godot/scene/3d/navigation.h
Juan Linietsky b24fe3dd20 Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-

-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency

Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-

-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 00:10:51 -03:00

145 lines
2.4 KiB
C++

#ifndef NAVIGATION_H
#define NAVIGATION_H
#include "scene/3d/spatial.h"
#include "scene/3d/navigation_mesh.h"
class Navigation : public Spatial {
OBJ_TYPE( Navigation, Spatial);
union Point {
struct {
int64_t x:21;
int64_t y:22;
int64_t z:21;
};
uint64_t key;
bool operator<(const Point& p_key) const { return key < p_key.key; }
};
struct EdgeKey {
Point a;
Point b;
bool operator<(const EdgeKey& p_key) const {
return (a.key==p_key.a.key)?(b.key<p_key.b.key):(a.key<p_key.a.key);
};
EdgeKey(const Point& p_a=Point(),const Point& p_b=Point()) {
a=p_a;
b=p_b;
if (a.key > b.key) {
SWAP(a,b);
}
}
};
struct NavMesh;
struct Polygon {
struct Edge {
Point point;
Polygon *C; //connection
int C_edge;
Edge() { C=NULL; C_edge=-1; }
};
Vector<Edge> edges;
Vector3 center;
float distance;
int prev_edge;
NavMesh *owner;
};
struct Connection {
Polygon *A;
int A_edge;
Polygon *B;
int B_edge;
Connection() { A=NULL; B=NULL; A_edge=-1; B_edge=-1;}
};
Map<EdgeKey,Connection> connections;
struct NavMesh {
Object *owner;
Transform xform;
bool linked;
Ref<NavigationMesh> navmesh;
List<Polygon> polygons;
};
_FORCE_INLINE_ Point _get_point(const Vector3& p_pos) const {
int x = int(Math::floor(p_pos.x/cell_size));
int y = int(Math::floor(p_pos.y/cell_size));
int z = int(Math::floor(p_pos.z/cell_size));
Point p;
p.key=0;
p.x=x;
p.y=y;
p.z=z;
return p;
}
_FORCE_INLINE_ Vector3 _get_vertex(const Point& p_point) const {
return Vector3(p_point.x,p_point.y,p_point.z)*cell_size;
}
void _navmesh_link(int p_id);
void _navmesh_unlink(int p_id);
float cell_size;
Map<int,NavMesh> navmesh_map;
int last_id;
Vector3 up;
protected:
static void _bind_methods();
public:
void set_up_vector(const Vector3& p_up);
Vector3 get_up_vector() const;
//API should be as dynamic as possible
int navmesh_create(const Ref<NavigationMesh>& p_mesh,const Transform& p_xform,Object* p_owner=NULL);
void navmesh_set_transform(int p_id, const Transform& p_xform);
void navmesh_remove(int p_id);
Vector<Vector3> get_simple_path(const Vector3& p_start, const Vector3& p_end,bool p_optimize=true);
Vector3 get_closest_point_to_segment(const Vector3& p_from,const Vector3& p_to);
Vector3 get_closest_point(const Vector3& p_point);
Vector3 get_closest_point_normal(const Vector3& p_point);
Navigation();
};
#endif // NAVIGATION_H