Refactor navmesh building to support updating all scenes automatically without specifying one
#3744
This commit is contained in:
@@ -229,7 +229,7 @@ namespace FlaxEditor.Modules
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if (!isPlayMode && options.General.AutoRebuildNavMesh && actor.Scene && node.AffectsNavigationWithChildren)
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{
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var bounds = actor.BoxWithChildren;
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Navigation.BuildNavMesh(actor.Scene, bounds, options.General.AutoRebuildNavMeshTimeoutMs);
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Navigation.BuildNavMesh(bounds, options.General.AutoRebuildNavMeshTimeoutMs);
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}
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}
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@@ -555,7 +555,7 @@ namespace FlaxEditor.SceneGraph.Actors
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var options = Editor.Instance.Options.Options.General;
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if (options.AutoRebuildNavMesh)
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{
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Navigation.BuildNavMesh(collider.Scene, collider.Box, options.AutoRebuildNavMeshTimeoutMs);
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Navigation.BuildNavMesh(collider.Box, options.AutoRebuildNavMeshTimeoutMs);
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}
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}
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}
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@@ -192,7 +192,7 @@ namespace FlaxEditor.Tools.Terrain
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{
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if (terrain.Scene && terrain.HasStaticFlag(StaticFlags.Navigation))
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{
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Navigation.BuildNavMesh(terrain.Scene, patchBounds, editorOptions.General.AutoRebuildNavMeshTimeoutMs);
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Navigation.BuildNavMesh(patchBounds, editorOptions.General.AutoRebuildNavMeshTimeoutMs);
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}
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}
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}
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@@ -209,7 +209,7 @@ namespace FlaxEditor.Tools.Terrain
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{
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if (terrain.Scene && terrain.HasStaticFlag(StaticFlags.Navigation))
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{
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Navigation.BuildNavMesh(terrain.Scene, patchBounds, editorOptions.General.AutoRebuildNavMeshTimeoutMs);
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Navigation.BuildNavMesh(patchBounds, editorOptions.General.AutoRebuildNavMeshTimeoutMs);
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}
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}
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}
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@@ -172,7 +172,7 @@ namespace FlaxEditor.Tools.Terrain.Undo
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if (_navmeshBoundsModifications != null)
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{
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foreach (var bounds in _navmeshBoundsModifications)
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Navigation.BuildNavMesh(scene, bounds, _dirtyNavMeshTimeoutMs);
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Navigation.BuildNavMesh(bounds, _dirtyNavMeshTimeoutMs);
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}
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Editor.Instance.Scene.MarkSceneEdited(scene);
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@@ -217,11 +217,10 @@ namespace FlaxEditor.Tools.Terrain.Undo
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}
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// Update navmesh
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var scene = Terrain.Scene;
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if (_navmeshBoundsModifications != null)
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{
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foreach (var bounds in _navmeshBoundsModifications)
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Navigation.BuildNavMesh(scene, bounds, _dirtyNavMeshTimeoutMs);
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Navigation.BuildNavMesh(bounds, _dirtyNavMeshTimeoutMs);
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}
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Editor.Instance.Scene.MarkSceneEdited(Terrain.Scene);
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@@ -303,7 +303,7 @@ namespace FlaxEditor.Actions
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if (_nodeParents[i] is ActorNode node && node.Actor && node.Actor.Scene && node.AffectsNavigationWithChildren)
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{
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var bounds = node.Actor.BoxWithChildren;
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Navigation.BuildNavMesh(node.Actor.Scene, bounds, options.General.AutoRebuildNavMeshTimeoutMs);
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Navigation.BuildNavMesh(bounds, options.General.AutoRebuildNavMeshTimeoutMs);
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}
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}
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}
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@@ -121,12 +121,12 @@ namespace FlaxEditor
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// Handle simple case where objects were moved just a little and use one navmesh build request to improve performance
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if (data.BeforeBounds.Intersects(ref data.AfterBounds))
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{
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Navigation.BuildNavMesh(data.Scene, BoundingBox.Merge(data.BeforeBounds, data.AfterBounds), options.General.AutoRebuildNavMeshTimeoutMs);
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Navigation.BuildNavMesh(BoundingBox.Merge(data.BeforeBounds, data.AfterBounds), options.General.AutoRebuildNavMeshTimeoutMs);
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}
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else
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{
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Navigation.BuildNavMesh(data.Scene, data.BeforeBounds, options.General.AutoRebuildNavMeshTimeoutMs);
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Navigation.BuildNavMesh(data.Scene, data.AfterBounds, options.General.AutoRebuildNavMeshTimeoutMs);
