Add navigation region point and segment queries

Adds point and segment queries for regions, e.g. closet point, point normal, or segment intersection.
This commit is contained in:
smix8 2024-08-25 22:59:13 +02:00
parent 21249950da
commit 287fdb16d5
14 changed files with 105 additions and 6 deletions

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@ -486,7 +486,7 @@
<param index="0" name="map" type="RID" />
<param index="1" name="to_point" type="Vector2" />
<description>
Returns the point closest to the provided [param to_point] on the navigation mesh surface.
Returns the navigation mesh surface point closest to the provided [param to_point] on the navigation [param map].
</description>
</method>
<method name="map_get_closest_point_owner" qualifiers="const">
@ -494,7 +494,7 @@
<param index="0" name="map" type="RID" />
<param index="1" name="to_point" type="Vector2" />
<description>
Returns the owner region RID for the point returned by [method map_get_closest_point].
Returns the owner region RID for the navigation mesh surface point closest to the provided [param to_point] on the navigation [param map].
</description>
</method>
<method name="map_get_edge_connection_margin" qualifiers="const">
@ -768,6 +768,14 @@
Creates a new region.
</description>
</method>
<method name="region_get_closest_point" qualifiers="const">
<return type="Vector2" />
<param index="0" name="region" type="RID" />
<param index="1" name="to_point" type="Vector2" />
<description>
Returns the navigation mesh surface point closest to the provided [param to_point] on the navigation [param region].
</description>
</method>
<method name="region_get_connection_pathway_end" qualifiers="const">
<return type="Vector2" />
<param index="0" name="region" type="RID" />

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@ -532,7 +532,7 @@
<param index="0" name="map" type="RID" />
<param index="1" name="to_point" type="Vector3" />
<description>
Returns the point closest to the provided [param to_point] on the navigation mesh surface.
Returns the navigation mesh surface point closest to the provided [param to_point] on the navigation [param map].
</description>
</method>
<method name="map_get_closest_point_normal" qualifiers="const">
@ -540,7 +540,7 @@
<param index="0" name="map" type="RID" />
<param index="1" name="to_point" type="Vector3" />
<description>
Returns the normal for the point returned by [method map_get_closest_point].
Returns the navigation mesh surface normal closest to the provided [param to_point] on the navigation [param map].
</description>
</method>
<method name="map_get_closest_point_owner" qualifiers="const">
@ -548,7 +548,7 @@
<param index="0" name="map" type="RID" />
<param index="1" name="to_point" type="Vector3" />
<description>
Returns the owner region RID for the point returned by [method map_get_closest_point].
Returns the owner region RID for the navigation mesh surface point closest to the provided [param to_point] on the navigation [param map].
</description>
</method>
<method name="map_get_closest_point_to_segment" qualifiers="const">
@ -558,7 +558,8 @@
<param index="2" name="end" type="Vector3" />
<param index="3" name="use_collision" type="bool" default="false" />
<description>
Returns the closest point between the navigation surface and the segment.
Returns the navigation mesh surface point closest to the provided [param start] and [param end] segment on the navigation [param map].
If [param use_collision] is [code]true[/code], a closest point test is only done when the segment intersects with the navigation mesh surface.
</description>
</method>
<method name="map_get_edge_connection_margin" qualifiers="const">
@ -908,6 +909,33 @@
Creates a new region.
</description>
</method>
<method name="region_get_closest_point" qualifiers="const">
<return type="Vector3" />
<param index="0" name="region" type="RID" />
<param index="1" name="to_point" type="Vector3" />
<description>
Returns the navigation mesh surface point closest to the provided [param to_point] on the navigation [param region].
</description>
</method>
<method name="region_get_closest_point_normal" qualifiers="const">
<return type="Vector3" />
<param index="0" name="region" type="RID" />
<param index="1" name="to_point" type="Vector3" />
<description>
Returns the navigation mesh surface normal closest to the provided [param to_point] on the navigation [param region].
</description>
</method>
<method name="region_get_closest_point_to_segment" qualifiers="const">
<return type="Vector3" />
<param index="0" name="region" type="RID" />
<param index="1" name="start" type="Vector3" />
<param index="2" name="end" type="Vector3" />
<param index="3" name="use_collision" type="bool" default="false" />
<description>
Returns the navigation mesh surface point closest to the provided [param start] and [param end] segment on the navigation [param region].
If [param use_collision] is [code]true[/code], a closest point test is only done when the segment intersects with the navigation mesh surface.
</description>
</method>
<method name="region_get_connection_pathway_end" qualifiers="const">
<return type="Vector3" />
<param index="0" name="region" type="RID" />

