mirror of
https://github.com/godotengine/godot.git
synced 2024-11-27 09:16:35 +08:00
ab99671bb8
-add tab support to richtextlabel -some click fixes to audio stream resampled -ability to import largetextures (dialog)
160 lines
2.8 KiB
C++
160 lines
2.8 KiB
C++
#ifndef NAVIGATION_H
|
|
#define NAVIGATION_H
|
|
|
|
#include "scene/3d/spatial.h"
|
|
#include "scene/3d/navigation_mesh.h"
|
|
|
|
class Navigation : public Spatial {
|
|
|
|
OBJ_TYPE( Navigation, Spatial);
|
|
|
|
|
|
union Point {
|
|
|
|
struct {
|
|
int64_t x:21;
|
|
int64_t y:22;
|
|
int64_t z:21;
|
|
};
|
|
|
|
uint64_t key;
|
|
bool operator<(const Point& p_key) const { return key < p_key.key; }
|
|
};
|
|
|
|
|
|
struct EdgeKey {
|
|
|
|
Point a;
|
|
Point b;
|
|
|
|
bool operator<(const EdgeKey& p_key) const {
|
|
return (a.key==p_key.a.key)?(b.key<p_key.b.key):(a.key<p_key.a.key);
|
|
};
|
|
|
|
EdgeKey(const Point& p_a=Point(),const Point& p_b=Point()) {
|
|
a=p_a;
|
|
b=p_b;
|
|
if (a.key > b.key) {
|
|
SWAP(a,b);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
struct NavMesh;
|
|
struct Polygon;
|
|
|
|
struct ConnectionPending {
|
|
|
|
Polygon *polygon;
|
|
int edge;
|
|
};
|
|
|
|
|
|
struct Polygon {
|
|
|
|
struct Edge {
|
|
Point point;
|
|
Polygon *C; //connection
|
|
int C_edge;
|
|
List<ConnectionPending>::Element *P;
|
|
Edge() { C=NULL; C_edge=-1; P=NULL; }
|
|
};
|
|
|
|
Vector<Edge> edges;
|
|
|
|
Vector3 center;
|
|
|
|
float distance;
|
|
int prev_edge;
|
|
bool clockwise;
|
|
|
|
|
|
NavMesh *owner;
|
|
};
|
|
|
|
|
|
struct Connection {
|
|
|
|
Polygon *A;
|
|
int A_edge;
|
|
Polygon *B;
|
|
int B_edge;
|
|
|
|
List<ConnectionPending> pending;
|
|
|
|
Connection() { A=NULL; B=NULL; A_edge=-1; B_edge=-1;}
|
|
};
|
|
|
|
Map<EdgeKey,Connection> connections;
|
|
|
|
|
|
struct NavMesh {
|
|
|
|
Object *owner;
|
|
Transform xform;
|
|
bool linked;
|
|
Ref<NavigationMesh> navmesh;
|
|
List<Polygon> polygons;
|
|
|
|
};
|
|
|
|
|
|
|
|
_FORCE_INLINE_ Point _get_point(const Vector3& p_pos) const {
|
|
|
|
int x = int(Math::floor(p_pos.x/cell_size));
|
|
int y = int(Math::floor(p_pos.y/cell_size));
|
|
int z = int(Math::floor(p_pos.z/cell_size));
|
|
|
|
Point p;
|
|
p.key=0;
|
|
p.x=x;
|
|
p.y=y;
|
|
p.z=z;
|
|
return p;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ Vector3 _get_vertex(const Point& p_point) const {
|
|
|
|
return Vector3(p_point.x,p_point.y,p_point.z)*cell_size;
|
|
}
|
|
|
|
|
|
|
|
void _navmesh_link(int p_id);
|
|
void _navmesh_unlink(int p_id);
|
|
|
|
float cell_size;
|
|
Map<int,NavMesh> navmesh_map;
|
|
int last_id;
|
|
|
|
Vector3 up;
|
|
void _clip_path(Vector<Vector3>& path,Polygon *from_poly, const Vector3& p_to_point, Polygon* p_to_poly);
|
|
|
|
protected:
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
|
|
void set_up_vector(const Vector3& p_up);
|
|
Vector3 get_up_vector() const;
|
|
|
|
//API should be as dynamic as possible
|
|
int navmesh_create(const Ref<NavigationMesh>& p_mesh,const Transform& p_xform,Object* p_owner=NULL);
|
|
void navmesh_set_transform(int p_id, const Transform& p_xform);
|
|
void navmesh_remove(int p_id);
|
|
|
|
Vector<Vector3> get_simple_path(const Vector3& p_start, const Vector3& p_end,bool p_optimize=true);
|
|
Vector3 get_closest_point_to_segment(const Vector3& p_from,const Vector3& p_to,const bool& p_use_collision=false);
|
|
Vector3 get_closest_point(const Vector3& p_point);
|
|
Vector3 get_closest_point_normal(const Vector3& p_point);
|
|
Object* get_closest_point_owner(const Vector3& p_point);
|
|
|
|
Navigation();
|
|
};
|
|
|
|
#endif // NAVIGATION_H
|