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Navigation.BuildNavMesh(data.BeforeBounds, options.General.AutoRebuildNavMeshTimeoutMs);
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Navigation.BuildNavMesh(data.AfterBounds, options.General.AutoRebuildNavMeshTimeoutMs);
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}
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}
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}
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@@ -6,7 +6,7 @@
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#if USE_EDITOR
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#include "Editor/Editor.h"
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#include "Editor/Managed/ManagedEditor.h"
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#include "NavMeshBuilder.h"
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#include "Navigation.h"
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#endif
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NavMeshBoundsVolume::NavMeshBoundsVolume(const SpawnParams& params)
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@@ -55,9 +55,30 @@ void NavMeshBoundsVolume::OnBoundsChanged(const BoundingBox& prevBounds)
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// Auto-rebuild modified navmesh area
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if (IsDuringPlay() && IsActiveInHierarchy() && !Editor::IsPlayMode && Editor::Managed->CanAutoBuildNavMesh())
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{
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BoundingBox dirtyBounds;
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BoundingBox::Merge(prevBounds, _box, dirtyBounds);
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NavMeshBuilder::Build(GetScene(), dirtyBounds, ManagedEditor::ManagedEditorOptions.AutoRebuildNavMeshTimeoutMs);
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if (_box.Intersects(prevBounds))
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{
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// Bounds were moved a bit so merge into a single request (for performance reasons)
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BoundingBox dirtyBounds;
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BoundingBox::Merge(prevBounds, _box, dirtyBounds);
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Navigation::BuildNavMesh(dirtyBounds, ManagedEditor::ManagedEditorOptions.AutoRebuildNavMeshTimeoutMs);
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}
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else
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{
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// Dirty each bounds in separate
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Navigation::BuildNavMesh(prevBounds, ManagedEditor::ManagedEditorOptions.AutoRebuildNavMeshTimeoutMs);
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Navigation::BuildNavMesh(_box, ManagedEditor::ManagedEditorOptions.AutoRebuildNavMeshTimeoutMs);
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}
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}
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}
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void NavMeshBoundsVolume::OnActiveInTreeChanged()
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{
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BoxVolume::OnActiveInTreeChanged();
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// Auto-rebuild
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if (IsDuringPlay() && !Editor::IsPlayMode && Editor::Managed->CanAutoBuildNavMesh())
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{
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Navigation::BuildNavMesh(_box, ManagedEditor::ManagedEditorOptions.AutoRebuildNavMeshTimeoutMs);
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}
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}
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@@ -30,6 +30,7 @@ protected:
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void OnDisable() override;
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#if USE_EDITOR
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void OnBoundsChanged(const BoundingBox& prevBounds) override;
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void OnActiveInTreeChanged() override;
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Color GetWiresColor() override;
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#endif
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};
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@@ -3,6 +3,7 @@
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#if COMPILE_WITH_NAV_MESH_BUILDER
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#include "NavMeshBuilder.h"
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#include "Navigation.h"
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#include "NavMesh.h"
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#include "NavigationSettings.h"
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#include "NavMeshBoundsVolume.h"
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@@ -706,6 +707,7 @@ struct BuildRequest
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ScriptingObjectReference<Scene> Scene;
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DateTime Time;
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BoundingBox DirtyBounds;
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bool SpecificScene;
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};
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CriticalSection NavBuildQueueLocker;
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@@ -713,6 +715,7 @@ Array<BuildRequest> NavBuildQueue;
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CriticalSection NavBuildTasksLocker;
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int32 NavBuildTasksMaxCount = 0;
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bool NavBuildCheckMissingNavMeshes = false;
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Array<class NavMeshTileBuildTask*> NavBuildTasks;
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class NavMeshTileBuildTask : public ThreadPoolTask
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@@ -776,13 +779,13 @@ void CancelNavMeshTileBuildTasks(NavMeshRuntime* runtime)
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NavBuildTasksLocker.Unlock();
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}
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void CancelNavMeshTileBuildTasks(NavMeshRuntime* runtime, int32 x, int32 y)
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void CancelNavMeshTileBuildTasks(NavMeshRuntime* runtime, int32 x, int32 y, NavMesh* navMesh)
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{
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NavBuildTasksLocker.Lock();
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for (int32 i = 0; i < NavBuildTasks.Count(); i++)
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{
