summaryrefslogtreecommitdiff
path: root/scene/2d/navigation2d.h
diff options
context:
space:
mode:
authorJuan Linietsky <reduzio@gmail.com>2015-02-14 12:09:52 -0300
committerJuan Linietsky <reduzio@gmail.com>2015-02-14 12:10:15 -0300
commitc5f509f238576dba39ffcce74ab2066f24e67b58 (patch)
tree888a1bc97d9fdf303a663e626599f74fb268dbff /scene/2d/navigation2d.h
parentd0ea4754057663d2caefbabe32421fd597a8a15d (diff)
New Navigation & Pathfinding support for 2D
-Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)
Diffstat (limited to 'scene/2d/navigation2d.h')
-rw-r--r--scene/2d/navigation2d.h137
1 files changed, 137 insertions, 0 deletions
diff --git a/scene/2d/navigation2d.h b/scene/2d/navigation2d.h
new file mode 100644
index 0000000000..1fca80dc5c
--- /dev/null
+++ b/scene/2d/navigation2d.h
@@ -0,0 +1,137 @@
+#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 Edge {
+ Point point;
+ Polygon *C; //connection
+ int C_edge;
+ Edge() { C=NULL; C_edge=-1; }
+ };
+
+ Vector<Edge> edges;
+
+ Vector2 center;
+
+ float distance;
+ int prev_edge;
+
+ NavMesh *owner;
+ };
+
+
+ struct Connection {
+
+ Polygon *A;
+ int A_edge;
+ Polygon *B;
+ int B_edge;
+ 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);
+
+ Navigation2D();
+};
+
+
+#endif // Navigation2D2D_H