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godot/modules/navigation_3d/nav_region_3d.h
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

135 lines
5.1 KiB
C++

/**************************************************************************/
/* 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<NavigationMesh> navmesh;
Nav3D::PerformanceData performance_data;
uint32_t iteration_id = 0;
SelfList<NavRegion3D> sync_dirty_request_list_element;
mutable RWLock iteration_rwlock;
Ref<NavRegionIteration3D> iteration;
NavRegionIterationBuild3D iteration_build;
bool use_async_iterations = true;
SelfList<NavRegion3D> 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<NavigationMesh> p_navigation_mesh);
Ref<NavigationMesh> get_navigation_mesh() const { return navmesh; }
LocalVector<Nav3D::Polygon> 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<NavRegionIteration3D> 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;
};