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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_generate.cpp
// Auto-generate a Navigation Mesh by sampling the current map
// Author: Michael S. Booth ([email protected]), 2003
#include "cbase.h"
#include "util_shared.h"
#include "nav_mesh.h"
#include "cs_nav_area.h"
#include "cs_nav_node.h"
#include "cs_nav_pathfind.h"
#include "viewport_panel_names.h"
enum { MAX_BLOCKED_AREAS = 256 }; static unsigned int blockedID[ MAX_BLOCKED_AREAS ]; static int blockedIDCount = 0; static float lastMsgTime = 0.0f;
//ConVar nav_slope_limit( "nav_slope_limit", "0.7", FCVAR_GAMEDLL, "The ground unit normal's Z component must be greater than this for nav areas to be generated." );
ConVar nav_restart_after_analysis( "nav_restart_after_analysis", "1", FCVAR_GAMEDLL, "When nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation." );
//--------------------------------------------------------------------------------------------------------------
/**
* Shortest path cost, paying attention to "blocked" areas */ class ApproachAreaCost { public: // HPE_TODO[pmf]: check that these new parameters are okay to be ignored
float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length ) { // check if this area is "blocked"
for( int i=0; i<blockedIDCount; ++i ) { if (area->GetID() == blockedID[i]) { return -1.0f; } }
if (fromArea == NULL) { // first area in path, no cost
return 0.0f; } else { // compute distance traveled along path so far
float dist;
if (ladder) { dist = ladder->m_length; } else { dist = (area->GetCenter() - fromArea->GetCenter()).Length(); }
float cost = dist + fromArea->GetCostSoFar();
return cost; } } };
/*
* Determine the set of "approach areas". * An approach area is an area representing a place where players * move into/out of our local neighborhood of areas. * @todo Optimize by search from eye outward and modifying pathfinder to treat all links as bi-directional */ void CCSNavArea::ComputeApproachAreas( void ) { m_approachCount = 0;
if (nav_quicksave.GetBool()) return;
// use the center of the nav area as the "view" point
Vector eye = GetCenter(); if (TheNavMesh->GetGroundHeight( eye, &eye.z ) == false) return;
// approximate eye position
if (GetAttributes() & NAV_MESH_CROUCH) eye.z += 0.9f * HalfHumanHeight; else eye.z += 0.9f * HumanHeight;
enum { MAX_PATH_LENGTH = 256 }; CNavArea *path[ MAX_PATH_LENGTH ]; ApproachAreaCost cost;
enum SearchType { FROM_EYE, ///< start search from our eyepoint outward to farArea
TO_EYE, ///< start search from farArea beack towards our eye
SEARCH_FINISHED };
//
// In order to *completely* enumerate all of the approach areas, we
// need to search from our eyepoint outward, as well as from outwards
// towards our eyepoint
//
for( int searchType = FROM_EYE; searchType != SEARCH_FINISHED; ++searchType ) { //
// In order to enumerate all of the approach areas, we need to
// run the algorithm many times, once for each "far away" area
// and keep the union of the approach area sets
//
int it; for( it = 0; it < TheNavAreas.Count(); ++it ) { CNavArea *farArea = TheNavAreas[ it ];
blockedIDCount = 0;
// skip the small areas
const float minSize = 200.0f; // 150
Extent extent; farArea->GetExtent(&extent); if (extent.SizeX() < minSize || extent.SizeY() < minSize) { continue; }
// if we can see 'farArea', try again - the whole point is to go "around the bend", so to speak
if (farArea->IsVisible( eye )) { continue; }
//
// Keep building paths to farArea and blocking them off until we
// cant path there any more.
// As areas are blocked off, all exits will be enumerated.
//
while( m_approachCount < MAX_APPROACH_AREAS ) { CNavArea *from, *to;
if (searchType == FROM_EYE) { // find another path *to* 'farArea'
// we must pathfind from us in order to pick up one-way paths OUT OF our area
from = this; to = farArea; } else // TO_EYE
{ // find another path *from* 'farArea'
// we must pathfind to us in order to pick up one-way paths INTO our area
from = farArea; to = this; }
// build the actual path
if (NavAreaBuildPath( from, to, NULL, cost ) == false) { break; }
// find number of areas on path
int count = 0; CNavArea *area; for( area = to; area; area = area->GetParent() ) { ++count; }
if (count > MAX_PATH_LENGTH) { count = MAX_PATH_LENGTH; }
// if the path is only two areas long, there can be no approach points
if (count <= 2) { break; }
// build path starting from eye
int i = 0;
if (searchType == FROM_EYE) { for( area = to; i < count && area; area = area->GetParent() ) { path[ count-i-1 ] = area; ++i; } } else // TO_EYE
{ for( area = to; i < count && area; area = area->GetParent() ) { path[ i++ ] = area; } }
// traverse path to find first area we cannot see (skip the first area)
for( i=1; i<count; ++i ) { // if we see this area, continue on
if (path[i]->IsVisible( eye )) { continue; }
// we can't see this area - mark this area as "blocked" and unusable by subsequent approach paths
if (blockedIDCount == MAX_BLOCKED_AREAS) { Msg( "Overflow computing approach areas for area #%d.\n", GetID()); return; }
// if the area to be blocked is actually farArea, block the one just prior
// (blocking farArea will cause all subsequent pathfinds to fail)
int block = (path[i] == farArea) ? i-1 : i;
// dont block the start area, or all subsequence pathfinds will fail
if (block == 0) { continue; }
blockedID[ blockedIDCount++ ] = path[ block ]->GetID();
// store new approach area if not already in set
int a; for( a=0; a<m_approachCount; ++a ) { if (m_approach[a].here.area == path[block-1]) { break; } }
if (a == m_approachCount) { m_approach[ m_approachCount ].prev.area = (block >= 2) ? path[block-2] : NULL;
m_approach[ m_approachCount ].here.area = path[block-1]; m_approach[ m_approachCount ].prevToHereHow = path[block-1]->GetParentHow();
m_approach[ m_approachCount ].next.area = path[block]; m_approach[ m_approachCount ].hereToNextHow = path[block]->GetParentHow();
++m_approachCount; }
// we are done with this path
break; } } } } }
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