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+/*************************************************************************/
+/* nav_utils.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 NAV_UTILS_H
+#define NAV_UTILS_H
+
+#include "core/math/vector3.h"
+
+#include <vector>
+
+/**
+ @author AndreaCatania
+*/
+
+class NavRegion;
+
+namespace gd {
+struct Polygon;
+
+union PointKey {
+ struct {
+ int64_t x : 21;
+ int64_t y : 22;
+ int64_t z : 21;
+ };
+
+ uint64_t key = 0;
+ bool operator<(const PointKey &p_key) const { return key < p_key.key; }
+};
+
+struct EdgeKey {
+ PointKey a;
+ PointKey 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 PointKey &p_a = PointKey(), const PointKey &p_b = PointKey()) :
+ a(p_a),
+ b(p_b) {
+ if (a.key > b.key) {
+ SWAP(a, b);
+ }
+ }
+};
+
+struct Point {
+ Vector3 pos;
+ PointKey key;
+};
+
+struct Edge {
+ /// This edge ID
+ int this_edge = -1;
+
+ /// The gateway in the edge, as, in some case, the whole edge might not be navigable.
+ struct Connection {
+ Polygon *polygon = nullptr;
+ int edge = -1;
+ Vector3 pathway_start;
+ Vector3 pathway_end;
+ };
+ Vector<Connection> connections;
+};
+
+struct Polygon {
+ NavRegion *owner;
+
+ /// The points of this `Polygon`
+ std::vector<Point> points;
+
+ /// Are the points clockwise ?
+ bool clockwise;
+
+ /// The edges of this `Polygon`
+ std::vector<Edge> edges;
+
+ /// The center of this `Polygon`
+ Vector3 center;
+};
+
+struct NavigationPoly {
+ uint32_t self_id = 0;
+ /// This poly.
+ const Polygon *poly;
+
+ /// Those 4 variables are used to travel the path backwards.
+ int back_navigation_poly_id = -1;
+ uint32_t back_navigation_edge = UINT32_MAX;
+ Vector3 back_navigation_edge_pathway_start;
+ Vector3 back_navigation_edge_pathway_end;
+
+ /// The entry location of this poly.
+ Vector3 entry;
+ /// The distance to the destination.
+ float traveled_distance = 0.0;
+
+ NavigationPoly(const Polygon *p_poly) :
+ poly(p_poly) {}
+
+ bool operator==(const NavigationPoly &other) const {
+ return this->poly == other.poly;
+ }
+
+ bool operator!=(const NavigationPoly &other) const {
+ return !operator==(other);
+ }
+};
+
+} // namespace gd
+
+#endif // NAV_UTILS_H