godot/modules/navigation/nav_region.h
smix8 fd727ab994 Fix thread use causing navigation mesh data corruption
Fixes navigation mesh data corruption caused by thread use that changed vertices or polygons while the navigation mesh was processed, e.g. by server sync or baking.
2024-06-21 09:39:16 +02:00

110 lines
3.9 KiB
C++

/**************************************************************************/
/* nav_region.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. */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef NAV_REGION_H
#define NAV_REGION_H
#include "nav_base.h"
#include "nav_utils.h"
#include "core/os/rw_lock.h"
#include "scene/resources/navigation_mesh.h"
class NavRegion : public NavBase {
NavMap *map = nullptr;
Transform3D transform;
Vector<gd::Edge::Connection> connections;
bool enabled = true;
bool use_edge_connections = true;
bool polygons_dirty = true;
/// Cache
LocalVector<gd::Polygon> polygons;
real_t surface_area = 0.0;
RWLock navmesh_rwlock;
Vector<Vector3> pending_navmesh_vertices;
Vector<Vector<int>> pending_navmesh_polygons;
public:
NavRegion() {
type = NavigationUtilities::PathSegmentType::PATH_SEGMENT_TYPE_REGION;
}
void scratch_polygons() {
polygons_dirty = true;
}
void set_enabled(bool p_enabled);
bool get_enabled() const { return enabled; }
void set_map(NavMap *p_map);
NavMap *get_map() const {
return map;
}
void set_use_edge_connections(bool p_enabled);
bool get_use_edge_connections() const {
return use_edge_connections;
}
void set_transform(Transform3D transform);
const Transform3D &get_transform() const {
return transform;
}
void set_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh);
Vector<gd::Edge::Connection> &get_connections() {
return connections;
}
int get_connections_count() const;
Vector3 get_connection_pathway_start(int p_connection_id) const;
Vector3 get_connection_pathway_end(int p_connection_id) const;
LocalVector<gd::Polygon> const &get_polygons() const {
return polygons;
}
Vector3 get_random_point(uint32_t p_navigation_layers, bool p_uniformly) const;
real_t get_surface_area() const { return surface_area; };
bool sync();
private:
void update_polygons();
};
#endif // NAV_REGION_H