pandemonium_engine/modules/steering_ai/gsai_path.h

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#ifndef GSAI_PATH_H
#define GSAI_PATH_H
2023-12-18 00:18:53 +01:00
/*************************************************************************/
/* gsai_path.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/int_types.h"
#include "core/math/vector3.h"
#include "core/variant/array.h"
#include "core/object/reference.h"
class GSAIPath : public Reference {
GDCLASS(GSAIPath, Reference);
public:
bool get_is_open() const;
void set_is_open(const bool val);
float get_length() const;
void set_length(const float val);
Vector3 get_nearest_point_on_segment();
void set_nearest_point_on_segment(const Vector3 &val);
void initialize(const PoolVector3Array &waypoints, const bool _is_open = false);
void create_path(const PoolVector3Array &waypoints);
float calculate_distance(const Vector3 &agent_current_position);
Vector3 calculate_target_position(float target_distance);
Vector3 get_start_point();
Vector3 get_end_point();
float _calculate_point_segment_distance_squared(const Vector3 &start, const Vector3 &end, const Vector3 &position);
GSAIPath();
~GSAIPath();
protected:
struct GSAISegment {
Vector3 begin;
Vector3 end;
float length;
float cumulative_length;
GSAISegment() {
length = 0;
cumulative_length = 0;
}
GSAISegment(const Vector3 &p_begin, const Vector3 &p_end) {
begin = p_begin;
end = p_end;
length = p_begin.distance_to(p_end);
cumulative_length = 0;
}
};
protected:
static void _bind_methods();
bool is_open;
float length;
Vector<GSAISegment> _segments;
Vector3 _nearest_point_on_segment;
Vector3 _nearest_point_on_path;
};
#endif