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@ -318,6 +318,11 @@ int FORWARD_1_C(region_get_connections_count, RID, p_region, rid_to_rid);
Vector2 FORWARD_2_R_C(v3_to_v2, region_get_connection_pathway_start, RID, p_region, int, p_connection_id, rid_to_rid, int_to_int);
Vector2 FORWARD_2_R_C(v3_to_v2, region_get_connection_pathway_end, RID, p_region, int, p_connection_id, rid_to_rid, int_to_int);
Vector2 GodotNavigationServer2D::region_get_closest_point(RID p_region, const Vector2 &p_point) const {
Vector3 result = NavigationServer3D::get_singleton()->region_get_closest_point(p_region, v2_to_v3(p_point));
return v3_to_v2(result);
}
Vector2 GodotNavigationServer2D::region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const {
Vector3 result = NavigationServer3D::get_singleton()->region_get_random_point(p_region, p_navigation_layers, p_uniformly);
return v3_to_v2(result);

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@ -101,6 +101,7 @@ public:
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 RID link_create() override;

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@ -536,6 +536,27 @@ Vector3 GodotNavigationServer3D::region_get_connection_pathway_end(RID p_region,
return Vector3();
}
Vector3 GodotNavigationServer3D::region_get_closest_point_to_segment(RID p_region, const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision) const {
const NavRegion *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, Vector3());
return region->get_closest_point_to_segment(p_from, p_to, p_use_collision);
}
Vector3 GodotNavigationServer3D::region_get_closest_point(RID p_region, const Vector3 &p_point) const {
const NavRegion *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, Vector3());
return region->get_closest_point_info(p_point).point;
}
Vector3 GodotNavigationServer3D::region_get_closest_point_normal(RID p_region, const Vector3 &p_point) const {
const NavRegion *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, Vector3());
return region->get_closest_point_info(p_point).normal;
}
Vector3 GodotNavigationServer3D::region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const {
const NavRegion *region = region_owner.get_or_null(p_region);
ERR_FAIL_NULL_V(region, Vector3());

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@ -178,6 +178,9 @@ public:
virtual int region_get_connections_count(RID p_region) const override;
virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const override;
virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const override;
virtual Vector3 region_get_closest_point_to_segment(RID p_region, const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision = false) const override;
virtual Vector3 region_get_closest_point(RID p_region, const Vector3 &p_point) const override;
virtual Vector3 region_get_closest_point_normal(RID p_region, const Vector3 &p_point) const override;
virtual Vector3 region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const override;
virtual RID link_create() override;

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@ -105,7 +105,22 @@ void NavRegion::set_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh) {
polygons_dirty = true;
}
Vector3 NavRegion::get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision) const {
RWLockRead read_lock(region_rwlock);
return NavMeshQueries3D::polygons_get_closest_point_to_segment(
get_polygons(), p_from, p_to, p_use_collision);
}
gd::ClosestPointQueryResult NavRegion::get_closest_point_info(const Vector3 &p_point) const {
RWLockRead read_lock(region_rwlock);
return NavMeshQueries3D::polygons_get_closest_point_info(get_polygons(), p_point);
}
Vector3 NavRegion::get_random_point(uint32_t p_navigation_layers, bool p_uniformly) const {
RWLockRead read_lock(region_rwlock);
if (!get_enabled()) {
return Vector3();
}
@ -114,6 +129,8 @@ Vector3 NavRegion::get_random_point(uint32_t p_navigation_layers, bool p_uniform
}
bool NavRegion::sync() {
RWLockWrite write_lock(region_rwlock);
bool something_changed = polygons_dirty /* || something_dirty? */;
update_polygons();

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@ -38,6 +38,8 @@
#include "scene/resources/navigation_mesh.h"
class NavRegion : public NavBase {
RWLock region_rwlock;
NavMap *map = nullptr;
Transform3D transform;
bool enabled = true;
@ -88,6 +90,8 @@ public:
return polygons;
}
Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision) const;
gd::ClosestPointQueryResult get_closest_point_info(const Vector3 &p_point) const;
Vector3 get_random_point(uint32_t p_navigation_layers, bool p_uniformly) const;
real_t get_surface_area() const { return surface_area; };

