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Diffstat (limited to 'scene/2d/navigation_2d.h')
-rw-r--r-- | scene/2d/navigation_2d.h | 174 |
1 files changed, 174 insertions, 0 deletions
diff --git a/scene/2d/navigation_2d.h b/scene/2d/navigation_2d.h new file mode 100644 index 0000000000..b4d659ff5c --- /dev/null +++ b/scene/2d/navigation_2d.h @@ -0,0 +1,174 @@ +/*************************************************************************/ +/* navigation_2d.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_2D_H +#define NAVIGATION_2D_H + +#include "scene/2d/navigation_polygon.h" +#include "scene/2d/node_2d.h" + +class Navigation2D : public Node2D { + + GDCLASS(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; + Transform2D 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; + +protected: + static void _bind_methods(); + +public: + //API should be as dynamic as possible + int navpoly_add(const Ref<NavigationPolygon> &p_mesh, const Transform2D &p_xform, Object *p_owner = NULL); + void navpoly_set_transform(int p_id, const Transform2D &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 // NAVIGATION_2D_H |