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-rw-r--r--scene/3d/navigation.h94
1 files changed, 44 insertions, 50 deletions
diff --git a/scene/3d/navigation.h b/scene/3d/navigation.h
index 771e12466a..6222d2bad3 100644
--- a/scene/3d/navigation.h
+++ b/scene/3d/navigation.h
@@ -29,46 +29,43 @@
#ifndef NAVIGATION_H
#define NAVIGATION_H
-#include "scene/3d/spatial.h"
#include "scene/3d/navigation_mesh.h"
+#include "scene/3d/spatial.h"
class Navigation : public Spatial {
- GDCLASS( Navigation, Spatial);
-
+ GDCLASS(Navigation, Spatial);
union Point {
struct {
- int64_t x:21;
- int64_t y:22;
- int64_t z:21;
+ 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; }
+ 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);
+ 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;
+ 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);
+ SWAP(a, b);
}
}
};
-
struct NavMesh;
struct Polygon;
@@ -78,7 +75,6 @@ class Navigation : public Spatial {
int edge;
};
-
struct Polygon {
struct Edge {
@@ -86,7 +82,11 @@ class Navigation : public Spatial {
Polygon *C; //connection
int C_edge;
List<ConnectionPending>::Element *P;
- Edge() { C=NULL; C_edge=-1; P=NULL; }
+ Edge() {
+ C = NULL;
+ C_edge = -1;
+ P = NULL;
+ }
};
Vector<Edge> edges;
@@ -97,11 +97,9 @@ class Navigation : public Spatial {
int prev_edge;
bool clockwise;
-
NavMesh *owner;
};
-
struct Connection {
Polygon *A;
@@ -111,11 +109,15 @@ class Navigation : public Spatial {
List<ConnectionPending> pending;
- Connection() { A=NULL; B=NULL; A_edge=-1; B_edge=-1;}
+ Connection() {
+ A = NULL;
+ B = NULL;
+ A_edge = -1;
+ B_edge = -1;
+ }
};
- Map<EdgeKey,Connection> connections;
-
+ Map<EdgeKey, Connection> connections;
struct NavMesh {
@@ -124,62 +126,54 @@ class Navigation : public Spatial {
bool linked;
Ref<NavigationMesh> navmesh;
List<Polygon> polygons;
-
};
+ _FORCE_INLINE_ Point _get_point(const Vector3 &p_pos) const {
-
- _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));
+ 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;
+ p.key = 0;
+ p.x = x;
+ p.y = y;
+ p.z = z;
return p;
-
}
- _FORCE_INLINE_ Vector3 _get_vertex(const Point& p_point) const {
+ _FORCE_INLINE_ Vector3 _get_vertex(const Point &p_point) const {
- return Vector3(p_point.x,p_point.y,p_point.z)*cell_size;
+ 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;
+ Map<int, NavMesh> navmesh_map;
int last_id;
Vector3 up;
- void _clip_path(Vector<Vector3>& path,Polygon *from_poly, const Vector3& p_to_point, Polygon* p_to_poly);
+ void _clip_path(Vector<Vector3> &path, Polygon *from_poly, const Vector3 &p_to_point, Polygon *p_to_poly);
protected:
-
static void _bind_methods();
public:
-
- void set_up_vector(const Vector3& p_up);
+ void set_up_vector(const Vector3 &p_up);
Vector3 get_up_vector() const;
//API should be as dynamic as possible
- int navmesh_create(const Ref<NavigationMesh>& p_mesh,const Transform& p_xform,Object* p_owner=NULL);
- void navmesh_set_transform(int p_id, const Transform& p_xform);
+ int navmesh_create(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);
- 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);
+ 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);
Navigation();
};