nav_map.h 9.9 KB

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  1. /**************************************************************************/
  2. /* nav_map.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef NAV_MAP_H
  31. #define NAV_MAP_H
  32. #include "3d/nav_map_iteration_3d.h"
  33. #include "3d/nav_mesh_queries_3d.h"
  34. #include "nav_rid.h"
  35. #include "nav_utils.h"
  36. #include "core/math/math_defs.h"
  37. #include "core/object/worker_thread_pool.h"
  38. #include "servers/navigation/navigation_globals.h"
  39. #include <KdTree2d.h>
  40. #include <KdTree3d.h>
  41. #include <RVOSimulator2d.h>
  42. #include <RVOSimulator3d.h>
  43. class NavLink;
  44. class NavRegion;
  45. class NavAgent;
  46. class NavObstacle;
  47. class NavMap : public NavRid {
  48. /// Map Up
  49. Vector3 up = Vector3(0, 1, 0);
  50. /// To find the polygons edges the vertices are displaced in a grid where
  51. /// each cell has the following cell_size and cell_height.
  52. real_t cell_size = NavigationDefaults3D::navmesh_cell_size;
  53. real_t cell_height = NavigationDefaults3D::navmesh_cell_height;
  54. // For the inter-region merging to work, internal rasterization is performed.
  55. Vector3 merge_rasterizer_cell_size = Vector3(cell_size, cell_height, cell_size);
  56. // This value is used to control sensitivity of internal rasterizer.
  57. float merge_rasterizer_cell_scale = 1.0;
  58. bool use_edge_connections = true;
  59. /// This value is used to detect the near edges to connect.
  60. real_t edge_connection_margin = NavigationDefaults3D::edge_connection_margin;
  61. /// This value is used to limit how far links search to find polygons to connect to.
  62. real_t link_connection_radius = NavigationDefaults3D::link_connection_radius;
  63. bool map_settings_dirty = true;
  64. /// Map regions
  65. LocalVector<NavRegion *> regions;
  66. /// Map links
  67. LocalVector<NavLink *> links;
  68. /// RVO avoidance worlds
  69. RVO2D::RVOSimulator2D rvo_simulation_2d;
  70. RVO3D::RVOSimulator3D rvo_simulation_3d;
  71. /// avoidance controlled agents
  72. LocalVector<NavAgent *> active_2d_avoidance_agents;
  73. LocalVector<NavAgent *> active_3d_avoidance_agents;
  74. /// dirty flag when one of the agent's arrays are modified
  75. bool agents_dirty = true;
  76. /// All the Agents (even the controlled one)
  77. LocalVector<NavAgent *> agents;
  78. /// All the avoidance obstacles (both static and dynamic)
  79. LocalVector<NavObstacle *> obstacles;
  80. /// Are rvo obstacles modified?
  81. bool obstacles_dirty = true;
  82. /// Physics delta time
  83. real_t deltatime = 0.0;
  84. /// Change the id each time the map is updated.
  85. uint32_t iteration_id = 0;
  86. bool use_threads = true;
  87. bool avoidance_use_multiple_threads = true;
  88. bool avoidance_use_high_priority_threads = true;
  89. // Performance Monitor
  90. gd::PerformanceData performance_data;
  91. struct {
  92. SelfList<NavRegion>::List regions;
  93. SelfList<NavLink>::List links;
  94. SelfList<NavAgent>::List agents;
  95. SelfList<NavObstacle>::List obstacles;
  96. } sync_dirty_requests;
  97. int path_query_slots_max = 4;
  98. bool use_async_iterations = true;
  99. uint32_t iteration_slot_index = 0;
  100. LocalVector<NavMapIteration> iteration_slots;
  101. mutable RWLock iteration_slot_rwlock;
  102. NavMapIterationBuild iteration_build;
  103. bool iteration_build_use_threads = false;
  104. WorkerThreadPool::TaskID iteration_build_thread_task_id = WorkerThreadPool::INVALID_TASK_ID;
  105. static void _build_iteration_threaded(void *p_arg);
  106. bool iteration_dirty = true;
  107. bool iteration_building = false;
  108. bool iteration_ready = false;
  109. void _build_iteration();
  110. void _sync_iteration();
  111. public:
  112. NavMap();
  113. ~NavMap();
  114. uint32_t get_iteration_id() const { return iteration_id; }
  115. void set_up(Vector3 p_up);
  116. Vector3 get_up() const {
  117. return up;
  118. }
  119. void set_cell_size(real_t p_cell_size);
  120. real_t get_cell_size() const {
  121. return cell_size;
  122. }
  123. void set_cell_height(real_t p_cell_height);
  124. real_t get_cell_height() const { return cell_height; }
  125. void set_merge_rasterizer_cell_scale(float p_value);
  126. float get_merge_rasterizer_cell_scale() const {
  127. return merge_rasterizer_cell_scale;
  128. }
  129. void set_use_edge_connections(bool p_enabled);
  130. bool get_use_edge_connections() const {
