos) && !region_bounds.has_point(link_end_pos)) {
continue;
}
for (Polygon &polyon : region->navmesh_polygons) {
for (uint32_t point_id = 2; point_id < polyon.vertices.size(); point_id += 1) {
const Triangle2 triangle(polyon.vertices[0], polyon.vertices[point_id - 1], polyon.vertices[point_id]);
{
const Vector2 start_point = triangle.get_closest_point_to(link_start_pos);
const real_t sqr_dist = start_point.distance_squared_to(link_start_pos);
// Pick the polygon that is within our radius and is closer than anything we've seen yet.
if (sqr_dist < closest_start_sqr_dist) {
closest_start_sqr_dist = sqr_dist;
closest_start_point = start_point;
closest_start_polygon = &polyon;
}
}
{
const Vector2 end_point = triangle.get_closest_point_to(link_end_pos);
const real_t sqr_dist = end_point.distance_squared_to(link_end_pos);
// Pick the polygon that is within our radius and is closer than anything we've seen yet.
if (sqr_dist < closest_end_sqr_dist) {
closest_end_sqr_dist = sqr_dist;
closest_end_point = end_point;
closest_end_polygon = &polyon;
}
}
}
}
}
// If we have both a start and end point, then create a synthetic polygon to route through.
if (closest_start_polygon && closest_end_polygon) {
new_polygon.vertices.resize(4);
// Build a set of vertices that create a thin polygon going from the start to the end point.
new_polygon.vertices[0] = closest_start_point;
new_polygon.vertices[1] = closest_start_point;
new_polygon.vertices[2] = closest_end_point;
new_polygon.vertices[3] = closest_end_point;
// Setup connections to go forward in the link.
{
Connection entry_connection;
entry_connection.polygon = &new_polygon;
entry_connection.edge = -1;
entry_connection.pathway_start = new_polygon.vertices[0];
entry_connection.pathway_end = new_polygon.vertices[1];
navbases_polygons_external_connections[closest_start_polygon->owner][closest_start_polygon->id].push_back(entry_connection);
Connection exit_connection;
exit_connection.polygon = closest_end_polygon;
exit_connection.edge = -1;
exit_connection.pathway_start = new_polygon.vertices[2];
exit_connection.pathway_end = new_polygon.vertices[3];
navbases_polygons_external_connections[link.ptr()].push_back(LocalVector<Nav2D::Connection>());
navbases_polygons_external_connections[link.ptr()][new_polygon.id].push_back(exit_connection);
}
// If the link is bi-directional, create connections from the end to the start.
if (link->is_bidirectional()) {
Connection entry_connection;
entry_connection.polygon = &new_polygon;
entry_connection.edge = -1;
entry_connection.pathway_start = new_polygon.vertices[2];
entry_connection.pathway_end = new_polygon.vertices[3];
navbases_polygons_external_connections[closest_end_polygon->owner][closest_end_polygon->id].push_back(entry_connection);
Connection exit_connection;
exit_connection.polygon = closest_start_polygon;
exit_connection.edge = -1;
exit_connection.pathway_start = new_polygon.vertices[0];
exit_connection.pathway_end = new_polygon.vertices[1];
navbases_polygons_external_connections[link.ptr()].push_back(LocalVector<Nav2D::Connection>());
navbases_polygons_external_connections[link.ptr()][new_polygon.id].push_back(exit_connection);
}
}
}
r_build.polygon_count = polygon_count;
}
void NavMapBuilder2D::_build_update_map_iteration(NavMapIterationBuild2D &r_build) {
NavMapIteration2D *map_iteration = r_build.map_iteration;
map_iteration->navmesh_polygon_count = r_build.polygon_count;
uint32_t navmesh_polygon_count = r_build.polygon_count;
uint32_t total_polygon_count = navmesh_polygon_count;
