pub struct DirectionalNavigationMap {
pub neighbors: EntityHashMap<NavNeighbors>,
}Expand description
A resource that stores the manually specified traversable graph of focusable entities.
Each entity can have up to 8 neighbors, one for each CompassOctant.
To ensure that your graph is intuitive to navigate and generally works correctly, it should be:
- Connected: Every focusable entity should be reachable from every other focusable entity.
- Symmetric: If entity A is a neighbor of entity B, then entity B should be a neighbor of entity A, ideally in the reverse direction.
- Physical: The direction of navigation should match the layout of the entities when possible, although looping around the edges of the screen is also acceptable.
- Not self-connected: An entity should not be a neighbor of itself; use
Noneinstead.
This graph must be built and maintained manually, and the developer is responsible for ensuring that it meets the above criteria. Notably, if the developer adds or removes the navigability of an entity, the developer should update the map as necessary.
If the automatic navigation system in bevy_ui is being used, this resource can be used to specify
manual navigation overrides. Any navigation edges specified in this map take precedence over automatic
navigation. For example, if navigation on one side of the window should wrap around to
the other side of the window, this navigation behavior can be specified using this map.
Fields§
§neighbors: EntityHashMap<NavNeighbors>A directed graph of focusable entities.
Pass in the current focus as a key, and get back a collection of up to 8 neighbors,
each keyed by a CompassOctant.
Implementations§
Sourcepub fn remove(&mut self, entity: Entity)
pub fn remove(&mut self, entity: Entity)
Removes an entity from the navigation map, including all connections to and from it.
Note that this is an O(n) operation, where n is the number of entities in the map, as we must iterate over each entity to check for connections to the removed entity.
If you are removing multiple entities, consider using remove_multiple instead.
Sourcepub fn remove_multiple(&mut self, entities: EntityHashSet)
pub fn remove_multiple(&mut self, entities: EntityHashSet)
Removes a collection of entities from the navigation map.
While this is still an O(n) operation, where n is the number of entities in the map,
it is more efficient than calling remove multiple times,
as we can check for connections to all removed entities in a single pass.
An EntityHashSet must be provided as it is noticeably faster than the standard hasher or a Vec.
Sourcepub fn clear(&mut self)
pub fn clear(&mut self)
Completely clears the navigation map, removing all entities and connections.
Sourcepub fn add_edge(&mut self, a: Entity, b: Entity, direction: CompassOctant)
pub fn add_edge(&mut self, a: Entity, b: Entity, direction: CompassOctant)
Adds an edge between two entities in the navigation map. Any existing edge from A in the provided direction will be overwritten.
The reverse edge will not be added, so navigation will only be possible in one direction.
If you want to add a symmetrical edge, use add_symmetrical_edge instead.
Sourcepub fn block_edge(&mut self, a: Entity, direction: CompassOctant)
pub fn block_edge(&mut self, a: Entity, direction: CompassOctant)
Adds an edge blocking automatic navigation from an entity in a direction. Any existing edge from A in the provided direction will be overwritten.
The reverse block will not be added, so navigation will still be possible from other entities
in the direction.
If you want to add a symmetrical block, use block_symmetrical_edge instead.
Note that blocking a primary cardinal direction will not block intermediates.
In other words, blocking North will still allow navigation towards NorthEast.
Sourcepub fn add_symmetrical_edge(
&mut self,
a: Entity,
b: Entity,
direction: CompassOctant,
)
pub fn add_symmetrical_edge( &mut self, a: Entity, b: Entity, direction: CompassOctant, )
Adds a symmetrical edge between two entities in the navigation map.
The A -> B path will use the provided direction, while B -> A will use the CompassOctant::opposite variant.
Any existing connections between the two entities will be overwritten.
Sourcepub fn block_symmetrical_edge(
&mut self,
a: Entity,
b: Entity,
direction: CompassOctant,
)
pub fn block_symmetrical_edge( &mut self, a: Entity, b: Entity, direction: CompassOctant, )
Adds a symmetrical blocking edge between two entities in the navigation map.
The blocked A -> B path will use the provided direction, while B -> A will use the CompassOctant::opposite variant.
Any existing connections between the two entities will be overwritten.
Sourcepub fn add_edges(&mut self, entities: &[Entity], direction: CompassOctant)
pub fn add_edges(&mut self, entities: &[Entity], direction: CompassOctant)
Add symmetrical edges between each consecutive pair of entities in the provided slice.
Unlike add_looping_edges, this method does not loop back to the first entity.
Sourcepub fn add_looping_edges(
&mut self,
entities: &[Entity],
direction: CompassOctant,
)
pub fn add_looping_edges( &mut self, entities: &[Entity], direction: CompassOctant, )
Add symmetrical edges between each consecutive pair of entities in the provided slice, looping back to the first entity at the end.
This is useful for creating a circular navigation path between a set of entities, such as a menu.
Sourcepub fn get_neighbor(&self, focus: Entity, octant: CompassOctant) -> NavNeighbor
pub fn get_neighbor(&self, focus: Entity, octant: CompassOctant) -> NavNeighbor
Gets the entity in a given direction from the current focus, if any.
Sourcepub fn get_neighbors(&self, entity: Entity) -> Option<&NavNeighbors>
pub fn get_neighbors(&self, entity: Entity) -> Option<&NavNeighbors>
Looks up the neighbors of a given entity.
If the entity is not in the map, None will be returned.
Note that the set of neighbors may be empty!
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Source§fn clone(&self) -> DirectionalNavigationMap
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