  131. return use_edge_connections;
  132. }
  133. void set_edge_connection_margin(real_t p_edge_connection_margin);
  134. real_t get_edge_connection_margin() const {
  135. return edge_connection_margin;
  136. }
  137. void set_link_connection_radius(real_t p_link_connection_radius);
  138. real_t get_link_connection_radius() const {
  139. return link_connection_radius;
  140. }
  141. gd::PointKey get_point_key(const Vector3 &p_pos) const;
  142. const Vector3 &get_merge_rasterizer_cell_size() const;
  143. void query_path(NavMeshQueries3D::NavMeshPathQueryTask3D &p_query_task);
  144. Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) const;
  145. Vector3 get_closest_point(const Vector3 &p_point) const;
  146. Vector3 get_closest_point_normal(const Vector3 &p_point) const;
  147. gd::ClosestPointQueryResult get_closest_point_info(const Vector3 &p_point) const;
  148. RID get_closest_point_owner(const Vector3 &p_point) const;
  149. void add_region(NavRegion *p_region);
  150. void remove_region(NavRegion *p_region);
  151. const LocalVector<NavRegion *> &get_regions() const {
  152. return regions;
  153. }
  154. void add_link(NavLink *p_link);
  155. void remove_link(NavLink *p_link);
  156. const LocalVector<NavLink *> &get_links() const {
  157. return links;
  158. }
  159. bool has_agent(NavAgent *agent) const;
  160. void add_agent(NavAgent *agent);
  161. void remove_agent(NavAgent *agent);
  162. const LocalVector<NavAgent *> &get_agents() const {
  163. return agents;
  164. }
  165. void set_agent_as_controlled(NavAgent *agent);
  166. void remove_agent_as_controlled(NavAgent *agent);
  167. bool has_obstacle(NavObstacle *obstacle) const;
  168. void add_obstacle(NavObstacle *obstacle);
  169. void remove_obstacle(NavObstacle *obstacle);
  170. const LocalVector<NavObstacle *> &get_obstacles() const {
  171. return obstacles;
  172. }
  173. Vector3 get_random_point(uint32_t p_navigation_layers, bool p_uniformly) const;
  174. void sync();
  175. void step(real_t p_deltatime);
  176. void dispatch_callbacks();
  177. // Performance Monitor
  178. int get_pm_region_count() const { return performance_data.pm_region_count; }
  179. int get_pm_agent_count() const { return performance_data.pm_agent_count; }
  180. int get_pm_link_count() const { return performance_data.pm_link_count; }
  181. int get_pm_polygon_count() const { return performance_data.pm_polygon_count; }
  182. int get_pm_edge_count() const { return performance_data.pm_edge_count; }
  183. int get_pm_edge_merge_count() const { return performance_data.pm_edge_merge_count; }
  184. int get_pm_edge_connection_count() const { return performance_data.pm_edge_connection_count; }
  185. int get_pm_edge_free_count() const { return performance_data.pm_edge_free_count; }
  186. int get_pm_obstacle_count() const { return performance_data.pm_obstacle_count; }
  187. int get_region_connections_count(NavRegion *p_region) const;
  188. Vector3 get_region_connection_pathway_start(NavRegion *p_region, int p_connection_id) const;
  189. Vector3 get_region_connection_pathway_end(NavRegion *p_region, int p_connection_id) const;
  190. void add_region_sync_dirty_request(SelfList<NavRegion> *p_sync_request);
  191. void add_link_sync_dirty_request(SelfList<NavLink> *p_sync_request);
  192. void add_agent_sync_dirty_request(SelfList<NavAgent> *p_sync_request);
  193. void add_obstacle_sync_dirty_request(SelfList<NavObstacle> *p_sync_request);
  194. void remove_region_sync_dirty_request(SelfList<NavRegion> *p_sync_request);
  195. void remove_link_sync_dirty_request(SelfList<NavLink> *p_sync_request);
  196. void remove_agent_sync_dirty_request(SelfList<NavAgent> *p_sync_request);
  197. void remove_obstacle_sync_dirty_request(SelfList<NavObstacle> *p_sync_request);
  198. void set_use_async_iterations(bool p_enabled);
  199. bool get_use_async_iterations() const;
  200. private:
  201. void _sync_dirty_map_update_requests();
  202. void _sync_dirty_avoidance_update_requests();
  203. void compute_single_step(uint32_t index, NavAgent **agent);
  204. void compute_single_avoidance_step_2d(uint32_t index, NavAgent **agent);
  205. void compute_single_avoidance_step_3d(uint32_t index, NavAgent **agent);
  206. void _sync_avoidance();
  207. void _update_rvo_simulation();
  208. void _update_rvo_obstacles_tree_2d();
  209. void _update_rvo_agents_tree_2d();
  210. void _update_rvo_agents_tree_3d();
  211. void _update_merge_rasterizer_cell_dimensions();
  212. };
  213. #endif // NAV_MAP_H