827a9aa829
It's pretty fast, use it for games where Navigation does not cut it.
93 lines
1.6 KiB
C++
93 lines
1.6 KiB
C++
#ifndef ASTAR_H
|
|
#define ASTAR_H
|
|
|
|
#include "reference.h"
|
|
#include "self_list.h"
|
|
|
|
class AStar: public Reference {
|
|
|
|
OBJ_TYPE(AStar,Reference)
|
|
|
|
|
|
uint64_t pass;
|
|
|
|
struct Point {
|
|
|
|
SelfList<Point> list;
|
|
|
|
int id;
|
|
Vector3 pos;
|
|
float weight_scale;
|
|
uint64_t last_pass;
|
|
|
|
Vector<Point*> neighbours;
|
|
|
|
//used for pathfinding
|
|
Point *prev_point;
|
|
float distance;
|
|
|
|
Point() : list(this) {}
|
|
};
|
|
|
|
Map<int,Point*> points;
|
|
|
|
struct Segment {
|
|
union {
|
|
struct {
|
|
int32_t from;
|
|
int32_t to;
|
|
};
|
|
uint64_t key;
|
|
};
|
|
|
|
Point *from_point;
|
|
Point *to_point;
|
|
|
|
bool operator<(const Segment& p_s) const { return key<p_s.key; }
|
|
Segment() { key=0; }
|
|
Segment(int p_from,int p_to) {
|
|
if (p_from > p_to) {
|
|
SWAP(p_from,p_to);
|
|
}
|
|
|
|
from=p_from;
|
|
to=p_to;
|
|
}
|
|
};
|
|
|
|
|
|
Set<Segment> segments;
|
|
|
|
bool _solve(Point *begin_point, Point *end_point);
|
|
|
|
protected:
|
|
|
|
static void _bind_methods();
|
|
public:
|
|
|
|
int get_available_point_id() const;
|
|
|
|
void add_point(int p_id,const Vector3& p_pos,float p_weight_scale=1);
|
|
Vector3 get_point_pos(int p_id) const;
|
|
float get_point_weight_scale(int p_id) const;
|
|
void remove_point(int p_id);
|
|
|
|
void connect_points(int p_id,int p_with_id);
|
|
void disconnect_points(int p_id,int p_with_id);
|
|
bool are_points_connected(int p_id,int p_with_id) const;
|
|
|
|
void clear();
|
|
|
|
|
|
int get_closest_point(const Vector3& p_point) const;
|
|
Vector3 get_closest_pos_in_segment(const Vector3& p_point) const;
|
|
|
|
DVector<Vector3> get_point_path(int p_from_id, int p_to_id);
|
|
DVector<int> get_id_path(int p_from_id, int p_to_id);
|
|
|
|
AStar();
|
|
~AStar();
|
|
};
|
|
|
|
#endif // ASTAR_H
|