map_iteration->path_query_slots_mutex.lock();
for (NavMeshQueries2D::PathQuerySlot &p_path_query_slot : map_iteration->path_query_slots) {
p_path_query_slot.traversable_polys.clear();
p_path_query_slot.traversable_polys.reserve(navmesh_polygon_count * 0.25);
p_path_query_slot.path_corridor.clear();
p_path_query_slot.path_corridor.resize(total_polygon_count);
p_path_query_slot.poly_to_id.clear();
p_path_query_slot.poly_to_id.reserve(total_polygon_count);
int polygon_id = 0;
for (Ref<NavRegionIteration2D> &region : map_iteration->region_iterations) {
for (const Polygon &polygon : region->navmesh_polygons) {
p_path_query_slot.poly_to_id[&polygon] = polygon_id;
polygon_id++;
}
}
for (const Polygon &polygon : map_iteration->navlink_polygons) {
p_path_query_slot.poly_to_id[&polygon] = polygon_id;
polygon_id++;
}
DEV_ASSERT(p_path_query_slot.path_corridor.size() == p_path_query_slot.poly_to_id.size());
}
map_iteration->path_query_slots_mutex.unlock();
}

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/**************************************************************************/
/* nav_map_builder_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. */
/**************************************************************************/
#pragma once
#include "../nav_utils_2d.h"
struct NavMapIterationBuild2D;
class NavMapBuilder2D {
static void _build_step_gather_region_polygons(NavMapIterationBuild2D &r_build);
static void _build_step_find_edge_connection_pairs(NavMapIterationBuild2D &r_build);
static void _build_step_merge_edge_connection_pairs(NavMapIterationBuild2D &r_build);
static void _build_step_edge_connection_margin_connections(NavMapIterationBuild2D &r_build);
static void _build_step_navlink_connections(NavMapIterationBuild2D &r_build);
static void _build_update_map_iteration(NavMapIterationBuild2D &r_build);
public:
static Nav2D::PointKey get_point_key(const Vector2 &p_pos, const Vector2 &p_cell_size);
static void build_navmap_iteration(NavMapIterationBuild2D &r_build);
};

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/**************************************************************************/
/* nav_map_iteration_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. */
/**************************************************************************/
#pragma once
#include "../nav_rid_2d.h"
#include "../nav_utils_2d.h"
#include "nav_mesh_queries_2d.h"
#include "core/math/math_defs.h"
#include "core/os/semaphore.h"
class NavLinkIteration2D;
class NavRegion2D;
class NavRegionIteration2D;
struct NavMapIteration2D;
struct NavMapIterationBuild2D {
Vector2 merge_rasterizer_cell_size;
bool use_edge_connections = true;
real_t edge_connection_margin;
real_t link_connection_radius;
Nav2D::PerformanceData performance_data;
int polygon_count = 0;
int free_edge_count = 0;
HashMap<Nav2D::EdgeKey, Nav2D::EdgeConnectionPair, Nav2D::EdgeKey> iter_connection_pairs_map;
LocalVector<Nav2D::Connection> iter_free_edges;
NavMapIteration2D *map_iteration = nullptr;
int navmesh_polygon_count = 0;
void reset() {
performance_data.reset();
iter_connection_pairs_map.clear();
iter_free_edges.clear();
polygon_count = 0;
free_edge_count = 0;
navmesh_polygon_count = 0;
}
};
struct NavMapIteration2D {
mutable SafeNumeric<uint32_t> users;
RWLock rwlock;
LocalVector<Ref<NavRegionIteration2D>> region_iterations;
LocalVector<Ref<NavLinkIteration2D>> link_iterations;
int navmesh_polygon_count = 0;
// The edge connections that the map builds on top with the edge connection margin.
