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-rw-r--r--scene/3d/navigation.h153
1 files changed, 24 insertions, 129 deletions
diff --git a/scene/3d/navigation.h b/scene/3d/navigation.h
index 31dbc9d4b5..08f306611f 100644
--- a/scene/3d/navigation.h
+++ b/scene/3d/navigation.h
@@ -31,154 +31,49 @@
#ifndef NAVIGATION_H
#define NAVIGATION_H
-#include "scene/3d/navigation_mesh.h"
+#include "scene/3d/navigation_region.h"
#include "scene/3d/spatial.h"
class Navigation : public Spatial {
GDCLASS(Navigation, Spatial);
- union Point {
-
- struct {
- int64_t x : 21;
- int64_t y : 22;
- int64_t z : 21;
- };
-
- 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;
-
- Vector3 center;
- Vector3 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;
- Transform xform;
- bool linked;
- Ref<NavigationMesh> navmesh;
- List<Polygon> polygons;
- };
-
- _FORCE_INLINE_ Point _get_point(const Vector3 &p_pos) const {
-
- int x = int(Math::floor(p_pos.x / cell_size));
- int y = int(Math::floor(p_pos.y / cell_size));
- int z = int(Math::floor(p_pos.z / cell_size));
-
- Point p;
- p.key = 0;
- p.x = x;
- p.y = y;
- p.z = z;
- return p;
- }
-
- _FORCE_INLINE_ Vector3 _get_vertex(const Point &p_point) const {
-
- return Vector3(p_point.x, p_point.y, p_point.z) * cell_size;
- }
-
- void _navmesh_link(int p_id);
- void _navmesh_unlink(int p_id);
-
- float cell_size;
- Map<int, NavMesh> navmesh_map;
- int last_id;
+ RID map;
Vector3 up;
- void _clip_path(Vector<Vector3> &path, Polygon *from_poly, const Vector3 &p_to_point, Polygon *p_to_poly);
+ real_t cell_size;
+ real_t edge_connection_margin;
protected:
static void _bind_methods();
+ void _notification(int p_what);
public:
+ RID get_rid() const {
+ return map;
+ }
+
void set_up_vector(const Vector3 &p_up);
Vector3 get_up_vector() const;
- //API should be as dynamic as possible
- int navmesh_add(const Ref<NavigationMesh> &p_mesh, const Transform &p_xform, Object *p_owner = NULL);
- void navmesh_set_transform(int p_id, const Transform &p_xform);
- void navmesh_remove(int p_id);
+ void set_cell_size(float p_cell_size);
+ float get_cell_size() const {
+ return cell_size;
+ }
+
+ void set_edge_connection_margin(float p_edge_connection_margin);
+ float get_edge_connection_margin() const {
+ return edge_connection_margin;
+ }
- Vector<Vector3> get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize = true);
- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false);
- Vector3 get_closest_point(const Vector3 &p_point);
- Vector3 get_closest_point_normal(const Vector3 &p_point);
- Object *get_closest_point_owner(const Vector3 &p_point);
+ Vector<Vector3> get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize = true) const;
+ Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision = false) const;
+ Vector3 get_closest_point(const Vector3 &p_point) const;
+ Vector3 get_closest_point_normal(const Vector3 &p_point) const;
+ RID get_closest_point_owner(const Vector3 &p_point) const;
Navigation();
+ ~Navigation();
};
#endif // NAVIGATION_H