#ifndef NAVIGATION_2D_H #define NAVIGATION_2D_H #include "scene/2d/node_2d.h" #include "scene/2d/navigation_polygon.h" class Navigation2D : public Node2D { OBJ_TYPE( 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 b.key) { SWAP(a,b); } } }; struct NavMesh; struct Polygon { struct Edge { Point point; Polygon *C; //connection int C_edge; Edge() { C=NULL; C_edge=-1; } }; Vector edges; Vector2 center; Vector2 entry; float distance; int prev_edge; NavMesh *owner; }; struct Connection { Polygon *A; int A_edge; Polygon *B; int B_edge; Connection() { A=NULL; B=NULL; A_edge=-1; B_edge=-1;} }; Map connections; struct NavMesh { Object *owner; Matrix32 xform; bool linked; Ref navpoly; List 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 navpoly_map; int last_id; #if 0 void _clip_path(Vector& path,Polygon *from_poly, const Vector2& p_to_point, Polygon* p_to_poly); #endif protected: static void _bind_methods(); public: //API should be as dynamic as possible int navpoly_create(const Ref& p_mesh,const Matrix32& p_xform,Object* p_owner=NULL); void navpoly_set_transform(int p_id, const Matrix32& p_xform); void navpoly_remove(int p_id); Vector 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 // Navigation2D2D_H