HashMap<const NavBaseIteration2D *, LocalVector<Nav2D::Connection>> external_region_connections;
HashMap<const NavBaseIteration2D *, LocalVector<LocalVector<Nav2D::Connection>>> navbases_polygons_external_connections;
LocalVector<Nav2D::Polygon> navlink_polygons;
HashMap<NavRegion2D *, Ref<NavRegionIteration2D>> region_ptr_to_region_iteration;
LocalVector<NavMeshQueries2D::PathQuerySlot> path_query_slots;
Mutex path_query_slots_mutex;
Semaphore path_query_slots_semaphore;
void clear() {
navmesh_polygon_count = 0;
region_iterations.clear();
link_iterations.clear();
external_region_connections.clear();
navbases_polygons_external_connections.clear();
navlink_polygons.clear();
region_ptr_to_region_iteration.clear();
}
};
class NavMapIterationRead2D {
const NavMapIteration2D &map_iteration;
public:
_ALWAYS_INLINE_ NavMapIterationRead2D(const NavMapIteration2D &p_iteration) :
map_iteration(p_iteration) {
map_iteration.rwlock.read_lock();
map_iteration.users.increment();
}
_ALWAYS_INLINE_ ~NavMapIterationRead2D() {
map_iteration.users.decrement();
map_iteration.rwlock.read_unlock();
}
};

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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.is_empty()) {
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);
}
generator_task->navigation_mesh->emit_changed();
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);
}
p_navigation_mesh->emit_changed();
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);
}
p_navigation_mesh->emit_changed();
}
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);
}
p_navigation_mesh->emit_changed();
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 (const TPPLPoly &tp : tppl_out_polygon) {
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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/**************************************************************************/
/* 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. */
/**************************************************************************/
#pragma once
#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

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/**************************************************************************/
/* nav_mesh_queries_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. */
/**************************************************************************/
#pragma once
#include "../nav_utils_2d.h"
#include "core/templates/a_hash_map.h"
#include "servers/navigation/navigation_globals.h"
#include "servers/navigation/navigation_path_query_parameters_2d.h"
#include "servers/navigation/navigation_path_query_result_2d.h"
#include "servers/navigation/navigation_utilities.h"
using namespace NavigationUtilities;
class NavMap2D;
struct NavMapIteration2D;
class NavMeshQueries2D {
public:
struct PathQuerySlot {
LocalVector<Nav2D::NavigationPoly> path_corridor;
Heap<Nav2D::NavigationPoly *, Nav2D::NavPolyTravelCostGreaterThan, Nav2D::NavPolyHeapIndexer> traversable_polys;
bool in_use = false;
uint32_t slot_index = 0;
AHashMap<const Nav2D::Polygon *, uint32_t> poly_to_id;
};
struct NavMeshPathQueryTask2D {
enum TaskStatus {
QUERY_STARTED,
QUERY_FINISHED,
QUERY_FAILED,
CALLBACK_DISPATCHED,
CALLBACK_FAILED,
};
// Parameters.
Vector2 start_position;
Vector2 target_position;
uint32_t navigation_layers;
BitField<PathMetadataFlags> metadata_flags = PathMetadataFlags::PATH_INCLUDE_ALL;
PathfindingAlgorithm pathfinding_algorithm = PathfindingAlgorithm::PATHFINDING_ALGORITHM_ASTAR;
PathPostProcessing path_postprocessing = PathPostProcessing::PATH_POSTPROCESSING_CORRIDORFUNNEL;
bool simplify_path = false;
real_t simplify_epsilon = 0.0;
bool exclude_regions = false;
bool include_regions = false;
LocalVector<RID> excluded_regions;
LocalVector<RID> included_regions;
float path_return_max_length = 0.0;
float path_return_max_radius = 0.0;
int path_search_max_polygons = NavigationDefaults2D::path_search_max_polygons;
float path_search_max_distance = 0.0;
// Path building.
Vector2 begin_position;
Vector2 end_position;
const Nav2D::Polygon *begin_polygon = nullptr;
const Nav2D::Polygon *end_polygon = nullptr;
uint32_t least_cost_id = 0;
// Map.
NavMap2D *map = nullptr;
PathQuerySlot *path_query_slot = nullptr;
// Path points.
