/*************************************************************************/ /* navigation.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_H #define NAVIGATION_H #include "scene/3d/navigation_mesh.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; Vector3 up; 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); 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); 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(); }; #endif // NAVIGATION_H