pandemonium_engine_minimal/scene/resources/mesh/polygon_path_finder.h

70 lines
1.5 KiB
C++

#ifndef POLYGON_PATH_FINDER_H
#define POLYGON_PATH_FINDER_H
/* polygon_path_finder.h */
#include "core/object/resource.h"
class PolygonPathFinder : public Resource {
GDCLASS(PolygonPathFinder, Resource);
struct Point {
Vector2 pos;
RBSet<int> connections;
float distance;
float penalty;
int prev;
};
struct Edge {
int points[2];
_FORCE_INLINE_ bool operator<(const Edge &p_edge) const {
if (points[0] == p_edge.points[0]) {
return points[1] < p_edge.points[1];
} else {
return points[0] < p_edge.points[0];
}
}
Edge(int a = 0, int b = 0) {
if (a > b) {
SWAP(a, b);
}
points[0] = a;
points[1] = b;
}
};
Vector2 outside_point;
Rect2 bounds;
Vector<Point> points;
RBSet<Edge> edges;
bool _is_point_inside(const Vector2 &p_point) const;
void _set_data(const Dictionary &p_data);
Dictionary _get_data() const;
protected:
static void _bind_methods();
public:
void setup(const Vector<Vector2> &p_points, const Vector<int> &p_connections);
Vector<Vector2> find_path(const Vector2 &p_from, const Vector2 &p_to);
void set_point_penalty(int p_point, float p_penalty);
float get_point_penalty(int p_point) const;
bool is_point_inside(const Vector2 &p_point) const;
Vector2 get_closest_point(const Vector2 &p_point) const;
Vector<Vector2> get_intersections(const Vector2 &p_from, const Vector2 &p_to) const;
Rect2 get_bounds() const;
PolygonPathFinder();
};
#endif // POLYGON_PATH_FINDER_H