LocalVector<Vector2> path_points;
LocalVector<int32_t> path_meta_point_types;
LocalVector<RID> path_meta_point_rids;
LocalVector<int64_t> path_meta_point_owners;
float path_length = 0.0;
Ref<NavigationPathQueryParameters2D> query_parameters;
Ref<NavigationPathQueryResult2D> query_result;
Callable callback;
NavMeshPathQueryTask2D::TaskStatus status = NavMeshPathQueryTask2D::TaskStatus::QUERY_STARTED;
void path_clear() {
path_points.clear();
path_meta_point_types.clear();
path_meta_point_rids.clear();
path_meta_point_owners.clear();
}
void path_reverse() {
path_points.reverse();
path_meta_point_types.reverse();
path_meta_point_rids.reverse();
path_meta_point_owners.reverse();
}
};
static bool emit_callback(const Callable &p_callback);
static Vector2 polygons_get_random_point(const LocalVector<Nav2D::Polygon> &p_polygons, uint32_t p_navigation_layers, bool p_uniformly);
static Vector2 polygons_get_closest_point(const LocalVector<Nav2D::Polygon> &p_polygons, const Vector2 &p_point);
static Nav2D::ClosestPointQueryResult polygons_get_closest_point_info(const LocalVector<Nav2D::Polygon> &p_polygons, const Vector2 &p_point);
static RID polygons_get_closest_point_owner(const LocalVector<Nav2D::Polygon> &p_polygons, const Vector2 &p_point);
static Vector2 map_iteration_get_closest_point(const NavMapIteration2D &p_map_iteration, const Vector2 &p_point);
static RID map_iteration_get_closest_point_owner(const NavMapIteration2D &p_map_iteration, const Vector2 &p_point);
static Nav2D::ClosestPointQueryResult map_iteration_get_closest_point_info(const NavMapIteration2D &p_map_iteration, const Vector2 &p_point);
static Vector2 map_iteration_get_random_point(const NavMapIteration2D &p_map_iteration, uint32_t p_navigation_layers, bool p_uniformly);
static void map_query_path(NavMap2D *p_map, const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result, const Callable &p_callback);
static void query_task_map_iteration_get_path(NavMeshPathQueryTask2D &p_query_task, const NavMapIteration2D &p_map_iteration);
static void _query_task_push_back_point_with_metadata(NavMeshPathQueryTask2D &p_query_task, const Vector2 &p_point, const Nav2D::Polygon *p_point_polygon);
static void _query_task_find_start_end_positions(NavMeshPathQueryTask2D &p_query_task, const NavMapIteration2D &p_map_iteration);
static void _query_task_build_path_corridor(NavMeshPathQueryTask2D &p_query_task, const NavMapIteration2D &p_map_iteration);
static void _query_task_post_process_corridorfunnel(NavMeshPathQueryTask2D &p_query_task);
static void _query_task_post_process_edgecentered(NavMeshPathQueryTask2D &p_query_task);
static void _query_task_post_process_nopostprocessing(NavMeshPathQueryTask2D &p_query_task);
static void _query_task_clip_path(NavMeshPathQueryTask2D &p_query_task, const Nav2D::NavigationPoly *p_from_poly, const Vector2 &p_to_point, const Nav2D::NavigationPoly *p_to_poly);
static void _query_task_simplified_path_points(NavMeshPathQueryTask2D &p_query_task);
static bool _query_task_is_connection_owner_usable(const NavMeshPathQueryTask2D &p_query_task, const NavBaseIteration2D *p_owner);
static void _query_task_process_path_result_limits(NavMeshPathQueryTask2D &p_query_task);
static void _query_task_search_polygon_connections(NavMeshPathQueryTask2D &p_query_task, const Nav2D::Connection &p_connection, uint32_t p_least_cost_id, const Nav2D::NavigationPoly &p_least_cost_poly, real_t p_poly_enter_cost, const Vector2 &p_end_point);
