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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_node.cpp
// AI Navigation Nodes
// Author: Michael S. Booth ([email protected]), January 2003
#include "cbase.h"
#include "nav_node.h"
#include "nav_colors.h"
#include "nav_mesh.h"
#include "tier1/utlhash.h"
#include "tier1/generichash.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
NavDirType Opposite[ NUM_DIRECTIONS ] = { SOUTH, WEST, NORTH, EAST };
CNavNode *CNavNode::m_list = NULL; unsigned int CNavNode::m_listLength = 0; unsigned int CNavNode::m_nextID = 1;
extern Vector NavTraceMins; extern Vector NavTraceMaxs;
//--------------------------------------------------------------------------------------------------------------
// Node hash
class CNodeHashFuncs { public: CNodeHashFuncs( int ) {}
bool operator()( const CNavNode *pLhs, const CNavNode *pRhs ) const { return pRhs->GetPosition()->AsVector2D() == pLhs->GetPosition()->AsVector2D(); }
unsigned int operator()( const CNavNode *pItem ) const { return Hash8( &pItem->GetPosition()->AsVector2D() ); } };
CUtlHash<CNavNode *, CNodeHashFuncs, CNodeHashFuncs> *g_pNavNodeHash;
//--------------------------------------------------------------------------------------------------------------
/**
* Constructor */ CNavNode::CNavNode( const Vector &pos, const Vector &normal, CNavNode *parent, bool isOnDisplacement ) { m_pos = pos; m_normal = normal;
m_id = m_nextID++;
int i; for( i=0; i<NUM_DIRECTIONS; ++i ) { m_to[ i ] = NULL; m_obstacleHeight[ i ] = 0; m_obstacleStartDist[ i ] = 0; m_obstacleEndDist[ i ] = 0; }
for ( i=0; i<NUM_CORNERS; ++i ) { m_crouch[ i ] = false; m_isBlocked[ i ] = false; }
m_visited = 0; m_parent = parent;
m_next = m_list; m_list = this; m_listLength++;
m_isCovered = false; m_area = NULL;
m_attributeFlags = 0;
m_isOnDisplacement = isOnDisplacement;
if ( !g_pNavNodeHash ) { g_pNavNodeHash = new CUtlHash<CNavNode *, CNodeHashFuncs, CNodeHashFuncs>( 16*1024 ); }
bool bDidInsert; UtlHashHandle_t hHash = g_pNavNodeHash->Insert( this, &bDidInsert ); if ( !bDidInsert ) { CNavNode *pExistingNode = g_pNavNodeHash->Element( hHash ); m_nextAtXY = pExistingNode; g_pNavNodeHash->Element( hHash ) = this; } else { m_nextAtXY = NULL; } }
CNavNode::~CNavNode() { }
//--------------------------------------------------------------------------------------------------------------
void CNavNode::CleanupGeneration() { delete g_pNavNodeHash; g_pNavNodeHash = NULL;
CNavNode *node, *next; for( node = CNavNode::m_list; node; node = next ) { next = node->m_next; delete node; } CNavNode::m_list = NULL; CNavNode::m_listLength = 0; CNavNode::m_nextID = 1; }
//--------------------------------------------------------------------------------------------------------------
#if DEBUG_NAV_NODES
ConVar nav_show_nodes( "nav_show_nodes", "0", FCVAR_CHEAT ); ConVar nav_show_node_id( "nav_show_node_id", "0", FCVAR_CHEAT ); ConVar nav_test_node( "nav_test_node", "0", FCVAR_CHEAT ); ConVar nav_test_node_crouch( "nav_test_node_crouch", "0", FCVAR_CHEAT ); ConVar nav_test_node_crouch_dir( "nav_test_node_crouch_dir", "4", FCVAR_CHEAT ); ConVar nav_show_node_grid( "nav_show_node_grid", "0", FCVAR_CHEAT ); #endif // DEBUG_NAV_NODES
//--------------------------------------------------------------------------------------------------------------
void CNavNode::Draw( void ) { #if DEBUG_NAV_NODES
if ( !nav_show_nodes.GetBool() ) return;
int r = 0, g = 0, b = 0;
if ( m_isCovered ) { if ( GetAttributes() & NAV_MESH_CROUCH ) { b = 255; } else { r = 255; } } else { if ( GetAttributes() & NAV_MESH_CROUCH ) { b = 255; } g = 255; }
