navigation.h 2.4 KB

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  1. #ifndef NAVIGATION_H
  2. #define NAVIGATION_H
  3. #include "scene/3d/spatial.h"
  4. #include "scene/3d/navigation_mesh.h"
  5. class Navigation : public Spatial {
  6. OBJ_TYPE( Navigation, Spatial);
  7. union Point {
  8. struct {
  9. int64_t x:21;
  10. int64_t y:22;
  11. int64_t z:21;
  12. };
  13. uint64_t key;
  14. bool operator<(const Point& p_key) const { return key < p_key.key; }
  15. };
  16. struct EdgeKey {
  17. Point a;
  18. Point b;
  19. bool operator<(const EdgeKey& p_key) const {
  20. return (a.key==p_key.a.key)?(b.key<p_key.b.key):(a.key<p_key.a.key);
  21. };
  22. EdgeKey(const Point& p_a=Point(),const Point& p_b=Point()) {
  23. a=p_a;
  24. b=p_b;
  25. if (a.key > b.key) {
  26. SWAP(a,b);
  27. }
  28. }
  29. };
  30. struct Polygon {
  31. struct Edge {
  32. Point point;
  33. Polygon *C; //connection
  34. int C_edge;
  35. Edge() { C=NULL; C_edge=-1; }
  36. };
  37. Vector<Edge> edges;
  38. Vector3 center;
  39. float distance;
  40. int prev_edge;
  41. };
  42. struct Connection {
  43. Polygon *A;
  44. int A_edge;
  45. Polygon *B;
  46. int B_edge;
  47. Connection() { A=NULL; B=NULL; A_edge=-1; B_edge=-1;}
  48. };
  49. Map<EdgeKey,Connection> connections;
  50. struct NavMesh {
  51. Transform xform;
  52. bool linked;
  53. Ref<NavigationMesh> navmesh;
  54. List<Polygon> polygons;
  55. };
  56. _FORCE_INLINE_ Point _get_point(const Vector3& p_pos) const {
  57. int x = int(Math::floor(p_pos.x/cell_size));
  58. int y = int(Math::floor(p_pos.y/cell_size));
  59. int z = int(Math::floor(p_pos.z/cell_size));
  60. Point p;
  61. p.key=0;
  62. p.x=x;
  63. p.y=y;
  64. p.z=z;
  65. return p;
  66. }
  67. _FORCE_INLINE_ Vector3 _get_vertex(const Point& p_point) const {
  68. return Vector3(p_point.x,p_point.y,p_point.z)*cell_size;
  69. }
  70. void _navmesh_link(int p_id);
  71. void _navmesh_unlink(int p_id);
  72. float cell_size;
  73. Map<int,NavMesh> navmesh_map;
  74. int last_id;
  75. Vector3 up;
  76. protected:
  77. static void _bind_methods();
  78. public:
  79. void set_up_vector(const Vector3& p_up);
  80. Vector3 get_up_vector() const;
  81. //API should be as dynamic as possible
  82. int navmesh_create(const Ref<NavigationMesh>& p_mesh,const Transform& p_xform);
  83. void navmesh_set_transform(int p_id, const Transform& p_xform);
  84. void navmesh_remove(int p_id);
  85. Vector<Vector3> get_simple_path(const Vector3& p_start, const Vector3& p_end,bool p_optimize=true);
  86. Vector3 get_closest_point_to_segment(const Vector3& p_from,const Vector3& p_to);
  87. Vector3 get_closest_point(const Vector3& p_point);
  88. Vector3 get_closest_point_normal(const Vector3& p_point);
  89. Navigation();
  90. };
  91. #endif // NAVIGATION_H