static void simplify_path_segment(int p_start_inx, int p_end_inx, const LocalVector<Vector2> &p_points, real_t p_epsilon, LocalVector<uint32_t> &r_simplified_path_indices);
static LocalVector<uint32_t> get_simplified_path_indices(const LocalVector<Vector2> &p_path, real_t p_epsilon);
static float _calculate_path_length(const LocalVector<Vector2> &p_path, uint32_t p_start_index, uint32_t p_end_index);
};

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/**************************************************************************/
/* nav_region_builder_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 "nav_region_builder_2d.h"
#include "../nav_map_2d.h"
#include "../nav_region_2d.h"
#include "../triangle2.h"
#include "nav_region_iteration_2d.h"
using namespace Nav2D;
void NavRegionBuilder2D::build_iteration(NavRegionIterationBuild2D &r_build) {
PerformanceData &performance_data = r_build.performance_data;
performance_data.pm_polygon_count = 0;
performance_data.pm_edge_count = 0;
performance_data.pm_edge_merge_count = 0;
performance_data.pm_edge_connection_count = 0;
performance_data.pm_edge_free_count = 0;
_build_step_process_navmesh_data(r_build);
_build_step_find_edge_connection_pairs(r_build);
_build_step_merge_edge_connection_pairs(r_build);
_build_update_iteration(r_build);
}
void NavRegionBuilder2D::_build_step_process_navmesh_data(NavRegionIterationBuild2D &r_build) {
Vector<Vector2> _navmesh_vertices = r_build.navmesh_data.vertices;
Vector<Vector<int>> _navmesh_polygons = r_build.navmesh_data.polygons;
if (_navmesh_vertices.is_empty() || _navmesh_polygons.is_empty()) {
return;
}
PerformanceData &performance_data = r_build.performance_data;
Ref<NavRegionIteration2D> region_iteration = r_build.region_iteration;
const Transform2D &region_transform = region_iteration->transform;
LocalVector<Nav2D::Polygon> &navmesh_polygons = region_iteration->navmesh_polygons;
const int vertex_count = _navmesh_vertices.size();
const Vector2 *vertices_ptr = _navmesh_vertices.ptr();
const Vector<int> *polygons_ptr = _navmesh_polygons.ptr();
navmesh_polygons.resize(_navmesh_polygons.size());
real_t _new_region_surface_area = 0.0;
Rect2 _new_region_bounds;
bool first_vertex = true;
for (uint32_t i = 0; i < navmesh_polygons.size(); i++) {
Polygon &polygon = navmesh_polygons[i];
polygon.id = i;
polygon.owner = region_iteration.ptr();
polygon.surface_area = 0.0;
Vector<int> polygon_indices = polygons_ptr[i];
int polygon_size = polygon_indices.size();
if (polygon_size < 3) {
continue;
}
const int *indices_ptr = polygon_indices.ptr();
bool polygon_valid = true;
polygon.vertices.resize(polygon_size);
{
real_t _new_polygon_surface_area = 0.0;
for (int j(2); j < polygon_size; j++) {
const Triangle2 triangle = Triangle2(
region_transform.xform(vertices_ptr[indices_ptr[0]]),
region_transform.xform(vertices_ptr[indices_ptr[j - 1]]),
region_transform.xform(vertices_ptr[indices_ptr[j]]));
_new_polygon_surface_area += triangle.get_area();
}
polygon.surface_area = _new_polygon_surface_area;
_new_region_surface_area += _new_polygon_surface_area;
}
for (int j(0); j < polygon_size; j++) {
int vertex_index = indices_ptr[j];
if (vertex_index < 0 || vertex_index >= vertex_count) {
polygon_valid = false;
break;
}
const Vector2 point_position = region_transform.xform(vertices_ptr[vertex_index]);
polygon.vertices[j] = point_position;
if (first_vertex) {
first_vertex = false;
_new_region_bounds.position = point_position;
} else {
