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+/*************************************************************************/
+/* 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