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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
154 lines
4.3 KiB
C++
154 lines
4.3 KiB
C++
/*************************************************************************/
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/* nav_utils.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 NAV_UTILS_H
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#define NAV_UTILS_H
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#include "core/math/vector3.h"
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#include <vector>
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/**
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@author AndreaCatania
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*/
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class NavRegion;
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namespace gd {
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struct Polygon;
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union PointKey {
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struct {
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int64_t x : 21;
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int64_t y : 22;
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int64_t z : 21;
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};
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uint64_t key;
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bool operator<(const PointKey &p_key) const { return key < p_key.key; }
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};
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struct EdgeKey {
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PointKey a;
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PointKey b;
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bool operator<(const EdgeKey &p_key) const {
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return (a.key == p_key.a.key) ? (b.key < p_key.b.key) : (a.key < p_key.a.key);
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}
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EdgeKey(const PointKey &p_a = PointKey(), const PointKey &p_b = PointKey()) :
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a(p_a),
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b(p_b) {
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if (a.key > b.key) {
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SWAP(a, b);
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}
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}
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};
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struct Point {
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Vector3 pos;
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PointKey key;
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};
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struct Edge {
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/// This edge ID
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int this_edge = -1;
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/// Other Polygon
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Polygon *other_polygon = nullptr;
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/// The other `Polygon` at this edge id has this `Polygon`.
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int other_edge = -1;
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Edge() {}
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};
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struct Polygon {
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NavRegion *owner;
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/// The points of this `Polygon`
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std::vector<Point> points;
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/// Are the points clockwise ?
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bool clockwise;
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/// The edges of this `Polygon`
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std::vector<Edge> edges;
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/// The center of this `Polygon`
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Vector3 center;
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};
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struct Connection {
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Polygon *A = nullptr;
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int A_edge = -1;
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Polygon *B = nullptr;
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int B_edge = -1;
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Connection() {}
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};
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struct NavigationPoly {
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uint32_t self_id = 0;
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/// This poly.
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const Polygon *poly;
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/// The previous navigation poly (id in the `navigation_poly` array).
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int prev_navigation_poly_id = -1;
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/// The edge id in this `Poly` to reach the `prev_navigation_poly_id`.
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uint32_t back_navigation_edge = 0;
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/// The entry location of this poly.
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Vector3 entry;
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/// The distance to the destination.
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float traveled_distance = 0.0;
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NavigationPoly(const Polygon *p_poly) :
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poly(p_poly) {}
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bool operator==(const NavigationPoly &other) const {
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return this->poly == other.poly;
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}
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bool operator!=(const NavigationPoly &other) const {
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return !operator==(other);
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}
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};
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struct FreeEdge {
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bool is_free;
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Polygon *poly;
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uint32_t edge_id;
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Vector3 edge_center;
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Vector3 edge_dir;
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float edge_len_squared;
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};
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} // namespace gd
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#endif // NAV_UTILS_H
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