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modules/detour/navmesh_query.h
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modules/detour/navmesh_query.h
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/*************************************************************************/
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/* navmesh_query.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 NAVMESH_QUERY_H
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#define NAVMESH_QUERY_H
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#include "core/math/transform.h"
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#include "core/object.h"
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#include "core/reference.h"
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class dtQueryFilter;
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class dtNavMeshQuery;
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class DetourNavigationMesh;
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class DetourNavigationQueryFilter : public Reference {
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GDCLASS(DetourNavigationQueryFilter, Reference);
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/* Detour query filter */
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dtQueryFilter *query_filter;
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static void _bind_methods();
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public:
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DetourNavigationQueryFilter();
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~DetourNavigationQueryFilter();
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const inline dtQueryFilter *get() {
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return query_filter;
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}
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void set_area_cost(int area_id, float cost);
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float get_area_cost(int area_id);
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};
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class DetourNavigationQuery : public Object {
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GDCLASS(DetourNavigationQuery, Object);
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dtNavMeshQuery *navmesh_query;
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/* Navigation mesh transform */
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Transform transform, inverse;
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static void _bind_methods();
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protected:
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static const int MAX_POLYS = 2048;
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/* query data */
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class QueryData;
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QueryData *query_data;
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static float random();
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public:
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int get_max_polys() const { return MAX_POLYS; }
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typedef uint64_t polyref_t;
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void init(Ref<DetourNavigationMesh> mesh, const Transform &xform);
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Vector3 nearest_point_(const Vector3 &point, const Vector3 &extents, const dtQueryFilter *filter, polyref_t *ppref);
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inline Vector3 nearest_point_(const Vector3 &point, const Vector3 &extents, Ref<DetourNavigationQueryFilter> filter, polyref_t *ppref) {
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return nearest_point_(point, extents, filter->get(), ppref);
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}
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Vector3 nearest_point(const Vector3 &point, const Vector3 &extents, Ref<DetourNavigationQueryFilter> filter);
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Vector3 random_point_(polyref_t *pref, Ref<DetourNavigationQueryFilter> filter);
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Vector3 random_point(Ref<DetourNavigationQueryFilter> filter);
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Vector3 random_point_in_circle_(const Vector3 ¢er, float radius, const Vector3 &extents, Ref<DetourNavigationQueryFilter> filter, polyref_t *ppref);
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Vector3 random_point_in_circle(const Vector3 ¢er, float radius, const Vector3 &extents, Ref<DetourNavigationQueryFilter> filter);
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float distance_to_wall_(const Vector3 &point, float radius, const Vector3 &extents,
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Ref<DetourNavigationQueryFilter> filter,
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Vector3 *hit_pos = NULL, Vector3 *hit_normal = NULL);
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float distance_to_wall(const Vector3 &point, float radius, const Vector3 &extents, Ref<DetourNavigationQueryFilter> filter);
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Dictionary distance_to_wall_detailed(const Vector3 &point, float radius, const Vector3 &extents, Ref<DetourNavigationQueryFilter> filter);
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Vector3 raycast_(const Vector3 &start, const Vector3 &end,
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const Vector3 &extents, Ref<DetourNavigationQueryFilter> filter,
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Vector3 *hit_normal);
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Vector<Vector3> raycast(const Vector3 &start, const Vector3 &end, const Vector3 &extents, Ref<DetourNavigationQueryFilter> filter);
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Vector3 move_along_surface_(const Vector3 &start, const Vector3 &end,
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const Vector3 &extents, int max_visited, Ref<DetourNavigationQueryFilter> filter);
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Vector3 move_along_surface(const Vector3 &start, const Vector3 &end,
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const Vector3 &extents, int max_visited, Ref<DetourNavigationQueryFilter> filter);
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Dictionary find_path_(const Vector3 &start, const Vector3 &end, const Vector3 &extents, Ref<DetourNavigationQueryFilter> filter);
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Dictionary find_path(const Vector3 &start, const Vector3 &end, const Vector3 &extents, Ref<DetourNavigationQueryFilter> filter);
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void find_path_array(const Vector3 &start, const Vector3 &end, const Vector3 &extents,
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Ref<DetourNavigationQueryFilter> filter, Vector<Vector3> &points, Vector<int> &flags);
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DetourNavigationQuery();
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~DetourNavigationQuery();
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};
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#endif
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