virtualx-engine/scene/3d/navigation_mesh_instance.h
Pawel Lampe 505ace250d Add ability to bake_navigation_mesh off thread.
This feature makes it possible to workaround problems such as:
 - long baking time due to heavy synchronization when parsing geometry
   from mesh instances
 - crash when freeing `NavigationMeshInstance` while baking
 - errors when actively baking node tree is being detached from the
   scene tree
2022-05-04 22:41:38 +02:00

76 lines
3.3 KiB
C++

/*************************************************************************/
/* navigation_mesh_instance.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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#ifndef NAVIGATION_MESH_INSTANCE_H
#define NAVIGATION_MESH_INSTANCE_H
#include "scene/3d/spatial.h"
#include "scene/resources/mesh.h"
#include "scene/resources/navigation_mesh.h"
class Navigation;
class NavigationMeshInstance : public Spatial {
GDCLASS(NavigationMeshInstance, Spatial);
bool enabled;
RID region;
Ref<NavigationMesh> navmesh;
Navigation *navigation = nullptr;
Node *debug_view = nullptr;
Thread bake_thread;
protected:
void _notification(int p_what);
static void _bind_methods();
void _changed_callback(Object *p_changed, const char *p_prop);
public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
RID get_region_rid() const;
void set_navigation_mesh(const Ref<NavigationMesh> &p_navmesh);
Ref<NavigationMesh> get_navigation_mesh() const;
/// Bakes the navigation mesh; once done, automatically
/// sets the new navigation mesh and emits a signal
void bake_navigation_mesh(bool p_on_thread);
void _bake_finished(Ref<NavigationMesh> p_nav_mesh);
String get_configuration_warning() const;
NavigationMeshInstance();
~NavigationMeshInstance();
};
#endif // NAVIGATION_MESH_INSTANCE_H