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godot/modules/navigation_3d/3d/nav_map_iteration_3d.h
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

123 lines
4.6 KiB
C++

/**************************************************************************/
/* nav_map_iteration_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_rid_3d.h"
#include "../nav_utils_3d.h"
#include "nav_mesh_queries_3d.h"
#include "core/math/math_defs.h"
#include "core/os/semaphore.h"
class NavLinkIteration3D;
class NavRegion3D;
class NavRegionIteration3D;
struct NavMapIteration3D;
struct NavMapIterationBuild3D {
Vector3 merge_rasterizer_cell_size;
bool use_edge_connections = true;
real_t edge_connection_margin;
real_t link_connection_radius;
Nav3D::PerformanceData performance_data;
int polygon_count = 0;
int free_edge_count = 0;
HashMap<Nav3D::EdgeKey, Nav3D::EdgeConnectionPair, Nav3D::EdgeKey> iter_connection_pairs_map;
LocalVector<Nav3D::Connection> iter_free_edges;
NavMapIteration3D *map_iteration = nullptr;
int navmesh_polygon_count = 0;
void reset() {
performance_data.reset();
iter_connection_pairs_map.clear();
iter_free_edges.clear();
polygon_count = 0;
free_edge_count = 0;
navmesh_polygon_count = 0;
}
};
struct NavMapIteration3D {
mutable SafeNumeric<uint32_t> users;
RWLock rwlock;
Vector3 map_up;
LocalVector<Ref<NavRegionIteration3D>> region_iterations;
LocalVector<Ref<NavLinkIteration3D>> link_iterations;
int navmesh_polygon_count = 0;
// The edge connections that the map builds on top with the edge connection margin.
HashMap<const NavBaseIteration3D *, LocalVector<Nav3D::Connection>> external_region_connections;
HashMap<const NavBaseIteration3D *, LocalVector<LocalVector<Nav3D::Connection>>> navbases_polygons_external_connections;
LocalVector<Nav3D::Polygon> navlink_polygons;
HashMap<NavRegion3D *, Ref<NavRegionIteration3D>> region_ptr_to_region_iteration;
LocalVector<NavMeshQueries3D::PathQuerySlot> path_query_slots;
Mutex path_query_slots_mutex;
Semaphore path_query_slots_semaphore;
void clear() {
map_up = Vector3();
navmesh_polygon_count = 0;
region_iterations.clear();
link_iterations.clear();
external_region_connections.clear();
navbases_polygons_external_connections.clear();
navlink_polygons.clear();
region_ptr_to_region_iteration.clear();
}
};
class NavMapIterationRead3D {
const NavMapIteration3D &map_iteration;
public:
_ALWAYS_INLINE_ NavMapIterationRead3D(const NavMapIteration3D &p_iteration) :
map_iteration(p_iteration) {
map_iteration.rwlock.read_lock();
map_iteration.users.increment();
}
_ALWAYS_INLINE_ ~NavMapIterationRead3D() {
map_iteration.users.decrement();
map_iteration.rwlock.read_unlock();
}
};