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auto task = NavBuildTasks[i];
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if (task->Runtime == runtime && task->X == x && task->Y == y)
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if (task->Runtime == runtime && task->X == x && task->Y == y && task->NavMesh == navMesh)
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{
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NavBuildTasksLocker.Unlock();
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@@ -838,7 +841,7 @@ void NavMeshBuilder::Init()
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Level::SceneUnloading.Bind<OnSceneUnloading>();
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}
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bool NavMeshBuilder::IsBuildingNavMesh()
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bool Navigation::IsBuildingNavMesh()
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{
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NavBuildTasksLocker.Lock();
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const bool hasAnyTask = NavBuildTasks.HasItems();
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@@ -847,7 +850,7 @@ bool NavMeshBuilder::IsBuildingNavMesh()
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return hasAnyTask;
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}
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float NavMeshBuilder::GetNavMeshBuildingProgress()
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float Navigation::GetNavMeshBuildingProgress()
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{
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NavBuildTasksLocker.Lock();
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float result = 1.0f;
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@@ -1023,7 +1026,7 @@ void BuildDirtyBounds(Scene* scene, NavMesh* navMesh, const BoundingBox& dirtyBo
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for (const auto& tile : unusedTiles)
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{
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// Wait for any async tasks that are producing this tile
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CancelNavMeshTileBuildTasks(runtime, tile.X, tile.Y);
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CancelNavMeshTileBuildTasks(runtime, tile.X, tile.Y, navMesh);
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}
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runtime->Locker.Lock();
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for (const auto& tile : unusedTiles)
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@@ -1106,31 +1109,6 @@ void BuildDirtyBounds(Scene* scene, const BoundingBox& dirtyBounds, bool rebuild
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{
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BuildDirtyBounds(scene, navMesh, dirtyBounds, rebuild);
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}
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// Remove unused navmeshes
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if (settings->AutoRemoveMissingNavMeshes)
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{
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for (NavMesh* navMesh : scene->Navigation.Meshes)
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{
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// Skip used navmeshes
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if (navMesh->Data.Tiles.HasItems())
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continue;
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// Skip navmeshes during async building
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int32 usageCount = 0;
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NavBuildTasksLocker.Lock();
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for (int32 i = 0; i < NavBuildTasks.Count(); i++)
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{
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if (NavBuildTasks.Get()[i]->NavMesh == navMesh)
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usageCount++;
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}
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NavBuildTasksLocker.Unlock();
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if (usageCount != 0)
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continue;
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navMesh->DeleteObject();
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}
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}
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}
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void ClearNavigation(Scene* scene)
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@@ -1144,6 +1122,40 @@ void ClearNavigation(Scene* scene)
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}
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}
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void BuildNavigation(BuildRequest& request)
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{
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// If scene is not specified then build all loaded scenes
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if (!request.Scene)
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{
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for (Scene* scene : Level::Scenes)
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{
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request.Scene = scene;
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BuildNavigation(request);
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}
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return;
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}
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// Early out if scene is not using navigation
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if (request.Scene->Navigation.Volumes.IsEmpty())
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{
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ClearNavigation(request.Scene);
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return;
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}
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// Check if similar request is already in a queue
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for (auto& e : NavBuildQueue)
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{
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if (e.Scene == request.Scene && (e.DirtyBounds == request.DirtyBounds || request.DirtyBounds == BoundingBox::Empty))
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{
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e = request;
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return;
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}
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}
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// Enqueue request