NDebugOverlay::Cross3D( m_pos, 2, r, g, b, true, 0.1f );
if ( (!m_isCovered && nav_show_node_id.GetBool()) || (m_isCovered && nav_show_node_id.GetInt() < 0) ) { char text[16]; Q_snprintf( text, sizeof( text ), "%d", m_id ); NDebugOverlay::Text( m_pos, text, true, 0.1f ); }
if ( (unsigned int)(nav_test_node.GetInt()) == m_id ) { TheNavMesh->TestArea( this, 1, 1 ); nav_test_node.SetValue( 0 ); }
if ( (unsigned int)(nav_test_node_crouch.GetInt()) == m_id ) { CheckCrouch(); nav_test_node_crouch.SetValue( 0 ); }
if ( GetAttributes() & NAV_MESH_CROUCH ) { int i; for( i=0; i<NUM_CORNERS; i++ ) { if ( m_isBlocked[i] || m_crouch[i] ) { Vector2D dir; CornerToVector2D( (NavCornerType)i, &dir );
const float scale = 3.0f; Vector scaled( dir.x * scale, dir.y * scale, 0 );
if ( m_isBlocked[i] ) { NDebugOverlay::HorzArrow( m_pos, m_pos + scaled, 0.5, 255, 0, 0, 255, true, 0.1f ); } else { NDebugOverlay::HorzArrow( m_pos, m_pos + scaled, 0.5, 0, 0, 255, 255, true, 0.1f ); } } } }
if ( nav_show_node_grid.GetBool() ) { for ( int i = NORTH; i < NUM_DIRECTIONS; i++ ) { CNavNode *nodeNext = GetConnectedNode( (NavDirType) i ); if ( nodeNext ) { NDebugOverlay::Line( *GetPosition(), *nodeNext->GetPosition(), 255, 255, 0, false, 0.1f );
float obstacleHeight = m_obstacleHeight[i]; if ( obstacleHeight > 0 ) { float z = GetPosition()->z + obstacleHeight; Vector from = *GetPosition(); Vector to = from; AddDirectionVector( &to, (NavDirType) i, m_obstacleStartDist[i] ); NDebugOverlay::Line( from, to, 255, 0, 255, false, 0.1f ); from = to; to.z = z; NDebugOverlay::Line( from, to, 255, 0, 255, false, 0.1f ); from = to; to = *GetPosition(); to.z = z; AddDirectionVector( &to, (NavDirType) i, m_obstacleEndDist[i] ); NDebugOverlay::Line( from, to, 255, 0, 255, false, 0.1f ); } } } }
#endif // DEBUG_NAV_NODES
}
//--------------------------------------------------------------------------------------------------------
// return ground height above node in given corner direction (NUM_CORNERS for highest in any direction)
float CNavNode::GetGroundHeightAboveNode( NavCornerType cornerType ) const { if ( cornerType >= 0 && cornerType < NUM_CORNERS ) return m_groundHeightAboveNode[ cornerType ];
float blockedHeight = 0.0f; for ( int i=0; i<NUM_CORNERS; ++i ) { blockedHeight = MAX( blockedHeight, m_groundHeightAboveNode[i] ); }
return blockedHeight; }
//--------------------------------------------------------------------------------------------------------------
/**
* Look up to JumpCrouchHeight in the air to see if we can fit a whole HumanHeight box */ bool CNavNode::TestForCrouchArea( NavCornerType cornerNum, const Vector& mins, const Vector& maxs, float *groundHeightAboveNode ) { CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT, WALK_THRU_EVERYTHING ); trace_t tr;
Vector start( m_pos ); Vector end( start ); end.z += JumpCrouchHeight; UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, MASK_NPCSOLID_BRUSHONLY, &filter, &tr );
float maxHeight = tr.endpos.z - start.z;
Vector realMaxs( maxs );
for ( float height = 0; height <= maxHeight; height += 1.0f ) { start = m_pos; start.z += height;
realMaxs.z = HumanCrouchHeight; UTIL_TraceHull( start, start, mins, realMaxs, MASK_NPCSOLID_BRUSHONLY, &filter, &tr ); if ( !tr.startsolid ) { *groundHeightAboveNode = start.z - m_pos.z;
// We found a crouch-sized space. See if we can stand up.
realMaxs.z = HumanHeight; UTIL_TraceHull( start, start, mins, realMaxs, MASK_NPCSOLID_BRUSHONLY, &filter, &tr ); if ( !tr.startsolid ) { // We found a crouch-sized space. See if we can stand up.