_new_region_bounds.expand_to(point_position);
}
}
if (!polygon_valid) {
polygon.surface_area = 0.0;
polygon.vertices.clear();
ERR_FAIL_COND_MSG(!polygon_valid, "Corrupted navigation mesh set on region. The indices of a polygon are out of range.");
}
}
region_iteration->surface_area = _new_region_surface_area;
region_iteration->bounds = _new_region_bounds;
performance_data.pm_polygon_count = navmesh_polygons.size();
}
Nav2D::PointKey NavRegionBuilder2D::get_point_key(const Vector2 &p_pos, const Vector2 &p_cell_size) {
const int x = static_cast<int>(Math::floor(p_pos.x / p_cell_size.x));
const int y = static_cast<int>(Math::floor(p_pos.y / p_cell_size.y));
PointKey p;
p.key = 0;
p.x = x;
p.y = y;
return p;
}
Nav2D::EdgeKey NavRegionBuilder2D::get_edge_key(const Vector2 &p_vertex1, const Vector2 &p_vertex2, const Vector2 &p_cell_size) {
EdgeKey ek(get_point_key(p_vertex1, p_cell_size), get_point_key(p_vertex2, p_cell_size));
return ek;
}
void NavRegionBuilder2D::_build_step_find_edge_connection_pairs(NavRegionIterationBuild2D &r_build) {
PerformanceData &performance_data = r_build.performance_data;
const Vector2 &map_cell_size = r_build.map_cell_size;
Ref<NavRegionIteration2D> region_iteration = r_build.region_iteration;
LocalVector<Nav2D::Polygon> &navmesh_polygons = region_iteration->navmesh_polygons;
HashMap<EdgeKey, EdgeConnectionPair, EdgeKey> &connection_pairs_map = r_build.iter_connection_pairs_map;
connection_pairs_map.clear();
region_iteration->internal_connections.clear();
region_iteration->internal_connections.resize(navmesh_polygons.size());
region_iteration->external_edges.clear();
int free_edges_count = 0;
for (Polygon &poly : region_iteration->navmesh_polygons) {
for (uint32_t p = 0; p < poly.vertices.size(); p++) {
const int next_point = (p + 1) % poly.vertices.size();
const EdgeKey ek = get_edge_key(poly.vertices[p], poly.vertices[next_point], map_cell_size);
HashMap<EdgeKey, EdgeConnectionPair, EdgeKey>::Iterator pair_it = connection_pairs_map.find(ek);
if (!pair_it) {
pair_it = connection_pairs_map.insert(ek, EdgeConnectionPair());
performance_data.pm_edge_count += 1;
++free_edges_count;
}
EdgeConnectionPair &pair = pair_it->value;
if (pair.size < 2) {
// Add the polygon/edge tuple to this key.
Connection new_connection;
new_connection.polygon = &poly;
new_connection.edge = p;
new_connection.pathway_start = poly.vertices[p];
new_connection.pathway_end = poly.vertices[next_point];
pair.connections[pair.size] = new_connection;
++pair.size;
if (pair.size == 2) {
--free_edges_count;
}
} else {
// The edge is already connected with another edge, skip.
ERR_FAIL_COND_MSG(pair.size >= 2, "Navigation region synchronization error. More than 2 edges tried to occupy the same map rasterization space. This is a logical error in the navigation mesh caused by overlap or too densely placed edges.");
}
}
}
performance_data.pm_edge_free_count = free_edges_count;
}
void NavRegionBuilder2D::_build_step_merge_edge_connection_pairs(NavRegionIterationBuild2D &r_build) {
PerformanceData &performance_data = r_build.performance_data;
Ref<NavRegionIteration2D> region_iteration = r_build.region_iteration;
HashMap<EdgeKey, EdgeConnectionPair, EdgeKey> &connection_pairs_map = r_build.iter_connection_pairs_map;
for (const KeyValue<EdgeKey, EdgeConnectionPair> &pair_it : connection_pairs_map) {
const EdgeConnectionPair &pair = pair_it.value;
if (pair.size == 2) {
// Connect edge that are shared in different polygons.