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NavBuildQueue.Add(request);
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}
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void NavMeshBuilder::Update()
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{
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PROFILE_MEM(NavigationBuilding);
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@@ -1158,9 +1170,10 @@ void NavMeshBuilder::Update()
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if (now - req.Time >= 0)
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{
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NavBuildQueue.RemoveAt(i--);
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const auto scene = req.Scene.Get();
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Scene* scene = req.Scene.Get();
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if (!scene)
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continue;
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bool rebuild = req.DirtyBounds == BoundingBox::Empty;
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// Early out if scene has no bounds volumes to define nav mesh area
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if (scene->Navigation.Volumes.IsEmpty())
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@@ -1170,7 +1183,6 @@ void NavMeshBuilder::Update()
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}
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// Check if build a custom dirty bounds or whole scene
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bool rebuild = req.DirtyBounds == BoundingBox::Empty;
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if (rebuild)
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req.DirtyBounds = scene->Navigation.GetNavigationBounds(); // Compute total navigation area bounds
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if (didRebuild)
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@@ -1178,26 +1190,37 @@ void NavMeshBuilder::Update()
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else
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didRebuild = true;
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BuildDirtyBounds(scene, req.DirtyBounds, rebuild);
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NavBuildCheckMissingNavMeshes = true;
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}
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}
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// Remove unused navmeshes (when all active tasks are done)
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// TODO: ignore AutoRemoveMissingNavMeshes in game and make it editor-only?
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if (NavBuildCheckMissingNavMeshes && NavBuildTasksMaxCount == 0 && NavigationSettings::Get()->AutoRemoveMissingNavMeshes)
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{
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NavBuildCheckMissingNavMeshes = false;
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NavBuildTasksLocker.Lock();
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int32 taskCount = NavBuildTasks.Count();
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NavBuildTasksLocker.Unlock();
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if (taskCount == 0)
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{
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for (Scene* scene : Level::Scenes)
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{
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for (NavMesh* navMesh : scene->Navigation.Meshes)
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{
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if (!navMesh->Data.Tiles.HasItems())
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{
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navMesh->DeleteObject();
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}
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}
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}
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}
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}
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}
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void NavMeshBuilder::Build(Scene* scene, float timeoutMs)
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void Navigation::BuildNavMesh(Scene* scene, float timeoutMs)
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{
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if (!scene)
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{
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LOG(Warning, "Could not generate navmesh without scene.");
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return;
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}
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// Early out if scene is not using navigation
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if (scene->Navigation.Volumes.IsEmpty())
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{
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ClearNavigation(scene);
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return;
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}
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PROFILE_CPU_NAMED("NavMeshBuilder");
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PROFILE_CPU();
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PROFILE_MEM(NavigationBuilding);
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ScopeLock lock(NavBuildQueueLocker);
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@@ -1205,36 +1228,15 @@ void NavMeshBuilder::Build(Scene* scene, float timeoutMs)
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req.Scene = scene;
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req.Time = DateTime::NowUTC() + TimeSpan::FromMilliseconds(timeoutMs);
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req.DirtyBounds = BoundingBox::Empty;
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for (int32 i = 0; i < NavBuildQueue.Count(); i++)
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{
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auto& e = NavBuildQueue.Get()[i];
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if (e.Scene == scene && e.DirtyBounds == req.DirtyBounds)
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{
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e = req;
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return;
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}
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}
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NavBuildQueue.Add(req);
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req.SpecificScene = scene != nullptr;
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BuildNavigation(req);
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}
