initial commit, 4.5 stable
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134
modules/navigation_3d/nav_region_3d.h
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134
modules/navigation_3d/nav_region_3d.h
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/**************************************************************************/
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/* nav_region_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "nav_base_3d.h"
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#include "nav_utils_3d.h"
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#include "core/os/rw_lock.h"
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#include "scene/resources/navigation_mesh.h"
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#include "3d/nav_region_iteration_3d.h"
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class NavRegion3D : public NavBase3D {
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RWLock region_rwlock;
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NavMap3D *map = nullptr;
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Transform3D transform;
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bool enabled = true;
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bool use_edge_connections = true;
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AABB bounds;
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Ref<NavigationMesh> navmesh;
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Nav3D::PerformanceData performance_data;
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uint32_t iteration_id = 0;
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SelfList<NavRegion3D> sync_dirty_request_list_element;
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mutable RWLock iteration_rwlock;
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Ref<NavRegionIteration3D> iteration;
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NavRegionIterationBuild3D iteration_build;
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bool use_async_iterations = true;
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SelfList<NavRegion3D> async_list_element;
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WorkerThreadPool::TaskID iteration_build_thread_task_id = WorkerThreadPool::INVALID_TASK_ID;
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static void _build_iteration_threaded(void *p_arg);
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bool iteration_dirty = true;
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bool iteration_building = false;
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bool iteration_ready = false;
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void _build_iteration();
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void _sync_iteration();
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public:
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NavRegion3D();
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~NavRegion3D();
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uint32_t get_iteration_id() const { return iteration_id; }
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void scratch_polygons();
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void set_enabled(bool p_enabled);
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bool get_enabled() const { return enabled; }
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void set_map(NavMap3D *p_map);
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NavMap3D *get_map() const {
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return map;
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}
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virtual void set_use_edge_connections(bool p_enabled) override;
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virtual bool get_use_edge_connections() const override { return use_edge_connections; }
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void set_transform(Transform3D transform);
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const Transform3D &get_transform() const {
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return transform;
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}
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void set_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh);
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Ref<NavigationMesh> get_navigation_mesh() const { return navmesh; }
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LocalVector<Nav3D::Polygon> const &get_polygons() const;
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Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision) const;
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Nav3D::ClosestPointQueryResult get_closest_point_info(const Vector3 &p_point) const;
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Vector3 get_random_point(uint32_t p_navigation_layers, bool p_uniformly) const;
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real_t get_surface_area() const;
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AABB get_bounds() const;
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// NavBase properties.
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virtual void set_navigation_layers(uint32_t p_navigation_layers) override;
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virtual void set_enter_cost(real_t p_enter_cost) override;
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virtual void set_travel_cost(real_t p_travel_cost) override;
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virtual void set_owner_id(ObjectID p_owner_id) override;
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bool sync();
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void request_sync();
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void cancel_sync_request();
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void sync_async_tasks();
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void request_async_thread_join();
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void cancel_async_thread_join();
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Ref<NavRegionIteration3D> get_iteration();
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// Performance Monitor
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int get_pm_polygon_count() const { return performance_data.pm_polygon_count; }
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int get_pm_edge_count() const { return performance_data.pm_edge_count; }
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int get_pm_edge_merge_count() const { return performance_data.pm_edge_merge_count; }
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void set_use_async_iterations(bool p_enabled);
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bool get_use_async_iterations() const;
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};
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