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+/*************************************************************************/
+/* navigation_2d.cpp */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#include "navigation_2d.h"
+
+#define USE_ENTRY_POINT
+
+void Navigation2D::_navpoly_link(int p_id) {
+
+ ERR_FAIL_COND(!navpoly_map.has(p_id));
+ NavMesh &nm = navpoly_map[p_id];
+ ERR_FAIL_COND(nm.linked);
+
+ PoolVector<Vector2> vertices = nm.navpoly->get_vertices();
+ int len = vertices.size();
+ if (len == 0)
+ return;
+
+ PoolVector<Vector2>::Read r = vertices.read();
+
+ for (int i = 0; i < nm.navpoly->get_polygon_count(); i++) {
+
+ //build
+
+ List<Polygon>::Element *P = nm.polygons.push_back(Polygon());
+ Polygon &p = P->get();
+ p.owner = &nm;
+
+ Vector<int> poly = nm.navpoly->get_polygon(i);
+ int plen = poly.size();
+ const int *indices = poly.ptr();
+ bool valid = true;
+ p.edges.resize(plen);
+
+ Vector2 center;
+ float sum = 0;
+
+ for (int j = 0; j < plen; j++) {
+
+ int idx = indices[j];
+ if (idx < 0 || idx >= len) {
+ valid = false;
+ break;
+ }
+
+ Polygon::Edge e;
+ Vector2 ep = nm.xform.xform(r[idx]);
+ center += ep;
+ e.point = _get_point(ep);
+ p.edges.write[j] = e;
+
+ int idxn = indices[(j + 1) % plen];
+ if (idxn < 0 || idxn >= len) {
+ valid = false;
+ break;
+ }
+
+ Vector2 epn = nm.xform.xform(r[idxn]);
+
+ sum += (epn.x - ep.x) * (epn.y + ep.y);
+ }
+
+ p.clockwise = sum > 0;
+
+ if (!valid) {
+ nm.polygons.pop_back();
+ ERR_CONTINUE(!valid);
+ continue;
+ }
+
+ p.center = center / plen;
+
+ //connect
+
+ for (int j = 0; j < plen; j++) {
+
+ int next = (j + 1) % plen;
+ EdgeKey ek(p.edges[j].point, p.edges[next].point);
+
+ Map<EdgeKey, Connection>::Element *C = connections.find(ek);
+ if (!C) {
+
+ Connection c;
+ c.A = &p;
+ c.A_edge = j;
+ c.B = NULL;
+ c.B_edge = -1;
+ connections[ek] = c;
+ } else {
+
+ if (C->get().B != NULL) {
+ ConnectionPending pending;
+ pending.polygon = &p;
+ pending.edge = j;
+ p.edges.write[j].P = C->get().pending.push_back(pending);
+ continue;
+ }
+
+ C->get().B = &p;
+ C->get().B_edge = j;
+ C->get().A->edges.write[C->get().A_edge].C = &p;
+ C->get().A->edges.write[C->get().A_edge].C_edge = j;
+ p.edges.write[j].C = C->get().A;
+ p.edges.write[j].C_edge = C->get().A_edge;
+ //connection successful.
+ }
+ }
+ }
+
+ nm.linked = true;
+}
+
+void Navigation2D::_navpoly_unlink(int p_id) {
+
+ ERR_FAIL_COND(!navpoly_map.has(p_id));
+ NavMesh &nm = navpoly_map[p_id];
+ ERR_FAIL_COND(!nm.linked);
+
+ for (List<Polygon>::Element *E = nm.polygons.front(); E; E = E->next()) {
+
+ Polygon &p = E->get();
+
+ int ec = p.edges.size();
+ Polygon::Edge *edges = p.edges.ptrw();
+
+ for (int i = 0; i < ec; i++) {
+ int next = (i + 1) % ec;
+
+ EdgeKey ek(edges[i].point, edges[next].point);
+ Map<EdgeKey, Connection>::Element *C = connections.find(ek);
+ ERR_CONTINUE(!C);
+
+ if (edges[i].P) {
+ C->get().pending.erase(edges[i].P);
+ edges[i].P = NULL;
+
+ } else if (C->get().B) {
+ //disconnect
+
+ C->get().B->edges.write[C->get().B_edge].C = NULL;
+ C->get().B->edges.write[C->get().B_edge].C_edge = -1;
+ C->get().A->edges.write[C->get().A_edge].C = NULL;
