godot/scene/resources/polygon_path_finder.h

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/*************************************************************************/
/* polygon_path_finder.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 POLYGON_PATH_FINDER_H
#define POLYGON_PATH_FINDER_H
#include "core/resource.h"
class PolygonPathFinder : public Resource {
GDCLASS(PolygonPathFinder, Resource);
struct Point {
Vector2 pos;
Set<int> connections;
float distance;
float penalty;
int prev;
};
struct Edge {
int points[2];
_FORCE_INLINE_ bool operator<(const Edge &p_edge) const {
if (points[0] == p_edge.points[0]) {
return points[1] < p_edge.points[1];
} else {
return points[0] < p_edge.points[0];
}
}
Edge(int a = 0, int b = 0) {
if (a > b) {
SWAP(a, b);
}
points[0] = a;
points[1] = b;
}
};
Vector2 outside_point;
Rect2 bounds;
Vector<Point> points;
Set<Edge> edges;
bool _is_point_inside(const Vector2 &p_point) const;
void _set_data(const Dictionary &p_data);
Dictionary _get_data() const;
protected:
static void _bind_methods();
public:
void setup(const Vector<Vector2> &p_points, const Vector<int> &p_connections);
Vector<Vector2> find_path(const Vector2 &p_from, const Vector2 &p_to);
void set_point_penalty(int p_point, float p_penalty);
float get_point_penalty(int p_point) const;
bool is_point_inside(const Vector2 &p_point) const;
Vector2 get_closest_point(const Vector2 &p_point) const;
Vector<Vector2> get_intersections(const Vector2 &p_from, const Vector2 &p_to) const;
Rect2 get_bounds() const;
PolygonPathFinder();
};
#endif // POLYGON_PATH_FINDER_H