b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
96 lines
3.6 KiB
C++
96 lines
3.6 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 "core/io/resource.h"
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class PolygonPathFinder : public Resource {
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GDCLASS(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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}
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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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