+ C->get().A->edges.write[C->get().A_edge].C_edge = -1;
+
+ if (C->get().A == &E->get()) {
+
+ C->get().A = C->get().B;
+ C->get().A_edge = C->get().B_edge;
+ }
+ C->get().B = NULL;
+ C->get().B_edge = -1;
+
+ if (C->get().pending.size()) {
+ //reconnect if something is pending
+ ConnectionPending cp = C->get().pending.front()->get();
+ C->get().pending.pop_front();
+
+ C->get().B = cp.polygon;
+ C->get().B_edge = cp.edge;
+ C->get().A->edges.write[C->get().A_edge].C = cp.polygon;
+ C->get().A->edges.write[C->get().A_edge].C_edge = cp.edge;
+ cp.polygon->edges.write[cp.edge].C = C->get().A;
+ cp.polygon->edges.write[cp.edge].C_edge = C->get().A_edge;
+ cp.polygon->edges.write[cp.edge].P = NULL;
+ }
+
+ } else {
+ connections.erase(C);
+ //erase
+ }
+ }
+ }
+
+ nm.polygons.clear();
+
+ nm.linked = false;
+}
+
+int Navigation2D::navpoly_add(const Ref<NavigationPolygon> &p_mesh, const Transform2D &p_xform, Object *p_owner) {
+
+ int id = last_id++;
+ NavMesh nm;
+ nm.linked = false;
+ nm.navpoly = p_mesh;
+ nm.xform = p_xform;
+ nm.owner = p_owner;
+ navpoly_map[id] = nm;
+
+ _navpoly_link(id);
+
+ return id;
+}
+
+void Navigation2D::navpoly_set_transform(int p_id, const Transform2D &p_xform) {
+
+ ERR_FAIL_COND(!navpoly_map.has(p_id));
+ NavMesh &nm = navpoly_map[p_id];
+ if (nm.xform == p_xform)
+ return; //bleh
+ _navpoly_unlink(p_id);
+ nm.xform = p_xform;
+ _navpoly_link(p_id);
+}
+void Navigation2D::navpoly_remove(int p_id) {
+
+ ERR_FAIL_COND(!navpoly_map.has(p_id));
+ _navpoly_unlink(p_id);
+ navpoly_map.erase(p_id);
+}
+
+Vector<Vector2> Navigation2D::get_simple_path(const Vector2 &p_start, const Vector2 &p_end, bool p_optimize) {
+
+ Polygon *begin_poly = NULL;
+ Polygon *end_poly = NULL;
+ Vector2 begin_point;
+ Vector2 end_point;
+ float begin_d = 1e20;
+ float end_d = 1e20;
+
+ //look for point inside triangle
+
+ for (Map<int, NavMesh>::Element *E = navpoly_map.front(); E; E = E->next()) {
+
+ if (!E->get().linked)
+ continue;
+ for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
+
+ Polygon &p = F->get();
+ if (begin_d || end_d) {
+ for (int i = 2; i < p.edges.size(); i++) {
+
+ if (begin_d > 0) {
+
+ if (Geometry::is_point_in_triangle(p_start, _get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point))) {
+
+ begin_poly = &p;
+ begin_point = p_start;
+ begin_d = 0;
+ if (end_d == 0)
+ break;
+ }
+ }
+
+ if (end_d > 0) {
+
+ if (Geometry::is_point_in_triangle(p_end, _get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point))) {
+
+ end_poly = &p;
+ end_point = p_end;
+ end_d = 0;
+ if (begin_d == 0)
+ break;
+ }
+ }
+ }
+ }
+
+ p.prev_edge = -1;
+ }
+ }
+
+ //start or end not inside triangle.. look for closest segment :|
+ if (begin_d || end_d) {
+ for (Map<int, NavMesh>::Element *E = navpoly_map.front(); E; E = E->next()) {
+
+ if (!E->get().linked)
+ continue;
+ for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
+
+ Polygon &p = F->get();
+ int es = p.edges.size();
+ for (int i = 0; i < es; i++) {
+
+ Vector2 edge[2] = {
+ _get_vertex(p.edges[i].point),
+ _get_vertex(p.edges[(i + 1) % es].point)
+ };
+
+ if (begin_d > 0) {
+ Vector2 spoint = Geometry::get_closest_point_to_segment_2d(p_start, edge);
