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- /*************************************************************************/
- /* a_star.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 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 ASTAR_H
- #define ASTAR_H
- #include "reference.h"
- #include "self_list.h"
- /**
- @author Juan Linietsky <reduzio@gmail.com>
- */
- class AStar : public Reference {
- OBJ_TYPE(AStar, Reference)
- uint64_t pass;
- struct Point {
- SelfList<Point> list;
- int id;
- Vector3 pos;
- float weight_scale;
- uint64_t last_pass;
- Vector<Point *> neighbours;
- //used for pathfinding
- Point *prev_point;
- float distance;
- Point() :
- list(this) {}
- };
- Map<int, Point *> points;
- struct Segment {
- union {
- struct {
- int32_t from;
- int32_t to;
- };
- uint64_t key;
- };
- Point *from_point;
- Point *to_point;
- bool operator<(const Segment &p_s) const { return key < p_s.key; }
- Segment() { key = 0; }
- Segment(int p_from, int p_to) {
- if (p_from > p_to) {
- SWAP(p_from, p_to);
- }
- from = p_from;
- to = p_to;
- }
- };
- Set<Segment> segments;
- bool _solve(Point *begin_point, Point *end_point);
- protected:
- static void _bind_methods();
- virtual float _estimate_cost(int p_from_id, int p_to_id);
- virtual float _compute_cost(int p_from_id, int p_to_id);
- public:
- int get_available_point_id() const;
- void add_point(int p_id, const Vector3 &p_pos, float p_weight_scale = 1);
- Vector3 get_point_pos(int p_id) const;
- float get_point_weight_scale(int p_id) const;
- void remove_point(int p_id);
- bool has_point(int p_id) const;
- void connect_points(int p_id, int p_with_id, bool bidirectional = true);
- void disconnect_points(int p_id, int p_with_id);
- bool are_points_connected(int p_id, int p_with_id) const;
- void clear();
- int get_closest_point(const Vector3 &p_point) const;
- Vector3 get_closest_pos_in_segment(const Vector3 &p_point) const;
- DVector<Vector3> get_point_path(int p_from_id, int p_to_id);
- DVector<int> get_id_path(int p_from_id, int p_to_id);
- AStar();
- ~AStar();
- };
- #endif // ASTAR_H
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