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- /*************************************************************************/
- /* navigation.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 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
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