d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
188 lines
4.9 KiB
C++
188 lines
4.9 KiB
C++
/*************************************************************************/
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/* navigation.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 NAVIGATION_H
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#define NAVIGATION_H
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#include "scene/3d/spatial.h"
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#include "scene/3d/navigation_mesh.h"
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class Navigation : public Spatial {
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OBJ_TYPE( Navigation, Spatial);
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union Point {
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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;
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bool operator<(const Point& p_key) const { return key < p_key.key; }
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};
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struct EdgeKey {
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Point a;
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Point b;
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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):(a.key<p_key.a.key);
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};
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EdgeKey(const Point& p_a=Point(),const Point& p_b=Point()) {
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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 NavMesh;
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struct Polygon;
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struct ConnectionPending {
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Polygon *polygon;
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int edge;
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};
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struct Polygon {
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struct Edge {
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Point point;
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Polygon *C; //connection
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int C_edge;
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List<ConnectionPending>::Element *P;
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Edge() { C=NULL; C_edge=-1; P=NULL; }
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};
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Vector<Edge> edges;
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Vector3 center;
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float distance;
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int prev_edge;
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bool clockwise;
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NavMesh *owner;
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};
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struct Connection {
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Polygon *A;
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int A_edge;
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Polygon *B;
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int B_edge;
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List<ConnectionPending> pending;
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Connection() { A=NULL; B=NULL; A_edge=-1; B_edge=-1;}
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};
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Map<EdgeKey,Connection> connections;
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struct NavMesh {
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Object *owner;
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Transform xform;
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bool linked;
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Ref<NavigationMesh> navmesh;
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List<Polygon> polygons;
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};
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_FORCE_INLINE_ Point _get_point(const Vector3& p_pos) const {
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int x = int(Math::floor(p_pos.x/cell_size));
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int y = int(Math::floor(p_pos.y/cell_size));
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int z = int(Math::floor(p_pos.z/cell_size));
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Point p;
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p.key=0;
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p.x=x;
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p.y=y;
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p.z=z;
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return p;
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}
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_FORCE_INLINE_ Vector3 _get_vertex(const Point& p_point) const {
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return Vector3(p_point.x,p_point.y,p_point.z)*cell_size;
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}
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void _navmesh_link(int p_id);
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void _navmesh_unlink(int p_id);
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float cell_size;
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Map<int,NavMesh> navmesh_map;
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int last_id;
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Vector3 up;
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void _clip_path(Vector<Vector3>& path,Polygon *from_poly, const Vector3& p_to_point, Polygon* p_to_poly);
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protected:
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static void _bind_methods();
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public:
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void set_up_vector(const Vector3& p_up);
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Vector3 get_up_vector() const;
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//API should be as dynamic as possible
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int navmesh_create(const Ref<NavigationMesh>& p_mesh,const Transform& p_xform,Object* p_owner=NULL);
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void navmesh_set_transform(int p_id, const Transform& p_xform);
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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(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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#endif // NAVIGATION_H
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