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
)
99 lines
3.5 KiB
C++
99 lines
3.5 KiB
C++
/*************************************************************************/
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/* polygon_path_finder.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 POLYGON_PATH_FINDER_H
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#define POLYGON_PATH_FINDER_H
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#include "resource.h"
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class PolygonPathFinder : public Resource {
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OBJ_TYPE(PolygonPathFinder,Resource);
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struct Point {
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Vector2 pos;
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Set<int> connections;
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float distance;
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float penalty;
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int prev;
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};
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struct Edge {
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int points[2];
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_FORCE_INLINE_ bool operator<(const Edge& p_edge) const {
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if (points[0]==p_edge.points[0])
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return points[1]<p_edge.points[1];
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else
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return points[0]<p_edge.points[0];
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}
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Edge(int a=0, int b=0) {
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if (a>b) {
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SWAP(a,b);
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}
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points[0] = a;
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points[1] = b;
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}
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};
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Vector2 outside_point;
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Rect2 bounds;
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Vector<Point> points;
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Set<Edge> edges;
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bool _is_point_inside(const Vector2& p_point) const;
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void _set_data(const Dictionary& p_data);
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Dictionary _get_data() const;
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protected:
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static void _bind_methods();
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public:
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void setup(const Vector<Vector2>& p_points, const Vector<int>& p_connections);
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Vector<Vector2> find_path(const Vector2& p_from, const Vector2& p_to);
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void set_point_penalty(int p_point,float p_penalty);
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float get_point_penalty(int p_point) const;
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bool is_point_inside(const Vector2& p_point) const;
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Vector2 get_closest_point(const Vector2& p_point) const;
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Vector<Vector2> get_intersections(const Vector2& p_from, const Vector2& p_to) const;
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Rect2 get_bounds() const;
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PolygonPathFinder();
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};
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#endif // POLYGON_PATH_FINDER_H
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