#if DEBUG_NAV_NODES
if ( (unsigned int)(nav_test_node_crouch.GetInt()) == GetID() ) { NDebugOverlay::Box( start, mins, maxs, 0, 255, 255, 100, 100 ); } #endif // DEBUG_NAV_NODES
return true; } #if DEBUG_NAV_NODES
if ( (unsigned int)(nav_test_node_crouch.GetInt()) == GetID() ) { NDebugOverlay::Box( start, mins, maxs, 255, 0, 0, 100, 100 ); } #endif // DEBUG_NAV_NODES
return false; } }
*groundHeightAboveNode = JumpCrouchHeight; m_isBlocked[ cornerNum ] = true; return false; }
//--------------------------------------------------------------------------------------------------------------
void CNavNode::CheckCrouch( void ) { // For each direction, trace upwards from our best ground height to VEC_HULL_MAX.z to see if we have standing room.
for ( int i=0; i<NUM_CORNERS; ++i ) { #if DEBUG_NAV_NODES
if ( nav_test_node_crouch_dir.GetInt() != NUM_CORNERS && i != nav_test_node_crouch_dir.GetInt() ) continue; #endif // DEBUG_NAV_NODES
NavCornerType corner = (NavCornerType)i; Vector2D cornerVec; CornerToVector2D( corner, &cornerVec );
// Build a mins/maxs pair for the HumanWidth x HalfHumanWidth box facing the appropriate direction
Vector mins( 0, 0, 0 ); Vector maxs( 0, 0, 0 ); if ( cornerVec.x < 0 ) { mins.x = -HalfHumanWidth; } else if ( cornerVec.x > 0 ) { maxs.x = HalfHumanWidth; } if ( cornerVec.y < 0 ) { mins.y = -HalfHumanWidth; } else if ( cornerVec.y > 0 ) { maxs.y = HalfHumanWidth; } maxs.z = HumanHeight;
// now make sure that mins is smaller than maxs
for ( int j=0; j<3; ++j ) { if ( mins[j] > maxs[j] ) { float tmp = mins[j]; mins[j] = maxs[j]; maxs[j] = tmp; } }
if ( !TestForCrouchArea( corner, mins, maxs, &m_groundHeightAboveNode[i] ) ) { SetAttributes( NAV_MESH_CROUCH ); m_crouch[corner] = true; } } }
//--------------------------------------------------------------------------------------------------------------
/**
* Create a connection FROM this node TO the given node, in the given direction */ void CNavNode::ConnectTo( CNavNode *node, NavDirType dir, float obstacleHeight, float obstacleStartDist, float obstacleEndDist ) { Assert( obstacleStartDist >= 0 && obstacleStartDist <= GenerationStepSize ); Assert( obstacleEndDist >= 0 && obstacleStartDist <= GenerationStepSize ); Assert( obstacleStartDist < obstacleEndDist );
m_to[ dir ] = node; m_obstacleHeight[ dir ] = obstacleHeight; m_obstacleStartDist[ dir ] = obstacleStartDist; m_obstacleEndDist[ dir ] = obstacleEndDist; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return node at given position. * @todo Need a hash table to make this lookup fast */ CNavNode *CNavNode::GetNode( const Vector &pos ) { const float tolerance = 0.45f * GenerationStepSize; // 1.0f
CNavNode *pNode = NULL; if ( g_pNavNodeHash ) { static CNavNode lookup; lookup.m_pos = pos; UtlHashHandle_t hNode = g_pNavNodeHash->Find( &lookup );
if ( hNode != g_pNavNodeHash->InvalidHandle() ) { for( pNode = g_pNavNodeHash->Element( hNode ); pNode; pNode = pNode->m_nextAtXY ) { float dz = fabs( pNode->m_pos.z - pos.z );
if (dz < tolerance) { break; } } } }
#ifdef DEBUG_NODE_HASH
CNavNode *pTestNode = NULL; for( CNavNode *node = m_list; node; node = node->m_next ) { float dx = fabs( node->m_pos.x - pos.x ); float dy = fabs( node->m_pos.y - pos.y ); float dz = fabs( node->m_pos.z - pos.z );
if (dx < tolerance && dy < tolerance && dz < tolerance) { pTestNode = node; break; } } AssertFatal( pTestNode == pNode ); #endif
return pNode; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if this node is bidirectionally linked to * another node in the given direction */ BOOL CNavNode::IsBiLinked( NavDirType dir ) const { if (m_to[ dir ] && m_to[ dir ]->m_to[ Opposite[dir] ] == this) { return true; }
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if this node is the NW corner of a quad of nodes * that are all bidirectionally linked. */ BOOL CNavNode::IsClosedCell( void ) const { if (IsBiLinked( SOUTH ) && IsBiLinked( EAST ) && m_to[ EAST ]->IsBiLinked( SOUTH ) && m_to[ SOUTH ]->IsBiLinked( EAST ) && m_to[ EAST ]->m_to[ SOUTH ] == m_to[ SOUTH ]->m_to[ EAST ]) { return true; }
return false; }
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