/**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef NAV_MAP_ITERATION_3D_H #define NAV_MAP_ITERATION_3D_H #include "../nav_rid.h" #include "../nav_utils.h" #include "nav_mesh_queries_3d.h" #include "core/math/math_defs.h" #include "core/os/semaphore.h" struct NavLinkIteration; class NavRegion; struct NavRegionIteration; struct NavMapIteration; struct NavMapIterationBuild { Vector3 merge_rasterizer_cell_size; bool use_edge_connections = true; real_t edge_connection_margin; real_t link_connection_radius; gd::PerformanceData performance_data; int polygon_count = 0; int free_edge_count = 0; HashMap iter_connection_pairs_map; LocalVector iter_free_edges; NavMapIteration *map_iteration = nullptr; int navmesh_polygon_count = 0; int link_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; link_polygon_count = 0; } }; struct NavMapIteration { mutable SafeNumeric users; RWLock rwlock; Vector3 map_up; LocalVector link_polygons; LocalVector region_iterations; LocalVector link_iterations; int navmesh_polygon_count = 0; int link_polygon_count = 0; // The edge connections that the map builds on top with the edge connection margin. HashMap> external_region_connections; HashMap region_ptr_to_region_id; LocalVector path_query_slots; Mutex path_query_slots_mutex; Semaphore path_query_slots_semaphore; }; class NavMapIterationRead { const NavMapIteration &map_iteration; public: _ALWAYS_INLINE_ NavMapIterationRead(const NavMapIteration &p_iteration) : map_iteration(p_iteration) { map_iteration.rwlock.read_lock(); map_iteration.users.increment(); } _ALWAYS_INLINE_ ~NavMapIterationRead() { map_iteration.users.decrement(); map_iteration.rwlock.read_unlock(); } }; #endif // NAV_MAP_ITERATION_3D_H