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void NavMeshBuilder::Build(Scene* scene, const BoundingBox& dirtyBounds, float timeoutMs)
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void Navigation::BuildNavMesh(const BoundingBox& dirtyBounds, Scene* scene, float timeoutMs)
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{
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if (!scene)
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{
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LOG(Warning, "Could not generate navmesh without scene.");
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return;
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}
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// Early out if scene is not using navigation
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if (scene->Navigation.Volumes.IsEmpty())
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{
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ClearNavigation(scene);
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return;
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}
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PROFILE_CPU_NAMED("NavMeshBuilder");
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if (dirtyBounds.GetVolume() <= ZeroTolerance)
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return; // Skip updating empty bounds
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PROFILE_CPU();
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PROFILE_MEM(NavigationBuilding);
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ScopeLock lock(NavBuildQueueLocker);
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@@ -1242,8 +1244,8 @@ void NavMeshBuilder::Build(Scene* scene, const BoundingBox& dirtyBounds, float t
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req.Scene = scene;
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req.Time = DateTime::NowUTC() + TimeSpan::FromMilliseconds(timeoutMs);
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req.DirtyBounds = dirtyBounds;
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NavBuildQueue.Add(req);
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req.SpecificScene = scene != nullptr;
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BuildNavigation(req);
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}
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#endif
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@@ -15,11 +15,7 @@ class FLAXENGINE_API NavMeshBuilder
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{
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public:
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static void Init();
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static bool IsBuildingNavMesh();
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static float GetNavMeshBuildingProgress();
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static void Update();
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static void Build(Scene* scene, float timeoutMs);
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static void Build(Scene* scene, const BoundingBox& dirtyBounds, float timeoutMs);
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};
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#endif
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@@ -2,7 +2,7 @@
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#include "NavModifierVolume.h"
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#include "NavigationSettings.h"
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#include "NavMeshBuilder.h"
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#include "Navigation.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Serialization/Serialization.h"
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#if USE_EDITOR
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@@ -83,7 +83,7 @@ void NavModifierVolume::OnBoundsChanged(const BoundingBox& prevBounds)
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#else
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const float timeoutMs = 0.0f;
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#endif
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NavMeshBuilder::Build(GetScene(), dirtyBounds, timeoutMs);
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Navigation::BuildNavMesh(dirtyBounds, GetScene(), timeoutMs);
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}
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#endif
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}
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@@ -382,30 +382,6 @@ bool Navigation::RayCast(const Vector3& startPosition, const Vector3& endPositio
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return NavMeshes.First()->RayCast(startPosition, endPosition, hitInfo);
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}
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#if COMPILE_WITH_NAV_MESH_BUILDER
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bool Navigation::IsBuildingNavMesh()
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{
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return NavMeshBuilder::IsBuildingNavMesh();
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}
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float Navigation::GetNavMeshBuildingProgress()
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{
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return NavMeshBuilder::GetNavMeshBuildingProgress();
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}
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void Navigation::BuildNavMesh(Scene* scene, float timeoutMs)
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{
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NavMeshBuilder::Build(scene, timeoutMs);
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}
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void Navigation::BuildNavMesh(Scene* scene, const BoundingBox& dirtyBounds, float timeoutMs)
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{
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NavMeshBuilder::Build(scene, dirtyBounds, timeoutMs);
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}
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#endif
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#if COMPILE_WITH_DEBUG_DRAW
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void Navigation::DrawNavMesh()
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@@ -84,9 +84,7 @@ public:
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool RayCast(const Vector3& startPosition, const Vector3& endPosition, API_PARAM(Out) NavMeshHit& hitInfo);
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public:
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#if COMPILE_WITH_NAV_MESH_BUILDER
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/// <summary>
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/// Returns true if navigation system is during navmesh building (any request is valid or async task active).
