Quellcode durchsuchen

Backport NavigationServerDummy

Backports the NavigationServer3DDummy from Godot 4 to compile Godot without NavigationServer module.
smix8 vor 1 Jahr
Ursprung
Commit
c9258a2a68
3 geänderte Dateien mit 114 neuen und 1 gelöschten Zeilen
  1. 14 0
      main/main.cpp
  2. 3 1
      servers/navigation_server.cpp
  3. 97 0
      servers/navigation_server_dummy.h

+ 14 - 0
main/main.cpp

@@ -67,6 +67,7 @@
 #include "servers/camera_server.h"
 #include "servers/navigation_2d_server.h"
 #include "servers/navigation_server.h"
+#include "servers/navigation_server_dummy.h"
 #include "servers/physics_2d_server.h"
 #include "servers/physics_server.h"
 #include "servers/register_server_types.h"
@@ -235,8 +236,21 @@ void finalize_physics() {
 
 void initialize_navigation_server() {
 	ERR_FAIL_COND(navigation_server != nullptr);
+
+	// Init 3D Navigation Server
 	navigation_server = NavigationServerManager::new_default_server();
+
+	// Fall back to dummy if no default server has been registered.
+	if (!navigation_server) {
+		navigation_server = memnew(NavigationServerDummy);
+	}
+
+	// Should be impossible, but make sure it's not null.
+	ERR_FAIL_NULL_MSG(navigation_server, "Failed to initialize NavigationServer.");
+
+	// Init 2D Navigation Server
 	navigation_2d_server = memnew(Navigation2DServer);
+	ERR_FAIL_NULL_MSG(navigation_2d_server, "Failed to initialize Navigation2DServer.");
 }
 
 void finalize_navigation_server() {

+ 3 - 1
servers/navigation_server.cpp

@@ -121,6 +121,8 @@ void NavigationServerManager::set_default_server(NavigationServerCallback p_call
 }
 
 NavigationServer *NavigationServerManager::new_default_server() {
-	ERR_FAIL_COND_V(create_callback == nullptr, nullptr);
+	if (create_callback == nullptr) {
+		return nullptr;
+	}
 	return create_callback();
 }

+ 97 - 0
servers/navigation_server_dummy.h

@@ -0,0 +1,97 @@
+/**************************************************************************/
+/*  navigation_server_dummy.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 NAVIGATION_SERVER_DUMMY_H
+#define NAVIGATION_SERVER_DUMMY_H
+
+#include "servers/navigation_server.h"
+
+class NavigationServerDummy : public NavigationServer {
+	GDCLASS(NavigationServerDummy, NavigationServer);
+
+public:
+	Array get_maps() const { return Array(); }
+	RID map_create() const { return RID(); }
+	void map_set_active(RID p_map, bool p_active) const {}
+	bool map_is_active(RID p_map) const { return false; }
+	void map_set_up(RID p_map, Vector3 p_up) const {}
+	Vector3 map_get_up(RID p_map) const { return Vector3(); }
+	void map_set_cell_size(RID p_map, real_t p_cell_size) const {}
+	real_t map_get_cell_size(RID p_map) const { return 0; }
+	void map_set_cell_height(RID p_map, real_t p_cell_height) const {}
+	real_t map_get_cell_height(RID p_map) const { return 0; }
+	void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) const {}
+	real_t map_get_edge_connection_margin(RID p_map) const { return 0; }
+	Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers) const { return Vector<Vector3>(); }
+	Vector3 map_get_closest_point_to_segment(RID p_map, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) const { return Vector3(); }
+	Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const { return Vector3(); }
+	Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const { return Vector3(); }
+	RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const { return RID(); }
+	Array map_get_regions(RID p_map) const { return Array(); }
+	Array map_get_agents(RID p_map) const { return Array(); }
+	void map_force_update(RID p_map) {}
+
+	RID region_create() const { return RID(); }
+	void region_set_enter_cost(RID p_region, real_t p_enter_cost) const {}
+	real_t region_get_enter_cost(RID p_region) const { return 0; }
+	void region_set_travel_cost(RID p_region, real_t p_travel_cost) const {}
+	real_t region_get_travel_cost(RID p_region) const { return 0; }
+	bool region_owns_point(RID p_region, const Vector3 &p_point) const { return false; }
+	void region_set_map(RID p_region, RID p_map) const {}
+	RID region_get_map(RID p_region) const { return RID(); }
+	void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) const {}
+	uint32_t region_get_navigation_layers(RID p_region) const { return 0; }
+	void region_set_transform(RID p_region, Transform p_transform) const {}
+	void region_set_navmesh(RID p_region, Ref<NavigationMesh> p_nav_mesh) const {}
+	void region_bake_navmesh(Ref<NavigationMesh> r_mesh, Node *p_node) const {}
+	int region_get_connections_count(RID p_region) const { return 0; }
+	Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const { return Vector3(); }
+	Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const { return Vector3(); }
+
+	RID agent_create() const { return RID(); }
+	void agent_set_map(RID p_agent, RID p_map) const {}
+	RID agent_get_map(RID p_agent) const { return RID(); }
+	void agent_set_neighbor_dist(RID p_agent, real_t p_dist) const {}
+	void agent_set_max_neighbors(RID p_agent, int p_count) const {}
+	void agent_set_time_horizon(RID p_agent, real_t p_time) const {}
+	void agent_set_radius(RID p_agent, real_t p_radius) const {}
+	void agent_set_max_speed(RID p_agent, real_t p_max_speed) const {}
+	void agent_set_velocity(RID p_agent, Vector3 p_velocity) const {}
+	void agent_set_target_velocity(RID p_agent, Vector3 p_velocity) const {}
+	void agent_set_position(RID p_agent, Vector3 p_position) const {}
+	void agent_set_ignore_y(RID p_agent, bool p_ignore) const {}
+	bool agent_is_map_changed(RID p_agent) const { return false; }
+	void agent_set_callback(RID p_agent, ObjectID p_object_id, StringName p_method, Variant p_udata = Variant()) const {}
+	void free(RID p_object) const {}
+	void set_active(bool p_active) const {}
+	void process(real_t delta_time) {}
+};
+
+#endif // NAVIGATION_SERVER_DUMMY_H