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 🎆
131 lines
4.1 KiB
C++
131 lines
4.1 KiB
C++
/*************************************************************************/
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/* nav_region.cpp */
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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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#include "nav_region.h"
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#include "nav_map.h"
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/**
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@author AndreaCatania
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*/
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void NavRegion::set_map(NavMap *p_map) {
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map = p_map;
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polygons_dirty = true;
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}
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void NavRegion::set_transform(Transform p_transform) {
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transform = p_transform;
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polygons_dirty = true;
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}
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void NavRegion::set_mesh(Ref<NavigationMesh> p_mesh) {
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mesh = p_mesh;
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polygons_dirty = true;
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}
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bool NavRegion::sync() {
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bool something_changed = polygons_dirty /* || something_dirty? */;
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update_polygons();
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return something_changed;
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}
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void NavRegion::update_polygons() {
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if (!polygons_dirty) {
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return;
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}
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polygons.clear();
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polygons_dirty = false;
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if (map == nullptr) {
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return;
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}
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if (mesh.is_null()) {
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return;
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}
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Vector<Vector3> vertices = mesh->get_vertices();
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int len = vertices.size();
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if (len == 0) {
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return;
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}
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const Vector3 *vertices_r = vertices.ptr();
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polygons.resize(mesh->get_polygon_count());
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// Build
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for (size_t i(0); i < polygons.size(); i++) {
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gd::Polygon &p = polygons[i];
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p.owner = this;
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Vector<int> mesh_poly = mesh->get_polygon(i);
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const int *indices = mesh_poly.ptr();
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bool valid(true);
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p.points.resize(mesh_poly.size());
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p.edges.resize(mesh_poly.size());
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Vector3 center;
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float sum(0);
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for (int j(0); j < mesh_poly.size(); j++) {
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int idx = indices[j];
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if (idx < 0 || idx >= len) {
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valid = false;
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break;
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}
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Vector3 point_position = transform.xform(vertices_r[idx]);
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p.points[j].pos = point_position;
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p.points[j].key = map->get_point_key(point_position);
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center += point_position; // Composing the center of the polygon
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if (j >= 2) {
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Vector3 epa = transform.xform(vertices_r[indices[j - 2]]);
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Vector3 epb = transform.xform(vertices_r[indices[j - 1]]);
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sum += map->get_up().dot((epb - epa).cross(point_position - epa));
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}
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}
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if (!valid) {
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ERR_BREAK_MSG(!valid, "The navigation mesh set in this region is not valid!");
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}
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p.clockwise = sum > 0;
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if (mesh_poly.size() != 0) {
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p.center = center / float(mesh_poly.size());
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}
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}
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}
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