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@ -86,6 +86,7 @@ void NavigationServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("region_get_connections_count", "region"), &NavigationServer2D::region_get_connections_count);
ClassDB::bind_method(D_METHOD("region_get_connection_pathway_start", "region", "connection"), &NavigationServer2D::region_get_connection_pathway_start);
ClassDB::bind_method(D_METHOD("region_get_connection_pathway_end", "region", "connection"), &NavigationServer2D::region_get_connection_pathway_end);
ClassDB::bind_method(D_METHOD("region_get_closest_point", "region", "to_point"), &NavigationServer2D::region_get_closest_point);
ClassDB::bind_method(D_METHOD("region_get_random_point", "region", "navigation_layers", "uniformly"), &NavigationServer2D::region_get_random_point);
ClassDB::bind_method(D_METHOD("link_create"), &NavigationServer2D::link_create);

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@ -149,6 +149,7 @@ public:
virtual Vector2 region_get_connection_pathway_start(RID p_region, int p_connection_id) const = 0;
virtual Vector2 region_get_connection_pathway_end(RID p_region, int p_connection_id) const = 0;
virtual Vector2 region_get_closest_point(RID p_region, const Vector2 &p_point) const = 0;
virtual Vector2 region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const = 0;
/// Creates a new link between positions in the nav map.

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@ -83,6 +83,7 @@ public:
int region_get_connections_count(RID p_region) const override { return 0; }
Vector2 region_get_connection_pathway_start(RID p_region, int p_connection_id) const override { return Vector2(); }
Vector2 region_get_connection_pathway_end(RID p_region, int p_connection_id) const override { return Vector2(); }
Vector2 region_get_closest_point(RID p_region, const Vector2 &p_point) const override { return Vector2(); }
Vector2 region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const override { return Vector2(); };
RID link_create() override { return RID(); }

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@ -99,6 +99,9 @@ void NavigationServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("region_get_connections_count", "region"), &NavigationServer3D::region_get_connections_count);
ClassDB::bind_method(D_METHOD("region_get_connection_pathway_start", "region", "connection"), &NavigationServer3D::region_get_connection_pathway_start);
ClassDB::bind_method(D_METHOD("region_get_connection_pathway_end", "region", "connection"), &NavigationServer3D::region_get_connection_pathway_end);
ClassDB::bind_method(D_METHOD("region_get_closest_point_to_segment", "region", "start", "end", "use_collision"), &NavigationServer3D::region_get_closest_point_to_segment, DEFVAL(false));
ClassDB::bind_method(D_METHOD("region_get_closest_point", "region", "to_point"), &NavigationServer3D::region_get_closest_point);
ClassDB::bind_method(D_METHOD("region_get_closest_point_normal", "region", "to_point"), &NavigationServer3D::region_get_closest_point_normal);
ClassDB::bind_method(D_METHOD("region_get_random_point", "region", "navigation_layers", "uniformly"), &NavigationServer3D::region_get_random_point);
ClassDB::bind_method(D_METHOD("link_create"), &NavigationServer3D::link_create);

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@ -168,6 +168,9 @@ public:
virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const = 0;
virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const = 0;
virtual Vector3 region_get_closest_point_to_segment(RID p_region, const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision = false) const = 0;
virtual Vector3 region_get_closest_point(RID p_region, const Vector3 &p_point) const = 0;
virtual Vector3 region_get_closest_point_normal(RID p_region, const Vector3 &p_point) const = 0;
virtual Vector3 region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const = 0;
/// Creates a new link between positions in the nav map.

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@ -93,6 +93,9 @@ public:
int region_get_connections_count(RID p_region) const override { return 0; }
Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const override { return Vector3(); }
Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const override { return Vector3(); }
Vector3 region_get_closest_point_to_segment(RID p_region, const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision = false) const override { return Vector3(); }
Vector3 region_get_closest_point(RID p_region, const Vector3 &p_point) const override { return Vector3(); }
Vector3 region_get_closest_point_normal(RID p_region, const Vector3 &p_point) const override { return Vector3(); }
Vector3 region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const override { return Vector3(); }
RID link_create() override { return RID(); }