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/**************************************************************************/
/*  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<gd::EdgeKey, gd::EdgeConnectionPair, gd::EdgeKey> iter_connection_pairs_map;
	LocalVector<gd::Edge::Connection> 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<uint32_t> users;
	RWLock rwlock;

	Vector3 map_up;
	LocalVector<gd::Polygon> navmesh_polygons;

	LocalVector<NavRegionIteration> region_iterations;
	LocalVector<NavLinkIteration> 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<uint32_t, LocalVector<gd::Edge::Connection>> external_region_connections;

	HashMap<NavRegion *, uint32_t> region_ptr_to_region_id;

	LocalVector<NavMeshQueries3D::PathQuerySlot> 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