#ifndef GSAI_PATH_H #define GSAI_PATH_H /*************************************************************************/ /* 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 _segments; Vector3 _nearest_point_on_segment; Vector3 _nearest_point_on_path; }; #endif