Repository navigation
Expand file tree
/
Copy pathGridManager.h
More file actions
61 lines (47 loc) · 1.46 KB
/
Copy pathGridManager.h
File metadata and controls
61 lines (47 loc) · 1.46 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Components/LineBatchComponent.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Math/UnrealMathUtility.h"
#include "GridManager.generated.h"
UCLASS()
class ALGORITHM_API AGridManager : public AActor
{
GENERATED_BODY()
public:
AGridManager();
TArray<FVector> GNodes;
TArray<TArray<bool>> GMEdges;
TArray<TArray<FColor>> GMEdgeColors;
int GMedgesCount;
UPROPERTY(EditAnywhere, Category = "Grid Manager")
int GridW = 15;
UPROPERTY(EditAnywhere, Category = "Grid Manager")
int GridH = 15;
UPROPERTY(EditAnywhere, Category = "Grid Manager")
float NodeRX = 256.0f;
UPROPERTY(EditAnywhere, Category = "Grid Manager")
float NodeRY = 256.0f;
UPROPERTY(EditAnywhere, Category = "Grid Manager")
float NodeRZ = 256.0f;
UPROPERTY(EditAnywhere, Category = "Grid Manager")
int CharactersCount = 5;
UPROPERTY(EditAnywhere)
UInstancedStaticMeshComponent* EdgesMesh;
UPROPERTY(EditAnywhere)
UInstancedStaticMeshComponent* NodesMesh;
protected:
virtual void BeginPlay() override;
public:
void Dijkstra(TArray<FVector>& Route, int StartNode, int EndNode);
private:
void CreateGrid();
void SetupNodesMesh();
void SetupEdgesMesh();
FColor GetContrastColor(int h);
int GetNeighbours(int CurrentNode, TArray<bool>& NodesMarks);
int GetNeighbours(int CurrentNode);
void CreateCharacters();
};