mirror of
https://github.com/godotengine/godot.git
synced 2024-11-14 08:03:05 +00:00
b16c309f82
Happy new year to the wonderful Godot community!
185 lines
5.1 KiB
C++
185 lines
5.1 KiB
C++
/*************************************************************************/
|
|
/* navigation.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
|
|
/* */
|
|
/* 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_H
|
|
#define NAVIGATION_H
|
|
|
|
#include "scene/3d/navigation_mesh.h"
|
|
#include "scene/3d/spatial.h"
|
|
|
|
class Navigation : public Spatial {
|
|
|
|
GDCLASS(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;
|
|
Vector3 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;
|
|
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_add(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
|