+ float d = spoint.distance_to(p_start);
+ if (d < begin_d) {
+ begin_poly = &p;
+ begin_point = spoint;
+ begin_d = d;
+ }
+ }
+
+ if (end_d > 0) {
+ Vector2 spoint = Geometry::get_closest_point_to_segment_2d(p_end, edge);
+ float d = spoint.distance_to(p_end);
+ if (d < end_d) {
+ end_poly = &p;
+ end_point = spoint;
+ end_d = d;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if (!begin_poly || !end_poly) {
+
+ return Vector<Vector2>(); //no path
+ }
+
+ if (begin_poly == end_poly) {
+
+ Vector<Vector2> path;
+ path.resize(2);
+ path.write[0] = begin_point;
+ path.write[1] = end_point;
+ return path;
+ }
+
+ bool found_route = false;
+
+ List<Polygon *> open_list;
+
+ begin_poly->entry = p_start;
+
+ for (int i = 0; i < begin_poly->edges.size(); i++) {
+
+ if (begin_poly->edges[i].C) {
+
+ begin_poly->edges[i].C->prev_edge = begin_poly->edges[i].C_edge;
+#ifdef USE_ENTRY_POINT
+ Vector2 edge[2] = {
+ _get_vertex(begin_poly->edges[i].point),
+ _get_vertex(begin_poly->edges[(i + 1) % begin_poly->edges.size()].point)
+ };
+
+ Vector2 entry = Geometry::get_closest_point_to_segment_2d(begin_poly->entry, edge);
+ begin_poly->edges[i].C->distance = begin_poly->entry.distance_to(entry);
+ begin_poly->edges[i].C->entry = entry;
+#else
+ begin_poly->edges[i].C->distance = begin_poly->center.distance_to(begin_poly->edges[i].C->center);
+#endif
+ open_list.push_back(begin_poly->edges[i].C);
+
+ if (begin_poly->edges[i].C == end_poly) {
+ found_route = true;
+ }
+ }
+ }
+
+ while (!found_route) {
+
+ if (open_list.size() == 0) {
+ break;
+ }
+ //check open list
+
+ List<Polygon *>::Element *least_cost_poly = NULL;
+ float least_cost = 1e30;
+
+ //this could be faster (cache previous results)
+ for (List<Polygon *>::Element *E = open_list.front(); E; E = E->next()) {
+
+ Polygon *p = E->get();
+
+ float cost = p->distance;
+
+#ifdef USE_ENTRY_POINT
+ int es = p->edges.size();
+
+ float shortest_distance = 1e30;
+
+ for (int i = 0; i < es; i++) {
+ Polygon::Edge &e = p->edges.write[i];
+
+ if (!e.C)
+ continue;
+
+ Vector2 edge[2] = {
+ _get_vertex(p->edges[i].point),
+ _get_vertex(p->edges[(i + 1) % es].point)
+ };
+
+ Vector2 edge_point = Geometry::get_closest_point_to_segment_2d(p->entry, edge);
+ float dist = p->entry.distance_to(edge_point);
+ if (dist < shortest_distance)
+ shortest_distance = dist;
+ }
+
+ cost += shortest_distance;
+#else
+ cost += p->center.distance_to(end_point);
+#endif
+ if (cost < least_cost) {
+ least_cost_poly = E;
+ least_cost = cost;
+ }
+ }
+
+ Polygon *p = least_cost_poly->get();
+ //open the neighbours for search
+ int es = p->edges.size();
+
+ for (int i = 0; i < es; i++) {
+
+ Polygon::Edge &e = p->edges.write[i];
+
+ if (!e.C)
+ continue;
+
+#ifdef USE_ENTRY_POINT
+ Vector2 edge[2] = {
+ _get_vertex(p->edges[i].point),
+ _get_vertex(p->edges[(i + 1) % es].point)
+ };
+
+ Vector2 edge_entry = Geometry::get_closest_point_to_segment_2d(p->entry, edge);
+ float distance = p->entry.distance_to(edge_entry) + p->distance;
+
+#else
+
+ float distance = p->center.distance_to(e.C->center) + p->distance;
+
+#endif
+
+ if (e.C->prev_edge != -1) {
+ //oh this was visited already, can we win the cost?
