d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
156 lines
4.7 KiB
C++
156 lines
4.7 KiB
C++
/**************************************************************************/
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/* nav_utils.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef NAV_UTILS_H
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#define NAV_UTILS_H
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#include "core/math/vector3.h"
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#include "core/templates/hash_map.h"
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#include "core/templates/hashfuncs.h"
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#include "core/templates/local_vector.h"
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class NavBase;
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namespace gd {
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struct Polygon;
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union PointKey {
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struct {
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int64_t x : 21;
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int64_t y : 22;
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int64_t z : 21;
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};
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uint64_t key = 0;
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};
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struct EdgeKey {
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PointKey a;
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PointKey b;
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static uint32_t hash(const EdgeKey &p_val) {
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return hash_one_uint64(p_val.a.key) ^ hash_one_uint64(p_val.b.key);
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}
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bool operator==(const EdgeKey &p_key) const {
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return (a.key == p_key.a.key) && (b.key == p_key.b.key);
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}
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EdgeKey(const PointKey &p_a = PointKey(), const PointKey &p_b = PointKey()) :
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a(p_a),
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b(p_b) {
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if (a.key > b.key) {
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SWAP(a, b);
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}
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}
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};
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struct Point {
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Vector3 pos;
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PointKey key;
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};
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struct Edge {
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/// The gateway in the edge, as, in some case, the whole edge might not be navigable.
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struct Connection {
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/// Polygon that this connection leads to.
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Polygon *polygon = nullptr;
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/// Edge of the source polygon where this connection starts from.
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int edge = -1;
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/// Point on the edge where the gateway leading to the poly starts.
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Vector3 pathway_start;
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/// Point on the edge where the gateway leading to the poly ends.
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Vector3 pathway_end;
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};
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/// Connections from this edge to other polygons.
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Vector<Connection> connections;
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};
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struct Polygon {
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/// Navigation region or link that contains this polygon.
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const NavBase *owner = nullptr;
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/// The points of this `Polygon`
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LocalVector<Point> points;
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/// Are the points clockwise?
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bool clockwise;
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/// The edges of this `Polygon`
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LocalVector<Edge> edges;
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/// The center of this `Polygon`
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Vector3 center;
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};
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struct NavigationPoly {
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uint32_t self_id = 0;
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/// This poly.
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const Polygon *poly;
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/// Those 4 variables are used to travel the path backwards.
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int back_navigation_poly_id = -1;
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int back_navigation_edge = -1;
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Vector3 back_navigation_edge_pathway_start;
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Vector3 back_navigation_edge_pathway_end;
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/// The entry location of this poly.
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Vector3 entry;
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/// The distance to the destination.
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float traveled_distance = 0.0;
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NavigationPoly() { poly = nullptr; }
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NavigationPoly(const Polygon *p_poly) :
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poly(p_poly) {}
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bool operator==(const NavigationPoly &other) const {
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return this->poly == other.poly;
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}
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bool operator!=(const NavigationPoly &other) const {
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return !operator==(other);
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}
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};
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struct ClosestPointQueryResult {
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Vector3 point;
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Vector3 normal;
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RID owner;
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};
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} // namespace gd
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#endif // NAV_UTILS_H
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