const Connection &c1 = pair.connections[0];
const Connection &c2 = pair.connections[1];
region_iteration->internal_connections[c1.polygon->id].push_back(c2);
region_iteration->internal_connections[c2.polygon->id].push_back(c1);
performance_data.pm_edge_merge_count += 1;
} else {
ERR_FAIL_COND_MSG(pair.size != 1, vformat("Number of connection != 1. Found: %d", pair.size));
const Connection &connection = pair.connections[0];
ConnectableEdge ce;
ce.ek = pair_it.key;
ce.polygon_index = connection.polygon->id;
ce.edge = connection.edge;
ce.pathway_start = connection.pathway_start;
ce.pathway_end = connection.pathway_end;
region_iteration->external_edges.push_back(ce);
}
}
}
void NavRegionBuilder2D::_build_update_iteration(NavRegionIterationBuild2D &r_build) {
ERR_FAIL_NULL(r_build.region);
// Stub. End of the build.
}

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/**************************************************************************/
/* nav_region_builder_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. */
/**************************************************************************/
#pragma once
#include "../nav_utils_2d.h"
struct NavRegionIterationBuild2D;
class NavRegionBuilder2D {
static void _build_step_process_navmesh_data(NavRegionIterationBuild2D &r_build);
static void _build_step_find_edge_connection_pairs(NavRegionIterationBuild2D &r_build);
static void _build_step_merge_edge_connection_pairs(NavRegionIterationBuild2D &r_build);
static void _build_update_iteration(NavRegionIterationBuild2D &r_build);
public:
static Nav2D::PointKey get_point_key(const Vector2 &p_pos, const Vector2 &p_cell_size);
static Nav2D::EdgeKey get_edge_key(const Vector2 &p_vertex1, const Vector2 &p_vertex2, const Vector2 &p_cell_size);
static void build_iteration(NavRegionIterationBuild2D &r_build);
};

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/**************************************************************************/
/* nav_region_iteration_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. */
/**************************************************************************/
#pragma once
#include "../nav_utils_2d.h"
#include "nav_base_iteration_2d.h"
#include "scene/resources/2d/navigation_polygon.h"
#include "core/math/rect2.h"
class NavRegion2D;
class NavRegionIteration2D;
struct NavRegionIterationBuild2D {
Nav2D::PerformanceData performance_data;
NavRegion2D *region = nullptr;
Vector2 map_cell_size;
Transform2D region_transform;
struct NavMeshData {
Vector<Vector2> vertices;
Vector<Vector<int>> polygons;
void clear() {
vertices.clear();
polygons.clear();
}
} navmesh_data;
Ref<NavRegionIteration2D> region_iteration;
HashMap<Nav2D::EdgeKey, Nav2D::EdgeConnectionPair, Nav2D::EdgeKey> iter_connection_pairs_map;
void reset() {
performance_data.reset();
navmesh_data.clear();
region_iteration = Ref<NavRegionIteration2D>();
iter_connection_pairs_map.clear();
}
};
class NavRegionIteration2D : public NavBaseIteration2D {
GDCLASS(NavRegionIteration2D, NavBaseIteration2D);
public:
Transform2D transform;
real_t surface_area = 0.0;
Rect2 bounds;
LocalVector<Nav2D::ConnectableEdge> external_edges;
const Transform2D &get_transform() const { return transform; }
real_t get_surface_area() const { return surface_area; }
Rect2 get_bounds() const { return bounds; }
const LocalVector<Nav2D::ConnectableEdge> &get_external_edges() const { return external_edges; }
virtual ~NavRegionIteration2D() override {
external_edges.clear();
navmesh_polygons.clear();
internal_connections.clear();
}
};