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119 | /*************************************************************************/
/* navigation_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "navigation_3d.h"
#include "servers/navigation_server_3d.h"
Vector<Vector3> Navigation3D::get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize) const {
return NavigationServer3D::get_singleton()->map_get_path(map, p_start, p_end, p_optimize);
}
Vector3 Navigation3D::get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision) const {
return NavigationServer3D::get_singleton()->map_get_closest_point_to_segment(map, p_from, p_to, p_use_collision);
}
Vector3 Navigation3D::get_closest_point(const Vector3 &p_point) const {
return NavigationServer3D::get_singleton()->map_get_closest_point(map, p_point);
}
Vector3 Navigation3D::get_closest_point_normal(const Vector3 &p_point) const {
return NavigationServer3D::get_singleton()->map_get_closest_point_normal(map, p_point);
}
RID Navigation3D::get_closest_point_owner(const Vector3 &p_point) const {
return NavigationServer3D::get_singleton()->map_get_closest_point_owner(map, p_point);
}
void Navigation3D::set_up_vector(const Vector3 &p_up) {
up = p_up;
NavigationServer3D::get_singleton()->map_set_up(map, up);
}
Vector3 Navigation3D::get_up_vector() const {
return up;
}
void Navigation3D::set_cell_size(float p_cell_size) {
cell_size = p_cell_size;
NavigationServer3D::get_singleton()->map_set_cell_size(map, cell_size);
}
void Navigation3D::set_edge_connection_margin(float p_edge_connection_margin) {
edge_connection_margin = p_edge_connection_margin;
NavigationServer3D::get_singleton()->map_set_edge_connection_margin(map, edge_connection_margin);
}
void Navigation3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_rid"), &Navigation3D::get_rid);
ClassDB::bind_method(D_METHOD("get_simple_path", "start", "end", "optimize"), &Navigation3D::get_simple_path, DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_closest_point_to_segment", "start", "end", "use_collision"), &Navigation3D::get_closest_point_to_segment, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_closest_point", "to_point"), &Navigation3D::get_closest_point);
ClassDB::bind_method(D_METHOD("get_closest_point_normal", "to_point"), &Navigation3D::get_closest_point_normal);
ClassDB::bind_method(D_METHOD("get_closest_point_owner", "to_point"), &Navigation3D::get_closest_point_owner);
ClassDB::bind_method(D_METHOD("set_up_vector", "up"), &Navigation3D::set_up_vector);
ClassDB::bind_method(D_METHOD("get_up_vector"), &Navigation3D::get_up_vector);
ClassDB::bind_method(D_METHOD("set_cell_size", "cell_size"), &Navigation3D::set_cell_size);
ClassDB::bind_method(D_METHOD("get_cell_size"), &Navigation3D::get_cell_size);
ClassDB::bind_method(D_METHOD("set_edge_connection_margin", "margin"), &Navigation3D::set_edge_connection_margin);
ClassDB::bind_method(D_METHOD("get_edge_connection_margin"), &Navigation3D::get_edge_connection_margin);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_vector"), "set_up_vector", "get_up_vector");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "cell_size"), "set_cell_size", "get_cell_size");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "edge_connection_margin"), "set_edge_connection_margin", "get_edge_connection_margin");
}
void Navigation3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
NavigationServer3D::get_singleton()->map_set_active(map, true);
} break;
case NOTIFICATION_EXIT_TREE: {
NavigationServer3D::get_singleton()->map_set_active(map, false);
} break;
}
}
Navigation3D::Navigation3D() {
map = NavigationServer3D::get_singleton()->map_create();<--- Variable 'map' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'map' a value by passing the value to the constructor in the initialization list.
set_cell_size(0.3);
set_edge_connection_margin(5.0); // Five meters, depends a lot on the agent's radius
up = Vector3(0, 1, 0);
}
Navigation3D::~Navigation3D() {
NavigationServer3D::get_singleton()->free(map);
}
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