/**************************************************************************/ /* nav_region_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #pragma once #include "nav_base_3d.h" #include "nav_utils_3d.h" #include "core/os/rw_lock.h" #include "scene/resources/navigation_mesh.h" #include "3d/nav_region_iteration_3d.h" class NavRegion3D : public NavBase3D { RWLock region_rwlock; NavMap3D *map = nullptr; Transform3D transform; bool enabled = true; bool use_edge_connections = true; AABB bounds; Ref navmesh; Nav3D::PerformanceData performance_data; uint32_t iteration_id = 0; SelfList sync_dirty_request_list_element; mutable RWLock iteration_rwlock; Ref iteration; NavRegionIterationBuild3D iteration_build; bool use_async_iterations = true; SelfList async_list_element; WorkerThreadPool::TaskID iteration_build_thread_task_id = WorkerThreadPool::INVALID_TASK_ID; static void _build_iteration_threaded(void *p_arg); bool iteration_dirty = true; bool iteration_building = false; bool iteration_ready = false; void _build_iteration(); void _sync_iteration(); public: NavRegion3D(); ~NavRegion3D(); uint32_t get_iteration_id() const { return iteration_id; } void scratch_polygons(); void set_enabled(bool p_enabled); bool get_enabled() const { return enabled; } void set_map(NavMap3D *p_map); NavMap3D *get_map() const { return map; } virtual void set_use_edge_connections(bool p_enabled) override; virtual bool get_use_edge_connections() const override { return use_edge_connections; } void set_transform(Transform3D transform); const Transform3D &get_transform() const { return transform; } void set_navigation_mesh(Ref p_navigation_mesh); Ref get_navigation_mesh() const { return navmesh; } LocalVector const &get_polygons() const; Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision) const; Nav3D::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; AABB get_bounds() const; // NavBase properties. virtual void set_navigation_layers(uint32_t p_navigation_layers) override; virtual void set_enter_cost(real_t p_enter_cost) override; virtual void set_travel_cost(real_t p_travel_cost) override; virtual void set_owner_id(ObjectID p_owner_id) override; bool sync(); void request_sync(); void cancel_sync_request(); void sync_async_tasks(); void request_async_thread_join(); void cancel_async_thread_join(); Ref get_iteration(); // Performance Monitor int get_pm_polygon_count() const { return performance_data.pm_polygon_count; } int get_pm_edge_count() const { return performance_data.pm_edge_count; } int get_pm_edge_merge_count() const { return performance_data.pm_edge_merge_count; } void set_use_async_iterations(bool p_enabled); bool get_use_async_iterations() const; };