+
+ if (e.C->distance > distance) {
+
+ e.C->prev_edge = e.C_edge;
+ e.C->distance = distance;
+#ifdef USE_ENTRY_POINT
+ e.C->entry = edge_entry;
+#endif
+ }
+ } else {
+ //add to open neighbours
+
+ e.C->prev_edge = e.C_edge;
+ e.C->distance = distance;
+#ifdef USE_ENTRY_POINT
+ e.C->entry = edge_entry;
+#endif
+
+ open_list.push_back(e.C);
+
+ if (e.C == end_poly) {
+ //oh my reached end! stop algorithm
+ found_route = true;
+ break;
+ }
+ }
+ }
+
+ if (found_route)
+ break;
+
+ open_list.erase(least_cost_poly);
+ }
+
+ if (found_route) {
+
+ Vector<Vector2> path;
+
+ if (p_optimize) {
+ //string pulling
+
+ Vector2 apex_point = end_point;
+ Vector2 portal_left = apex_point;
+ Vector2 portal_right = apex_point;
+ Polygon *left_poly = end_poly;
+ Polygon *right_poly = end_poly;
+ Polygon *p = end_poly;
+
+ while (p) {
+
+ Vector2 left;
+ Vector2 right;
+
+//#define CLOCK_TANGENT(m_a,m_b,m_c) ( ((m_a)-(m_c)).cross((m_a)-(m_b)) )
+#define CLOCK_TANGENT(m_a, m_b, m_c) ((((m_a).x - (m_c).x) * ((m_b).y - (m_c).y) - ((m_b).x - (m_c).x) * ((m_a).y - (m_c).y)))
+
+ if (p == begin_poly) {
+ left = begin_point;
+ right = begin_point;
+ } else {
+ int prev = p->prev_edge;
+ int prev_n = (p->prev_edge + 1) % p->edges.size();
+ left = _get_vertex(p->edges[prev].point);
+ right = _get_vertex(p->edges[prev_n].point);
+
+ if (p->clockwise) {
+ SWAP(left, right);
+ }
+ /*if (CLOCK_TANGENT(apex_point,left,(left+right)*0.5) < 0){
+ SWAP(left,right);
+ }*/
+ }
+
+ bool skip = false;
+
+ /*
+ print_line("-----\nAPEX: "+(apex_point-end_point));
+ print_line("LEFT:");
+ print_line("\tPortal: "+(portal_left-end_point));
+ print_line("\tPoint: "+(left-end_point));
+ print_line("\tLeft Tangent: "+rtos(CLOCK_TANGENT(apex_point,portal_left,left)));
+ print_line("\tLeft Distance: "+rtos(portal_left.distance_squared_to(apex_point)));
+ print_line("\tLeft Test: "+rtos(CLOCK_TANGENT(apex_point,left,portal_right)));
+ print_line("RIGHT:");
+ print_line("\tPortal: "+(portal_right-end_point));
+ print_line("\tPoint: "+(right-end_point));
+ print_line("\tRight Tangent: "+rtos(CLOCK_TANGENT(apex_point,portal_right,right)));
+ print_line("\tRight Distance: "+rtos(portal_right.distance_squared_to(apex_point)));
+ print_line("\tRight Test: "+rtos(CLOCK_TANGENT(apex_point,right,portal_left)));
+ */
+
+ if (CLOCK_TANGENT(apex_point, portal_left, left) >= 0) {
+ //process
+ if (Math::is_zero_approx(portal_left.distance_squared_to(apex_point)) || CLOCK_TANGENT(apex_point, left, portal_right) > 0) {
+ left_poly = p;
+ portal_left = left;
+ } else {
+
+ apex_point = portal_right;
+ p = right_poly;
+ left_poly = p;
+ portal_left = apex_point;
+ portal_right = apex_point;
+ if (!path.size() || !Math::is_zero_approx(path[path.size() - 1].distance_to(apex_point)))
+ path.push_back(apex_point);
+ skip = true;
+ }
+ }
+
+ if (!skip && CLOCK_TANGENT(apex_point, portal_right, right) <= 0) {
+ //process
+ if (Math::is_zero_approx(portal_right.distance_squared_to(apex_point)) || CLOCK_TANGENT(apex_point, right, portal_left) < 0) {
+ right_poly = p;
+ portal_right = right;
+ } else {
+
+ apex_point = portal_left;
+ p = left_poly;
+ right_poly = p;
+ portal_right = apex_point;
+ portal_left = apex_point;
+ if (!path.size() || !Math::is_zero_approx(path[path.size() - 1].distance_to(apex_point)))
+ path.push_back(apex_point);
+ }
+ }
+
+ if (p != begin_poly)
+ p = p->edges[p->prev_edge].C;
+ else
+ p = NULL;
+ }
+
+ } else {
+ //midpoints
+ Polygon *p = end_poly;
+
+ while (true) {
+ int prev = p->prev_edge;
+ int prev_n = (p->prev_edge + 1) % p->edges.size();
+ Vector2 point = (_get_vertex(p->edges[prev].point) + _get_vertex(p->edges[prev_n].point)) * 0.5;
+ path.push_back(point);
+ p = p->edges[prev].C;
+ if (p == begin_poly)
+ break;
+ }
+ }
+
+ if (!path.size() || !Math::is_zero_approx(path[path.size() - 1].distance_squared_to(begin_point))) {
