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/**************************************************************************/
/* nav_region_2d.h */
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/**************************************************************************/
/* 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. */
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/* */
/* 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
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#include "nav_base_2d.h"
#include "nav_utils_2d.h"
#include "core/os/rw_lock.h"
#include "scene/resources/2d/navigation_polygon.h"
#include "2d/nav_region_iteration_2d.h"
class NavRegion2D : public NavBase2D {
RWLock region_rwlock;
NavMap2D *map = nullptr;
Transform2D transform;
bool enabled = true;
bool use_edge_connections = true;
Rect2 bounds;
Ref<NavigationPolygon> navmesh;
Nav2D::PerformanceData performance_data;
uint32_t iteration_id = 0;
SelfList<NavRegion2D> sync_dirty_request_list_element;
mutable RWLock iteration_rwlock;
Ref<NavRegionIteration2D> iteration;
NavRegionIterationBuild2D iteration_build;
bool use_async_iterations = true;
SelfList<NavRegion2D> 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:
NavRegion2D();
~NavRegion2D();
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(NavMap2D *p_map);
NavMap2D *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(Transform2D transform);
const Transform2D &get_transform() const {
return transform;
}
void set_navigation_mesh(Ref<NavigationPolygon> p_navigation_mesh);
Ref<NavigationPolygon> get_navigation_mesh() const { return navmesh; }
LocalVector<Nav2D::Polygon> const &get_polygons() const;
Nav2D::ClosestPointQueryResult get_closest_point_info(const Vector2 &p_point) const;
Vector2 get_random_point(uint32_t p_navigation_layers, bool p_uniformly) const;
real_t get_surface_area() const;
Rect2 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<NavRegionIteration2D> 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;
};