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/// </summary>
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@@ -100,32 +98,49 @@ public:
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/// <summary>
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/// Builds the Nav Mesh for the given scene (discards all its tiles).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Requests are enqueued till the next game scripts update. Actual navmesh building in done via Thread Pool tasks in a background to prevent game thread stalls.
|
||||
/// </remarks>
|
||||
/// <param name="scene">The scene.</param>
|
||||
/// <remarks>Requests are enqueued till the next game scripts update. Actual navmesh building in done via Thread Pool tasks in a background to prevent game thread stalls.</remarks>
|
||||
/// <param name="scene">The scene. Pass null to build navmesh for all loaded scenes.</param>
|
||||
/// <param name="timeoutMs">The timeout to wait before building Nav Mesh (in milliseconds).</param>
|
||||
API_FUNCTION() static void BuildNavMesh(Scene* scene, float timeoutMs = 50);
|
||||
API_FUNCTION() static void BuildNavMesh(Scene* scene = nullptr, float timeoutMs = 50);
|
||||
|
||||
/// <summary>
|
||||
/// Builds the Nav Mesh for the given scene (builds only the tiles overlapping the given bounding box).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Requests are enqueued till the next game scripts update. Actual navmesh building in done via Thread Pool tasks in a background to prevent game thread stalls.
|
||||
/// </remarks>
|
||||
/// <remarks>Requests are enqueued till the next game scripts update. Actual navmesh building in done via Thread Pool tasks in a background to prevent game thread stalls.</remarks>
|
||||
/// <param name="dirtyBounds">The bounds in world-space to build overlapping tiles.</param>
|
||||
/// <param name="scene">The scene. Pass null to build navmesh for all loaded scenes that intersect with a given bounds.</param>
|
||||
/// <param name="timeoutMs">The timeout to wait before building Nav Mesh (in milliseconds).</param>
|
||||
API_FUNCTION() static void BuildNavMesh(const BoundingBox& dirtyBounds, Scene* scene = nullptr, float timeoutMs = 50);
|
||||
|
||||
/// <summary>
|
||||
/// Builds the Nav Mesh for all the loaded scenes (builds only the tiles overlapping the given bounding box).
|
||||
/// </summary>
|
||||
/// <remarks>Requests are enqueued till the next game scripts update. Actual navmesh building in done via Thread Pool tasks in a background to prevent game thread stalls.</remarks>
|
||||
/// <param name="dirtyBounds">The bounds in world-space to build overlapping tiles.</param>
|
||||
/// <param name="timeoutMs">The timeout to wait before building Nav Mesh (in milliseconds).</param>
|
||||
API_FUNCTION() static void BuildNavMesh(const BoundingBox& dirtyBounds, float timeoutMs = 50)
|
||||
{
|
||||
BuildNavMesh(dirtyBounds, nullptr, timeoutMs);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds the Nav Mesh for the given scene (builds only the tiles overlapping the given bounding box).
|
||||
/// [Deprecated in v1.12]
|
||||
/// </summary>
|
||||
/// <remarks>Requests are enqueued till the next game scripts update. Actual navmesh building in done via Thread Pool tasks in a background to prevent game thread stalls.</remarks>
|
||||
/// <param name="scene">The scene.</param>
|
||||
/// <param name="dirtyBounds">The bounds in world-space to build overlapping tiles.</param>
|
||||
/// <param name="timeoutMs">The timeout to wait before building Nav Mesh (in milliseconds).</param>
|
||||
API_FUNCTION() static void BuildNavMesh(Scene* scene, const BoundingBox& dirtyBounds, float timeoutMs = 50);
|
||||
|
||||
API_FUNCTION() DEPRECATED("Use BuildNavMesh with reordered arguments instead") static void BuildNavMesh(Scene* scene, const BoundingBox& dirtyBounds, float timeoutMs = 50)
|
||||
{
|
||||
BuildNavMesh(dirtyBounds, scene, timeoutMs);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if COMPILE_WITH_DEBUG_DRAW
|
||||
|
||||
/// <summary>
|
||||
/// Draws the navigation for all the scenes (uses DebugDraw interface).
|
||||
/// </summary>
|
||||
static void DrawNavMesh();
|
||||
|
||||
#endif
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user