pub struct DirectionalNavigationMap {
pub neighbors: EntityHashMap<NavNeighbors>,
}
Expand description
A resource that stores the 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
None
instead.
For now, this graph must be built manually, and the developer is responsible for ensuring that it meets the above criteria.
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)
Adds a new entity to the navigation map, overwriting any existing neighbors for that 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 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 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,
) -> Option<Entity>
pub fn get_neighbor( &self, focus: Entity, octant: CompassOctant, ) -> Option<Entity>
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 is not guaranteed to be non-empty though!
Trait Implementations§
Source§fn clone(&self) -> DirectionalNavigationMap
fn clone(&self) -> DirectionalNavigationMap
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
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