mirror of
https://github.com/Relintai/pandemonium_engine.git
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98 lines
3.7 KiB
C++
98 lines
3.7 KiB
C++
#ifndef GSAI_PATH_H
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#define GSAI_PATH_H
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/*************************************************************************/
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/* gsai_path.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 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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#include "core/int_types.h"
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#include "core/math/vector3.h"
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#include "core/variant/array.h"
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#include "core/object/reference.h"
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class GSAIPath : public Reference {
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GDCLASS(GSAIPath, Reference);
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public:
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bool get_is_open() const;
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void set_is_open(const bool val);
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float get_length() const;
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void set_length(const float val);
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Vector3 get_nearest_point_on_segment();
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void set_nearest_point_on_segment(const Vector3 &val);
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void initialize(const PoolVector3Array &waypoints, const bool _is_open = false);
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void create_path(const PoolVector3Array &waypoints);
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float calculate_distance(const Vector3 &agent_current_position);
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Vector3 calculate_target_position(float target_distance);
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Vector3 get_start_point();
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Vector3 get_end_point();
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float _calculate_point_segment_distance_squared(const Vector3 &start, const Vector3 &end, const Vector3 &position);
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GSAIPath();
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~GSAIPath();
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protected:
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struct GSAISegment {
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Vector3 begin;
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Vector3 end;
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float length;
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float cumulative_length;
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GSAISegment() {
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length = 0;
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cumulative_length = 0;
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}
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GSAISegment(const Vector3 &p_begin, const Vector3 &p_end) {
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begin = p_begin;
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end = p_end;
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length = p_begin.distance_to(p_end);
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cumulative_length = 0;
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}
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};
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protected:
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static void _bind_methods();
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bool is_open;
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float length;
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Vector<GSAISegment> _segments;
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Vector3 _nearest_point_on_segment;
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Vector3 _nearest_point_on_path;
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};
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#endif
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