diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-06-24 10:13:07 +0200 |
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committer | GitHub <noreply@github.com> | 2022-06-24 10:13:07 +0200 |
commit | faae24637cdf8ce50e06e9968342003fcd2ca470 (patch) | |
tree | ac985c8d17c80dc0a80e0cc87ec8ee3d31ea6656 | |
parent | 49d87488481404606a1292c6a3f9c96b1c2122b6 (diff) | |
parent | fdea2698053b616d0805ef3c4501a76945ce82ef (diff) |
Merge pull request #62300 from smix8/navigation_map_force_update_4.x
-rw-r--r-- | doc/classes/NavigationServer2D.xml | 10 | ||||
-rw-r--r-- | doc/classes/NavigationServer3D.xml | 10 | ||||
-rw-r--r-- | modules/navigation/godot_navigation_server.cpp | 9 | ||||
-rw-r--r-- | modules/navigation/godot_navigation_server.h | 2 | ||||
-rw-r--r-- | servers/navigation_server_2d.cpp | 6 | ||||
-rw-r--r-- | servers/navigation_server_2d.h | 2 | ||||
-rw-r--r-- | servers/navigation_server_3d.cpp | 2 | ||||
-rw-r--r-- | servers/navigation_server_3d.h | 2 |
8 files changed, 43 insertions, 0 deletions
diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml index a91ee45a1a..36379d2531 100644 --- a/doc/classes/NavigationServer2D.xml +++ b/doc/classes/NavigationServer2D.xml @@ -139,6 +139,16 @@ Create a new map. </description> </method> + <method name="map_force_update"> + <return type="void" /> + <argument index="0" name="map" type="RID" /> + <description> + This function immediately forces synchronization of the specified navigation [code]map[/code] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed). + Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update. + Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame. + [b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight. + </description> + </method> <method name="map_get_agents" qualifiers="const"> <return type="Array" /> <argument index="0" name="map" type="RID" /> diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml index 97ff882645..5185b353bc 100644 --- a/doc/classes/NavigationServer3D.xml +++ b/doc/classes/NavigationServer3D.xml @@ -139,6 +139,16 @@ Create a new map. </description> </method> + <method name="map_force_update"> + <return type="void" /> + <argument index="0" name="map" type="RID" /> + <description> + This function immediately forces synchronization of the specified navigation [code]map[/code] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed). + Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update. + Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame. + [b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight. + </description> + </method> <method name="map_get_agents" qualifiers="const"> <return type="Array" /> <argument index="0" name="map" type="RID" /> diff --git a/modules/navigation/godot_navigation_server.cpp b/modules/navigation/godot_navigation_server.cpp index e243770cd2..bcbc721dbb 100644 --- a/modules/navigation/godot_navigation_server.cpp +++ b/modules/navigation/godot_navigation_server.cpp @@ -602,6 +602,15 @@ void GodotNavigationServer::flush_queries() { commands.clear(); } +void GodotNavigationServer::map_force_update(RID p_map) { + NavMap *map = map_owner.get_or_null(p_map); + ERR_FAIL_COND(map == nullptr); + + flush_queries(); + + map->sync(); +} + void GodotNavigationServer::process(real_t p_delta_time) { flush_queries(); diff --git a/modules/navigation/godot_navigation_server.h b/modules/navigation/godot_navigation_server.h index 48c8dcbeb2..8e7e99888c 100644 --- a/modules/navigation/godot_navigation_server.h +++ b/modules/navigation/godot_navigation_server.h @@ -110,6 +110,8 @@ public: virtual Array map_get_regions(RID p_map) const override; virtual Array map_get_agents(RID p_map) const override; + virtual void map_force_update(RID p_map) override; + virtual RID region_create() const override; COMMAND_2(region_set_enter_cost, RID, p_region, real_t, p_enter_cost); diff --git a/servers/navigation_server_2d.cpp b/servers/navigation_server_2d.cpp index 814ae0fa4e..5e9f1c824a 100644 --- a/servers/navigation_server_2d.cpp +++ b/servers/navigation_server_2d.cpp @@ -175,6 +175,8 @@ void NavigationServer2D::_bind_methods() { ClassDB::bind_method(D_METHOD("map_get_regions", "map"), &NavigationServer2D::map_get_regions); ClassDB::bind_method(D_METHOD("map_get_agents", "map"), &NavigationServer2D::map_get_agents); + ClassDB::bind_method(D_METHOD("map_force_update", "map"), &NavigationServer2D::map_force_update); + ClassDB::bind_method(D_METHOD("region_create"), &NavigationServer2D::region_create); ClassDB::bind_method(D_METHOD("region_set_enter_cost", "region", "enter_cost"), &NavigationServer2D::region_set_enter_cost); ClassDB::bind_method(D_METHOD("region_get_enter_cost", "region"), &NavigationServer2D::region_get_enter_cost); @@ -236,6 +238,10 @@ void FORWARD_2_C(map_set_active, RID, p_map, bool, p_active, rid_to_rid, bool_to bool FORWARD_1_C(map_is_active, RID, p_map, rid_to_rid); +void NavigationServer2D::map_force_update(RID p_map) { + NavigationServer3D::get_singleton_mut()->map_force_update(p_map); +} + void FORWARD_2_C(map_set_cell_size, RID, p_map, real_t, p_cell_size, rid_to_rid, real_to_real); real_t FORWARD_1_C(map_get_cell_size, RID, p_map, rid_to_rid); diff --git a/servers/navigation_server_2d.h b/servers/navigation_server_2d.h index 169dd5494f..1b15c7ff37 100644 --- a/servers/navigation_server_2d.h +++ b/servers/navigation_server_2d.h @@ -85,6 +85,8 @@ public: virtual Array map_get_regions(RID p_map) const; virtual Array map_get_agents(RID p_map) const; + virtual void map_force_update(RID p_map); + /// Creates a new region. virtual RID region_create() const; diff --git a/servers/navigation_server_3d.cpp b/servers/navigation_server_3d.cpp index be87961a55..6c48c4a8de 100644 --- a/servers/navigation_server_3d.cpp +++ b/servers/navigation_server_3d.cpp @@ -53,6 +53,8 @@ void NavigationServer3D::_bind_methods() { ClassDB::bind_method(D_METHOD("map_get_regions", "map"), &NavigationServer3D::map_get_regions); ClassDB::bind_method(D_METHOD("map_get_agents", "map"), &NavigationServer3D::map_get_agents); + ClassDB::bind_method(D_METHOD("map_force_update", "map"), &NavigationServer3D::map_force_update); + ClassDB::bind_method(D_METHOD("region_create"), &NavigationServer3D::region_create); ClassDB::bind_method(D_METHOD("region_set_enter_cost", "region", "enter_cost"), &NavigationServer3D::region_set_enter_cost); ClassDB::bind_method(D_METHOD("region_get_enter_cost", "region"), &NavigationServer3D::region_get_enter_cost); diff --git a/servers/navigation_server_3d.h b/servers/navigation_server_3d.h index 137ea0a395..cf91596604 100644 --- a/servers/navigation_server_3d.h +++ b/servers/navigation_server_3d.h @@ -96,6 +96,8 @@ public: virtual Array map_get_regions(RID p_map) const = 0; virtual Array map_get_agents(RID p_map) const = 0; + virtual void map_force_update(RID p_map) = 0; + /// Creates a new region. virtual RID region_create() const = 0; |