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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
221 lines
8.0 KiB
C++
221 lines
8.0 KiB
C++
/**************************************************************************/
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/* nav_map.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef NAV_MAP_H
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#define NAV_MAP_H
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#include "nav_rid.h"
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#include "nav_utils.h"
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#include "core/math/math_defs.h"
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#include "core/object/worker_thread_pool.h"
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#include <KdTree2d.h>
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#include <KdTree3d.h>
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#include <RVOSimulator2d.h>
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#include <RVOSimulator3d.h>
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class NavLink;
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class NavRegion;
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class NavAgent;
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class NavObstacle;
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class NavMap : public NavRid {
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/// Map Up
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Vector3 up = Vector3(0, 1, 0);
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/// To find the polygons edges the vertices are displaced in a grid where
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/// each cell has the following cell_size and cell_height.
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real_t cell_size = 0.25; // Must match ProjectSettings default 3D cell_size and NavigationMesh cell_size.
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real_t cell_height = 0.25; // Must match ProjectSettings default 3D cell_height and NavigationMesh cell_height.
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bool use_edge_connections = true;
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/// This value is used to detect the near edges to connect.
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real_t edge_connection_margin = 0.25;
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/// This value is used to limit how far links search to find polygons to connect to.
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real_t link_connection_radius = 1.0;
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bool regenerate_polygons = true;
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bool regenerate_links = true;
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/// Map regions
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LocalVector<NavRegion *> regions;
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/// Map links
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LocalVector<NavLink *> links;
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LocalVector<gd::Polygon> link_polygons;
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/// Map polygons
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LocalVector<gd::Polygon> polygons;
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/// RVO avoidance worlds
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RVO2D::RVOSimulator2D rvo_simulation_2d;
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RVO3D::RVOSimulator3D rvo_simulation_3d;
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/// avoidance controlled agents
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LocalVector<NavAgent *> active_2d_avoidance_agents;
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LocalVector<NavAgent *> active_3d_avoidance_agents;
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/// dirty flag when one of the agent's arrays are modified
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bool agents_dirty = true;
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/// All the Agents (even the controlled one)
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LocalVector<NavAgent *> agents;
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/// All the avoidance obstacles (both static and dynamic)
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LocalVector<NavObstacle *> obstacles;
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/// Are rvo obstacles modified?
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bool obstacles_dirty = true;
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/// Physics delta time
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real_t deltatime = 0.0;
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/// Change the id each time the map is updated.
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uint32_t map_update_id = 0;
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bool use_threads = true;
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bool avoidance_use_multiple_threads = true;
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bool avoidance_use_high_priority_threads = true;
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// Performance Monitor
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int pm_region_count = 0;
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int pm_agent_count = 0;
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int pm_link_count = 0;
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int pm_polygon_count = 0;
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int pm_edge_count = 0;
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int pm_edge_merge_count = 0;
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int pm_edge_connection_count = 0;
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int pm_edge_free_count = 0;
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public:
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NavMap();
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~NavMap();
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void set_up(Vector3 p_up);
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Vector3 get_up() const {
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return up;
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}
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void set_cell_size(real_t p_cell_size);
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real_t get_cell_size() const {
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return cell_size;
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}
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void set_cell_height(real_t p_cell_height);
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real_t get_cell_height() const { return cell_height; }
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void set_use_edge_connections(bool p_enabled);
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bool get_use_edge_connections() const {
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return use_edge_connections;
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}
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void set_edge_connection_margin(real_t p_edge_connection_margin);
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real_t get_edge_connection_margin() const {
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return edge_connection_margin;
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}
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void set_link_connection_radius(real_t p_link_connection_radius);
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real_t get_link_connection_radius() const {
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return link_connection_radius;
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}
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gd::PointKey get_point_key(const Vector3 &p_pos) const;
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Vector<Vector3> get_path(Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers, Vector<int32_t> *r_path_types, TypedArray<RID> *r_path_rids, Vector<int64_t> *r_path_owners) const;
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Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) const;
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Vector3 get_closest_point(const Vector3 &p_point) const;
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Vector3 get_closest_point_normal(const Vector3 &p_point) const;
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gd::ClosestPointQueryResult get_closest_point_info(const Vector3 &p_point) const;
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RID get_closest_point_owner(const Vector3 &p_point) const;
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void add_region(NavRegion *p_region);
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void remove_region(NavRegion *p_region);
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const LocalVector<NavRegion *> &get_regions() const {
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return regions;
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}
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void add_link(NavLink *p_link);
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void remove_link(NavLink *p_link);
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const LocalVector<NavLink *> &get_links() const {
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return links;
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}
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bool has_agent(NavAgent *agent) const;
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void add_agent(NavAgent *agent);
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void remove_agent(NavAgent *agent);
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const LocalVector<NavAgent *> &get_agents() const {
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return agents;
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}
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void set_agent_as_controlled(NavAgent *agent);
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void remove_agent_as_controlled(NavAgent *agent);
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bool has_obstacle(NavObstacle *obstacle) const;
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void add_obstacle(NavObstacle *obstacle);
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void remove_obstacle(NavObstacle *obstacle);
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const LocalVector<NavObstacle *> &get_obstacles() const {
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return obstacles;
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}
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uint32_t get_map_update_id() const {
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return map_update_id;
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}
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void sync();
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void step(real_t p_deltatime);
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void dispatch_callbacks();
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// Performance Monitor
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int get_pm_region_count() const { return pm_region_count; }
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int get_pm_agent_count() const { return pm_agent_count; }
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int get_pm_link_count() const { return pm_link_count; }
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int get_pm_polygon_count() const { return pm_polygon_count; }
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int get_pm_edge_count() const { return pm_edge_count; }
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int get_pm_edge_merge_count() const { return pm_edge_merge_count; }
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int get_pm_edge_connection_count() const { return pm_edge_connection_count; }
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int get_pm_edge_free_count() const { return pm_edge_free_count; }
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private:
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void compute_single_step(uint32_t index, NavAgent **agent);
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void compute_single_avoidance_step_2d(uint32_t index, NavAgent **agent);
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void compute_single_avoidance_step_3d(uint32_t index, NavAgent **agent);
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void clip_path(const LocalVector<gd::NavigationPoly> &p_navigation_polys, Vector<Vector3> &path, const gd::NavigationPoly *from_poly, const Vector3 &p_to_point, const gd::NavigationPoly *p_to_poly, Vector<int32_t> *r_path_types, TypedArray<RID> *r_path_rids, Vector<int64_t> *r_path_owners) const;
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void _update_rvo_simulation();
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void _update_rvo_obstacles_tree_2d();
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void _update_rvo_agents_tree_2d();
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void _update_rvo_agents_tree_3d();
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};
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#endif // NAV_MAP_H
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