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!
123 lines
3.7 KiB
C++
123 lines
3.7 KiB
C++
/*************************************************************************/
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/* a_star.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 ASTAR_H
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#define ASTAR_H
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#include "reference.h"
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#include "self_list.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class AStar: public Reference {
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OBJ_TYPE(AStar,Reference)
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uint64_t pass;
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struct Point {
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SelfList<Point> list;
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int id;
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Vector3 pos;
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float weight_scale;
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uint64_t last_pass;
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Vector<Point*> neighbours;
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//used for pathfinding
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Point *prev_point;
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float distance;
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Point() : list(this) {}
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};
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Map<int,Point*> points;
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struct Segment {
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union {
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struct {
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int32_t from;
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int32_t to;
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};
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uint64_t key;
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};
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Point *from_point;
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Point *to_point;
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bool operator<(const Segment& p_s) const { return key<p_s.key; }
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Segment() { key=0; }
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Segment(int p_from,int p_to) {
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if (p_from > p_to) {
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SWAP(p_from,p_to);
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}
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from=p_from;
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to=p_to;
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}
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};
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Set<Segment> segments;
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bool _solve(Point *begin_point, Point *end_point);
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protected:
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static void _bind_methods();
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public:
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int get_available_point_id() const;
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void add_point(int p_id,const Vector3& p_pos,float p_weight_scale=1);
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Vector3 get_point_pos(int p_id) const;
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float get_point_weight_scale(int p_id) const;
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void remove_point(int p_id);
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void connect_points(int p_id,int p_with_id);
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void disconnect_points(int p_id,int p_with_id);
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bool are_points_connected(int p_id,int p_with_id) const;
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void clear();
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int get_closest_point(const Vector3& p_point) const;
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Vector3 get_closest_pos_in_segment(const Vector3& p_point) const;
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DVector<Vector3> get_point_path(int p_from_id, int p_to_id);
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DVector<int> get_id_path(int p_from_id, int p_to_id);
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AStar();
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~AStar();
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};
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#endif // ASTAR_H
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