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e4213e66b2
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
133 lines
4.2 KiB
C++
133 lines
4.2 KiB
C++
/*************************************************************************/
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/* a_star.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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 ASTAR_H
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#define ASTAR_H
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#include "reference.h"
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#include "self_list.h"
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/**
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A* pathfinding algorithm
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class AStar : public Reference {
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GDCLASS(AStar, Reference)
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uint64_t pass;
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struct Point {
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SelfList<Point> list;
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int id;
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Vector3 pos;
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real_t weight_scale;
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uint64_t last_pass;
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Vector<Point *> neighbours;
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// Used for pathfinding
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Point *prev_point;
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real_t distance;
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Point() :
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list(this) {}
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};
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Map<int, Point *> points;
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struct Segment {
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union {
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struct {
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int32_t from;
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int32_t to;
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};
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uint64_t key;
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};
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Point *from_point;
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Point *to_point;
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bool operator<(const Segment &p_s) const { return key < p_s.key; }
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Segment() { key = 0; }
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Segment(int p_from, int p_to) {
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if (p_from > p_to) {
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SWAP(p_from, p_to);
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}
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from = p_from;
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to = p_to;
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}
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};
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Set<Segment> segments;
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bool _solve(Point *begin_point, Point *end_point);
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protected:
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static void _bind_methods();
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virtual float _estimate_cost(int p_from_id, int p_to_id);
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virtual float _compute_cost(int p_from_id, int p_to_id);
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public:
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int get_available_point_id() const;
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void add_point(int p_id, const Vector3 &p_pos, real_t p_weight_scale = 1);
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Vector3 get_point_position(int p_id) const;
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void set_point_position(int p_id, const Vector3 &p_pos);
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real_t get_point_weight_scale(int p_id) const;
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void set_point_weight_scale(int p_id, real_t p_weight_scale);
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void remove_point(int p_id);
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bool has_point(int p_id) const;
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PoolVector<int> get_point_connections(int p_id);
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Array get_points();
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void connect_points(int p_id, int p_with_id, bool bidirectional = true);
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void disconnect_points(int p_id, int p_with_id);
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bool are_points_connected(int p_id, int p_with_id) const;
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void clear();
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int get_closest_point(const Vector3 &p_point) const;
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Vector3 get_closest_position_in_segment(const Vector3 &p_point) const;
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PoolVector<Vector3> get_point_path(int p_from_id, int p_to_id);
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PoolVector<int> get_id_path(int p_from_id, int p_to_id);
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AStar();
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~AStar();
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};
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#endif // ASTAR_H
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