ability to get closest owner to point, for navigation and navigation2d
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@ -639,6 +639,62 @@ Vector2 Navigation2D::get_closest_point(const Vector2& p_point) {
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}
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Object* Navigation2D::get_closest_point_owner(const Vector2& p_point) {
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Object *owner=NULL;
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Vector2 closest_point=Vector2();
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float closest_point_d=1e20;
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for (Map<int,NavMesh>::Element*E=navpoly_map.front();E;E=E->next()) {
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if (!E->get().linked)
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continue;
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for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
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Polygon &p=F->get();
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for(int i=2;i<p.edges.size();i++) {
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if (Geometry::is_point_in_triangle(p_point,_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point))) {
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E->get().owner;
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}
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}
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}
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}
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for (Map<int,NavMesh>::Element*E=navpoly_map.front();E;E=E->next()) {
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if (!E->get().linked)
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continue;
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for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
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Polygon &p=F->get();
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int es = p.edges.size();
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for(int i=0;i<es;i++) {
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Vector2 edge[2]={
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_get_vertex(p.edges[i].point),
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_get_vertex(p.edges[(i+1)%es].point)
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};
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Vector2 spoint=Geometry::get_closest_point_to_segment_2d(p_point,edge);
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float d = spoint.distance_squared_to(p_point);
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if (d<closest_point_d) {
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closest_point=spoint;
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closest_point_d=d;
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owner=E->get().owner;
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}
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}
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}
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}
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return owner;
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}
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void Navigation2D::_bind_methods() {
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@ -648,6 +704,7 @@ void Navigation2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("get_simple_path","start","end","optimize"),&Navigation2D::get_simple_path,DEFVAL(true));
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ObjectTypeDB::bind_method(_MD("get_closest_point","to_point"),&Navigation2D::get_closest_point);
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ObjectTypeDB::bind_method(_MD("get_closest_point_owner","to_point"),&Navigation2D::get_closest_point_owner);
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}
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@ -130,6 +130,7 @@ public:
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Vector<Vector2> get_simple_path(const Vector2& p_start, const Vector2& p_end,bool p_optimize=true);
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Vector2 get_closest_point(const Vector2& p_point);
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Object* get_closest_point_owner(const Vector2& p_point);
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Navigation2D();
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};
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@ -614,6 +614,37 @@ Vector3 Navigation::get_closest_point_normal(const Vector3& p_point){
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}
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Object* Navigation::get_closest_point_owner(const Vector3& p_point){
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Vector3 closest_point;
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Object *owner=NULL;
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float closest_point_d=1e20;
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for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
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if (!E->get().linked)
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continue;
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for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
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Polygon &p=F->get();
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for(int i=2;i<p.edges.size();i++) {
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Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
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Vector3 inters = f.get_closest_point_to(p_point);
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float d = inters.distance_to(p_point);
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if (d<closest_point_d) {
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closest_point=inters;
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closest_point_d=d;
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owner=E->get().owner;
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}
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}
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}
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}
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return owner;
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}
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void Navigation::set_up_vector(const Vector3& p_up) {
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@ -633,9 +664,10 @@ void Navigation::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("navmesh_remove","id"),&Navigation::navmesh_remove);
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ObjectTypeDB::bind_method(_MD("get_simple_path","start","end","optimize"),&Navigation::get_simple_path,DEFVAL(true));
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ObjectTypeDB::bind_method(_MD("get_closest_point_to_segment","start","end","use_collision"),&Navigation::get_closest_point_to_segment,DEFVAL(false));
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ObjectTypeDB::bind_method(_MD("get_closest_point_to_segment","start","end","use_collision"),&Navigation::get_closest_point_to_segment,DEFVAL(false));
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ObjectTypeDB::bind_method(_MD("get_closest_point","to_point"),&Navigation::get_closest_point);
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ObjectTypeDB::bind_method(_MD("get_closest_point_normal","to_point"),&Navigation::get_closest_point_normal);
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ObjectTypeDB::bind_method(_MD("get_closest_point_owner","to_point"),&Navigation::get_closest_point_owner);
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ObjectTypeDB::bind_method(_MD("set_up_vector","up"),&Navigation::set_up_vector);
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ObjectTypeDB::bind_method(_MD("get_up_vector"),&Navigation::get_up_vector);
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@ -135,9 +135,10 @@ public:
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void navmesh_remove(int p_id);
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Vector<Vector3> get_simple_path(const Vector3& p_start, const Vector3& p_end,bool p_optimize=true);
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Vector3 get_closest_point_to_segment(const Vector3& p_from,const Vector3& p_to,const bool& p_use_collision=false);
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Vector3 get_closest_point_to_segment(const Vector3& p_from,const Vector3& p_to,const bool& p_use_collision=false);
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Vector3 get_closest_point(const Vector3& p_point);
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Vector3 get_closest_point_normal(const Vector3& p_point);
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Object* get_closest_point_owner(const Vector3& p_point);
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Navigation();
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};
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