+ path.push_back(begin_point); // Add the begin point
+ } else {
+ path.write[path.size() - 1] = begin_point; // Replace first midpoint by the exact begin point
+ }
+
+ path.invert();
+
+ if (path.size() <= 1 || !Math::is_zero_approx(path[path.size() - 1].distance_squared_to(end_point))) {
+ path.push_back(end_point); // Add the end point
+ } else {
+ path.write[path.size() - 1] = end_point; // Replace last midpoint by the exact end point
+ }
+
+ return path;
+ }
+
+ return Vector<Vector2>();
+}
+
+Vector2 Navigation2D::get_closest_point(const Vector2 &p_point) {
+
+ Vector2 closest_point = Vector2();
+ float closest_point_d = 1e20;
+
+ for (Map<int, NavMesh>::Element *E = navpoly_map.front(); E; E = E->next()) {
+
+ if (!E->get().linked)
+ continue;
+ for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
+
+ Polygon &p = F->get();
+ for (int i = 2; i < p.edges.size(); i++) {
+
+ if (Geometry::is_point_in_triangle(p_point, _get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point))) {
+
+ return p_point; //inside triangle, nothing else to discuss
+ }
+ }
+ }
+ }
+
+ for (Map<int, NavMesh>::Element *E = navpoly_map.front(); E; E = E->next()) {
+
+ if (!E->get().linked)
+ continue;
+ for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
+
+ Polygon &p = F->get();
+ int es = p.edges.size();
+ for (int i = 0; i < es; i++) {
+
+ Vector2 edge[2] = {
+ _get_vertex(p.edges[i].point),
+ _get_vertex(p.edges[(i + 1) % es].point)
+ };
+
+ Vector2 spoint = Geometry::get_closest_point_to_segment_2d(p_point, edge);
+ float d = spoint.distance_squared_to(p_point);
+ if (d < closest_point_d) {
+
+ closest_point = spoint;
+ closest_point_d = d;
+ }
+ }
+ }
+ }
+
+ return closest_point;
+}
+
+Object *Navigation2D::get_closest_point_owner(const Vector2 &p_point) {
+
+ Object *owner = NULL;
+ Vector2 closest_point = Vector2();
+ float closest_point_d = 1e20;
+
+ for (Map<int, NavMesh>::Element *E = navpoly_map.front(); E; E = E->next()) {
+
+ if (!E->get().linked)
+ continue;
+ for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
+
+ Polygon &p = F->get();
+ for (int i = 2; i < p.edges.size(); i++) {
+
+ if (Geometry::is_point_in_triangle(p_point, _get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point))) {
+
+ return E->get().owner;
+ }
+ }
+ }
+ }
+
+ for (Map<int, NavMesh>::Element *E = navpoly_map.front(); E; E = E->next()) {
+
+ if (!E->get().linked)
+ continue;
+ for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
+
+ Polygon &p = F->get();
+ int es = p.edges.size();
+ for (int i = 0; i < es; i++) {
+
+ Vector2 edge[2] = {
+ _get_vertex(p.edges[i].point),
+ _get_vertex(p.edges[(i + 1) % es].point)
+ };
+
+ Vector2 spoint = Geometry::get_closest_point_to_segment_2d(p_point, edge);
+ float d = spoint.distance_squared_to(p_point);
+ if (d < closest_point_d) {
+
+ closest_point = spoint;
+ closest_point_d = d;
+ owner = E->get().owner;
+ }
+ }
+ }
+ }
+
+ return owner;
+}
+
+void Navigation2D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("navpoly_add", "mesh", "xform", "owner"), &Navigation2D::navpoly_add, DEFVAL(Variant()));
+ ClassDB::bind_method(D_METHOD("navpoly_set_transform", "id", "xform"), &Navigation2D::navpoly_set_transform);
+ ClassDB::bind_method(D_METHOD("navpoly_remove", "id"), &Navigation2D::navpoly_remove);
+
+ ClassDB::bind_method(D_METHOD("get_simple_path", "start", "end", "optimize"), &Navigation2D::get_simple_path, DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("get_closest_point", "to_point"), &Navigation2D::get_closest_point);
+ ClassDB::bind_method(D_METHOD("get_closest_point_owner", "to_point"), &Navigation2D::get_closest_point_owner);
+}
+
+Navigation2D::Navigation2D() {
+
+ ERR_FAIL_COND(sizeof(Point) != 8);
+ cell_size = 1; // one pixel
+ last_id = 1;
+}