Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Private/NavigationDirtyAreasController.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

63 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "NavigationDirtyAreasController.h"
#include "NavigationData.h"
//----------------------------------------------------------------------//
// FNavigationDirtyAreasController
//----------------------------------------------------------------------//
FNavigationDirtyAreasController::FNavigationDirtyAreasController()
: bCanAccumulateDirtyAreas(true)
#if !UE_BUILD_SHIPPING
, bDirtyAreasReportedWhileAccumulationLocked(false)
#endif // !UE_BUILD_SHIPPING
{
}
void FNavigationDirtyAreasController::ForceRebuildOnNextTick()
{
float MinTimeForUpdate = (DirtyAreasUpdateFreq != 0.f ? (1.0f / DirtyAreasUpdateFreq) : 0.f);
DirtyAreasUpdateTime = FMath::Max(DirtyAreasUpdateTime, MinTimeForUpdate);
}
void FNavigationDirtyAreasController::Tick(const float DeltaSeconds, const TArray<ANavigationData*>& NavDataSet, bool bForceRebuilding)
{
DirtyAreasUpdateTime += DeltaSeconds;
const bool bCanRebuildNow = bForceRebuilding || (DirtyAreasUpdateFreq != 0.f && DirtyAreasUpdateTime >= (1.0f / DirtyAreasUpdateFreq));
if (DirtyAreas.Num() > 0 && bCanRebuildNow)
{
for (ANavigationData* NavData : NavDataSet)
{
if (NavData)
{
NavData->RebuildDirtyAreas(DirtyAreas);
}
}
DirtyAreasUpdateTime = 0.f;
DirtyAreas.Reset();
}
}
void FNavigationDirtyAreasController::AddArea(const FBox& NewArea, int32 Flags)
{
if (Flags > 0 && bCanAccumulateDirtyAreas && NewArea.IsValid)
{
DirtyAreas.Add(FNavigationDirtyArea(NewArea, Flags));
}
#if !UE_BUILD_SHIPPING
bDirtyAreasReportedWhileAccumulationLocked = bDirtyAreasReportedWhileAccumulationLocked || (Flags > 0 && !bCanAccumulateDirtyAreas);
#endif // !UE_BUILD_SHIPPING
}
void FNavigationDirtyAreasController::Reset()
{
// discard all pending dirty areas, we are going to rebuild navmesh anyway
DirtyAreas.Reset();
#if !UE_BUILD_SHIPPING
bDirtyAreasReportedWhileAccumulationLocked = false;
#endif // !UE_BUILD_SHIPPING
}