godot/scene/resources/polygon_path_finder.h
Juan Linietsky 703004f830 More 3D Work
-=-=-=-=-=-

-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
2014-06-16 10:22:26 -03:00

59 lines
1005 B
C++

#ifndef POLYGON_PATH_FINDER_H
#define POLYGON_PATH_FINDER_H
#include "resource.h"
class PolygonPathFinder : public Resource {
OBJ_TYPE(PolygonPathFinder,Resource);
struct Point {
Vector2 pos;
Set<int> connections;
float distance;
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);
}
}
};
Vector2 outside_point;
Vector<Point> points;
Set<Edge> edges;
bool _is_point_inside(const Vector2& p_point);
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);
PolygonPathFinder();
};
#endif // POLYGON_PATH_FINDER_H