godot/scene/resources/2d/navigation_mesh_source_geometry_data_2d.h
smix8 d4722b9e1f Fix thread-use causing navigation source geometry data corruption
Fixes navigation source geometry data corruption caused by thread-use that changed vertices or indices while the source geometry data was used in a parsing process or read from by the navmesh baking.
2024-06-21 08:06:14 +02:00

111 lines
5.4 KiB
C++

/**************************************************************************/
/* navigation_mesh_source_geometry_data_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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#ifndef NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H
#define NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H
#include "core/os/rw_lock.h"
#include "scene/2d/node_2d.h"
#include "scene/resources/2d/navigation_polygon.h"
class NavigationMeshSourceGeometryData2D : public Resource {
GDCLASS(NavigationMeshSourceGeometryData2D, Resource);
RWLock geometry_rwlock;
Vector<Vector<Vector2>> traversable_outlines;
Vector<Vector<Vector2>> obstruction_outlines;
public:
struct ProjectedObstruction;
private:
Vector<ProjectedObstruction> _projected_obstructions;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
static void _bind_methods();
public:
struct ProjectedObstruction {
static inline uint32_t VERSION = 1; // Increase when format changes so we can detect outdated formats and provide compatibility.
Vector<float> vertices;
bool carve = false;
};
void _set_traversable_outlines(const Vector<Vector<Vector2>> &p_traversable_outlines);
const Vector<Vector<Vector2>> &_get_traversable_outlines() const;
void _set_obstruction_outlines(const Vector<Vector<Vector2>> &p_obstruction_outlines);
const Vector<Vector<Vector2>> &_get_obstruction_outlines() const;
void _add_traversable_outline(const Vector<Vector2> &p_shape_outline);
void _add_obstruction_outline(const Vector<Vector2> &p_shape_outline);
// kept root node transform here on the geometry data
// if we add this transform to all exposed functions we need to break comp on all functions later
// when navmesh changes from global transform to relative to navregion
// but if it stays here we can just remove it and change the internal functions only
Transform2D root_node_transform;
void set_traversable_outlines(const TypedArray<Vector<Vector2>> &p_traversable_outlines);
TypedArray<Vector<Vector2>> get_traversable_outlines() const;
void set_obstruction_outlines(const TypedArray<Vector<Vector2>> &p_obstruction_outlines);
TypedArray<Vector<Vector2>> get_obstruction_outlines() const;
void append_traversable_outlines(const TypedArray<Vector<Vector2>> &p_traversable_outlines);
void append_obstruction_outlines(const TypedArray<Vector<Vector2>> &p_obstruction_outlines);
void add_traversable_outline(const PackedVector2Array &p_shape_outline);
void add_obstruction_outline(const PackedVector2Array &p_shape_outline);
bool has_data();
void clear();
void clear_projected_obstructions();
void add_projected_obstruction(const Vector<Vector2> &p_vertices, bool p_carve);
Vector<ProjectedObstruction> _get_projected_obstructions() const;
void set_projected_obstructions(const Array &p_array);
Array get_projected_obstructions() const;
void merge(const Ref<NavigationMeshSourceGeometryData2D> &p_other_geometry);
void set_data(const Vector<Vector<Vector2>> &p_traversable_outlines, const Vector<Vector<Vector2>> &p_obstruction_outlines, Vector<ProjectedObstruction> &p_projected_obstructions);
void get_data(Vector<Vector<Vector2>> &r_traversable_outlines, Vector<Vector<Vector2>> &r_obstruction_outlines, Vector<ProjectedObstruction> &r_projected_obstructions);
NavigationMeshSourceGeometryData2D() {}
~NavigationMeshSourceGeometryData2D() { clear(); }
};
#endif // NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H