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- #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<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;
- Vector2 center;
- Vector2 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;
- Matrix32 xform;
- bool linked;
- Ref<NavigationPolygon> navpoly;
- List<Polygon> 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<int,NavMesh> navpoly_map;
- int last_id;
- #if 0
- void _clip_path(Vector<Vector2>& 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<NavigationPolygon>& 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<Vector2> 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
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