Move NavRegion connections to NavMap
Moves bookkeeping for connections from region to map where connections are actually made.
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@@ -509,22 +509,31 @@ void GodotNavigationServer3D::region_bake_navigation_mesh(Ref<NavigationMesh> p_
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int GodotNavigationServer3D::region_get_connections_count(RID p_region) const {
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NavRegion *region = region_owner.get_or_null(p_region);
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ERR_FAIL_NULL_V(region, 0);
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return region->get_connections_count();
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NavMap *map = region->get_map();
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if (map) {
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return map->get_region_connections_count(region);
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}
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return 0;
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}
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Vector3 GodotNavigationServer3D::region_get_connection_pathway_start(RID p_region, int p_connection_id) const {
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NavRegion *region = region_owner.get_or_null(p_region);
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ERR_FAIL_NULL_V(region, Vector3());
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return region->get_connection_pathway_start(p_connection_id);
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NavMap *map = region->get_map();
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if (map) {
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return map->get_region_connection_pathway_start(region, p_connection_id);
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}
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return Vector3();
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}
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Vector3 GodotNavigationServer3D::region_get_connection_pathway_end(RID p_region, int p_connection_id) const {
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NavRegion *region = region_owner.get_or_null(p_region);
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ERR_FAIL_NULL_V(region, Vector3());
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return region->get_connection_pathway_end(p_connection_id);
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NavMap *map = region->get_map();
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if (map) {
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return map->get_region_connection_pathway_end(region, p_connection_id);
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}
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return Vector3();
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}
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Vector3 GodotNavigationServer3D::region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const {
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