Merge pull request #104826 from smix8/navregion_iteration_id
Add function to get navigation region iteration id from NavigationServer
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@ -389,6 +389,13 @@ RID GodotNavigationServer3D::region_create() {
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return rid;
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}
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uint32_t GodotNavigationServer3D::region_get_iteration_id(RID p_region) const {
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NavRegion3D *region = region_owner.get_or_null(p_region);
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ERR_FAIL_NULL_V(region, 0);
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return region->get_iteration_id();
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}
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COMMAND_2(region_set_enabled, RID, p_region, bool, p_enabled) {
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NavRegion3D *region = region_owner.get_or_null(p_region);
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ERR_FAIL_NULL(region);
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@ -147,6 +147,7 @@ public:
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virtual Vector3 map_get_random_point(RID p_map, uint32_t p_navigation_layers, bool p_uniformly) const override;
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virtual RID region_create() override;
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virtual uint32_t region_get_iteration_id(RID p_region) const override;
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COMMAND_2(region_set_enabled, RID, p_region, bool, p_enabled);
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virtual bool region_get_enabled(RID p_region) const override;
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@ -194,6 +194,10 @@ bool NavRegion3D::sync() {
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update_polygons();
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if (something_changed) {
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iteration_id = iteration_id % UINT32_MAX + 1;
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}
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return something_changed;
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}
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@ -59,12 +59,16 @@ class NavRegion3D : public NavBase3D {
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Vector<Vector3> pending_navmesh_vertices;
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Vector<Vector<int>> pending_navmesh_polygons;
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uint32_t iteration_id = 0;
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SelfList<NavRegion3D> sync_dirty_request_list_element;
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public:
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NavRegion3D();
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~NavRegion3D();
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uint32_t get_iteration_id() const { return iteration_id; }
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void scratch_polygons() {
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polygons_dirty = true;
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}
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