mirror of
https://github.com/godotengine/godot.git
synced 2024-12-09 10:09:20 +08:00
a7fc04626a
Also removes a couple wrong Godot headers from third-party source files.
180 lines
4.6 KiB
C++
180 lines
4.6 KiB
C++
/*************************************************************************/
|
|
/* navigation2d.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* http://www.godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
#ifndef NAVIGATION_2D_H
|
|
#define NAVIGATION_2D_H
|
|
|
|
#include "scene/2d/node_2d.h"
|
|
#include "scene/2d/navigation_polygon.h"
|
|
|
|
class Navigation2D : public Node2D {
|
|
|
|
OBJ_TYPE( Navigation2D, Node2D);
|
|
|
|
|
|
union Point {
|
|
|
|
struct {
|
|
int64_t x:32;
|
|
int64_t y:32;
|
|
};
|
|
|
|
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;
|
|
|
|
Vector2 center;
|
|
Vector2 entry;
|
|
|
|
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;
|
|
Matrix32 xform;
|
|
bool linked;
|
|
Ref<NavigationPolygon> navpoly;
|
|
List<Polygon> polygons;
|
|
|
|
};
|
|
|
|
|
|
|
|
_FORCE_INLINE_ Point _get_point(const Vector2& p_pos) const {
|
|
|
|
int x = int(Math::floor(p_pos.x/cell_size));
|
|
int y = int(Math::floor(p_pos.y/cell_size));
|
|
|
|
Point p;
|
|
p.key=0;
|
|
p.x=x;
|
|
p.y=y;
|
|
return p;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ Vector2 _get_vertex(const Point& p_point) const {
|
|
|
|
return Vector2(p_point.x,p_point.y)*cell_size;
|
|
}
|
|
|
|
|
|
|
|
void _navpoly_link(int p_id);
|
|
void _navpoly_unlink(int p_id);
|
|
|
|
float cell_size;
|
|
Map<int,NavMesh> navpoly_map;
|
|
int last_id;
|
|
#if 0
|
|
void _clip_path(Vector<Vector2>& path,Polygon *from_poly, const Vector2& p_to_point, Polygon* p_to_poly);
|
|
#endif
|
|
protected:
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
|
|
//API should be as dynamic as possible
|
|
int navpoly_create(const Ref<NavigationPolygon>& p_mesh,const Matrix32& p_xform,Object* p_owner=NULL);
|
|
void navpoly_set_transform(int p_id, const Matrix32& p_xform);
|
|
void navpoly_remove(int p_id);
|
|
|
|
Vector<Vector2> get_simple_path(const Vector2& p_start, const Vector2& p_end,bool p_optimize=true);
|
|
Vector2 get_closest_point(const Vector2& p_point);
|
|
Object* get_closest_point_owner(const Vector2& p_point);
|
|
|
|
Navigation2D();
|
|
};
|
|
|
|
|
|
#endif // Navigation2D2D_H
|