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https://github.com/Relintai/pandemonium_engine.git
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Relintai
e07fd6da59
Prevents unnecessary navigation map synchronizations triggered by redundant calls to setters of e.g. region, link or map properties.
- smix8
7e1a261cc6
113 lines
4.1 KiB
C++
113 lines
4.1 KiB
C++
#ifndef NAVIGATION_MESH_INSTANCE_H
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#define NAVIGATION_MESH_INSTANCE_H
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/*************************************************************************/
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/* navigation_mesh_instance.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "core/os/thread.h"
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#include "scene/3d/spatial.h"
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class Mesh;
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class Navigation;
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class NavigationMesh;
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class NavigationMeshInstance : public Spatial {
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GDCLASS(NavigationMeshInstance, Spatial);
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bool enabled;
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RID region;
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RID map_override;
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Ref<NavigationMesh> navmesh;
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Transform current_global_transform;
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real_t enter_cost;
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real_t travel_cost;
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uint32_t navigation_layers;
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Navigation *navigation;
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bool baking_started;
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#ifdef DEBUG_ENABLED
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RID debug_instance;
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RID debug_edge_connections_instance;
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Ref<ArrayMesh> debug_mesh;
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Ref<ArrayMesh> debug_edge_connections_mesh;
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private:
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void _update_debug_mesh();
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void _update_debug_edge_connections_mesh();
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void _navigation_map_changed(RID p_map);
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#endif // DEBUG_ENABLED
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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void _changed_callback(Object *p_changed, const char *p_prop);
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public:
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_navigation_layers(uint32_t p_navigation_layers);
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uint32_t get_navigation_layers() const;
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void set_navigation_layer_value(int p_layer_number, bool p_value);
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bool get_navigation_layer_value(int p_layer_number) const;
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void set_enter_cost(real_t p_enter_cost);
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real_t get_enter_cost() const;
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void set_travel_cost(real_t p_travel_cost);
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real_t get_travel_cost() const;
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void set_navigation_mesh(const Ref<NavigationMesh> &p_navmesh);
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Ref<NavigationMesh> get_navigation_mesh() const;
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void set_navigation_map(RID p_navigation_map);
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RID get_navigation_map() const;
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RID get_region_rid() const;
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/// Bakes the navigation mesh; once done, automatically
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/// sets the new navigation mesh and emits a signal
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void bake_navigation_mesh(bool p_on_thread = true);
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void _bake_finished(Ref<NavigationMesh> p_nav_mesh);
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void _navigation_mesh_changed();
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String get_configuration_warning() const;
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NavigationMeshInstance();
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~NavigationMeshInstance();
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};
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#endif // NAVIGATION_MESH_INSTANCE_H
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