| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184 | /*************************************************************************//*  navigation.h                                                         *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    *//*                                                                       *//* Permission is hereby granted, free of charge, to any person obtaining *//* a copy of this software and associated documentation files (the       *//* "Software"), to deal in the Software without restriction, including   *//* without limitation the rights to use, copy, modify, merge, publish,   *//* distribute, sublicense, and/or sell copies of the Software, and to    *//* permit persons to whom the Software is furnished to do so, subject to *//* the following conditions:                                             *//*                                                                       *//* The above copyright notice and this permission notice shall be        *//* included in all copies or substantial portions of the Software.       *//*                                                                       *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                *//*************************************************************************/#ifndef NAVIGATION_H#define NAVIGATION_H#include "scene/3d/navigation_mesh.h"#include "scene/3d/spatial.h"class Navigation : public Spatial {	GDCLASS(Navigation, Spatial);	union Point {		struct {			int64_t x : 21;			int64_t y : 22;			int64_t z : 21;		};		uint64_t key;		bool operator<(const Point &p_key) const { return key < p_key.key; }	};	struct EdgeKey {		Point a;		Point b;		bool operator<(const EdgeKey &p_key) const {			return (a.key == p_key.a.key) ? (b.key < p_key.b.key) : (a.key < p_key.a.key);		};		EdgeKey(const Point &p_a = Point(), const Point &p_b = Point()) :				a(p_a),				b(p_b) {			if (a.key > b.key) {				SWAP(a, b);			}		}	};	struct NavMesh;	struct Polygon;	struct ConnectionPending {		Polygon *polygon;		int edge;	};	struct Polygon {		struct Edge {			Point point;			Polygon *C; //connection			int C_edge;			List<ConnectionPending>::Element *P;			Edge() {				C = NULL;				C_edge = -1;				P = NULL;			}		};		Vector<Edge> edges;		Vector3 center;		Vector3 entry;		float distance;		int prev_edge;		bool clockwise;		NavMesh *owner;	};	struct Connection {		Polygon *A;		int A_edge;		Polygon *B;		int B_edge;		List<ConnectionPending> pending;		Connection() {			A = NULL;			B = NULL;			A_edge = -1;			B_edge = -1;		}	};	Map<EdgeKey, Connection> connections;	struct NavMesh {		Object *owner;		Transform xform;		bool linked;		Ref<NavigationMesh> navmesh;		List<Polygon> polygons;	};	_FORCE_INLINE_ Point _get_point(const Vector3 &p_pos) const {		int x = int(Math::floor(p_pos.x / cell_size));		int y = int(Math::floor(p_pos.y / cell_size));		int z = int(Math::floor(p_pos.z / cell_size));		Point p;		p.key = 0;		p.x = x;		p.y = y;		p.z = z;		return p;	}	_FORCE_INLINE_ Vector3 _get_vertex(const Point &p_point) const {		return Vector3(p_point.x, p_point.y, p_point.z) * cell_size;	}	void _navmesh_link(int p_id);	void _navmesh_unlink(int p_id);	float cell_size;	Map<int, NavMesh> navmesh_map;	int last_id;	Vector3 up;	void _clip_path(Vector<Vector3> &path, Polygon *from_poly, const Vector3 &p_to_point, Polygon *p_to_poly);protected:	static void _bind_methods();public:	void set_up_vector(const Vector3 &p_up);	Vector3 get_up_vector() const;	//API should be as dynamic as possible	int navmesh_add(const Ref<NavigationMesh> &p_mesh, const Transform &p_xform, Object *p_owner = NULL);	void navmesh_set_transform(int p_id, const Transform &p_xform);	void navmesh_remove(int p_id);	Vector<Vector3> get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize = true);	Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false);	Vector3 get_closest_point(const Vector3 &p_point);	Vector3 get_closest_point_normal(const Vector3 &p_point);	Object *get_closest_point_owner(const Vector3 &p_point);	Navigation();};#endif // NAVIGATION_H
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