ee14b010ac
Fixes threaded NavigationMesh baking under new SceneTree thread guards that blocked the process.
75 lines
4 KiB
C++
75 lines
4 KiB
C++
/**************************************************************************/
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/* navigation_mesh_generator.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef NAVIGATION_MESH_GENERATOR_H
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#define NAVIGATION_MESH_GENERATOR_H
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#ifndef _3D_DISABLED
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#include "scene/3d/navigation_region_3d.h"
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#include "scene/resources/navigation_mesh.h"
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#include <Recast.h>
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class NavigationMeshSourceGeometryData3D;
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class NavigationMeshGenerator : public Object {
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GDCLASS(NavigationMeshGenerator, Object);
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Mutex generator_mutex;
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static NavigationMeshGenerator *singleton;
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HashSet<Ref<NavigationMesh>> baking_navmeshes;
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protected:
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static void _bind_methods();
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static void _add_vertex(const Vector3 &p_vec3, Vector<float> &p_vertices);
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static void _add_mesh(const Ref<Mesh> &p_mesh, const Transform3D &p_xform, Vector<float> &p_vertices, Vector<int> &p_indices);
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static void _add_mesh_array(const Array &p_array, const Transform3D &p_xform, Vector<float> &p_vertices, Vector<int> &p_indices);
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static void _add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform, Vector<float> &p_vertices, Vector<int> &p_indices);
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static void _parse_geometry(const Transform3D &p_navmesh_transform, Node *p_node, Vector<float> &p_vertices, Vector<int> &p_indices, NavigationMesh::ParsedGeometryType p_generate_from, uint32_t p_collision_mask, bool p_recurse_children);
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public:
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static NavigationMeshGenerator *get_singleton();
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NavigationMeshGenerator();
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~NavigationMeshGenerator();
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void bake(const Ref<NavigationMesh> &p_navigation_mesh, Node *p_root_node);
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void clear(Ref<NavigationMesh> p_navigation_mesh);
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void parse_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData3D> p_source_geometry_data, Node *p_root_node, const Callable &p_callback = Callable());
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void bake_from_source_geometry_data(Ref<NavigationMesh> p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, const Callable &p_callback = Callable());
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};
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#endif
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#endif // NAVIGATION_MESH_GENERATOR_H
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