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703004f830
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
59 lines
1005 B
C++
59 lines
1005 B
C++
#ifndef POLYGON_PATH_FINDER_H
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#define POLYGON_PATH_FINDER_H
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#include "resource.h"
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class PolygonPathFinder : public Resource {
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OBJ_TYPE(PolygonPathFinder,Resource);
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struct Point {
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Vector2 pos;
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Set<int> connections;
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float distance;
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int prev;
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};
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struct Edge {
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int points[2];
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_FORCE_INLINE_ bool operator<(const Edge& p_edge) const {
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if (points[0]==p_edge.points[0])
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return points[1]<p_edge.points[1];
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else
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return points[0]<p_edge.points[0];
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}
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Edge(int a=0, int b=0) {
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if (a>b) {
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SWAP(a,b);
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}
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}
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};
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Vector2 outside_point;
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Vector<Point> points;
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Set<Edge> edges;
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bool _is_point_inside(const Vector2& p_point);
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void _set_data(const Dictionary& p_data);
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Dictionary _get_data() const;
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protected:
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static void _bind_methods();
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public:
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void setup(const Vector<Vector2>& p_points, const Vector<int>& p_connections);
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Vector<Vector2> find_path(const Vector2& p_from, const Vector2& p_to);
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PolygonPathFinder();
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};
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#endif // POLYGON_PATH_FINDER_H
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