Counter Strike : Global Offensive Source Code
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//========= Copyright © 2009, Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines the regular grid nav as required by DOTA. Builds, renders,
// and saves out the nav. Traversable edges and cells are determined by
// picking into the world.
//
//=============================================================================//
#ifndef GRIDNAV_H
#define GRIDNAV_H
#ifdef _WIN32
#pragma once
#endif
class CRender3D;
class CMapDoc;
#include "mathlib/vector.h"
#include "utlvector.h"
class CGridNavCell
{
public:
inline CGridNavCell();
bool m_bTraversable;
int m_nGridPosX;
int m_nGridPosY;
float m_flHeight;
};
class CGridNav
{
public:
CGridNav();
inline static bool IsEnabled();
inline bool IsPreviewActive();
inline void TogglePreview();
static void Init( bool enabled, float flEdgeSize = 0.0f, float flOffsetX = 0.0f, float flOffsetY = 0.0f, float flTraceHeight = 0.0f );
void Render( CRender3D *pRender, const Vector &vViewPos, const Vector &vViewDir );
void Update( CMapDoc *pMapDoc, const Vector &vViewPos, const Vector &vViewDir );
void GenerateGridNavFile( const char *pFileFullPath );
inline int CoordToGridPosX( float flCoordX ) const;
inline int CoordToGridPosY( float flCoordY ) const;
inline float GridPosXToCoordCenter( int nGridPosX ) const;
inline float GridPosYToCoordCenter( int nGridPosY ) const;
private:
static bool sm_bEnabled;
static float sm_flEdgeSize;
static float sm_flOffsetX;
static float sm_flOffsetY;
static float sm_flTraceHeight;
Vector m_vLatestCameraPos;
Vector m_vLatestCameraDir;
bool m_bNeedsCameraRecompute;
float m_flTimeCameraLastMoved;
int m_nTicksCameraStill;
CUtlVector< CGridNavCell > m_CurrentCells;
bool m_bPreviewActive;
};
////////////////////
bool CGridNav::IsEnabled()
{
return sm_bEnabled;
}
bool CGridNav::IsPreviewActive()
{
return m_bPreviewActive;
}
void CGridNav::TogglePreview()
{
m_bPreviewActive = !m_bPreviewActive;
}
int CGridNav::CoordToGridPosX( float flCoordX ) const
{
return (int)floor( ( ( flCoordX - sm_flOffsetX ) + ( sm_flEdgeSize * 0.5f ) ) / sm_flEdgeSize );
}
int CGridNav::CoordToGridPosY( float flCoordY ) const
{
return (int)floor( ( ( flCoordY - sm_flOffsetY ) + ( sm_flEdgeSize * 0.5f ) ) / sm_flEdgeSize );
}
float CGridNav::GridPosXToCoordCenter( int nGridPosX ) const
{
return ( ( (float)(nGridPosX) ) * sm_flEdgeSize ) + sm_flOffsetX;
}
float CGridNav::GridPosYToCoordCenter( int nGridPosY ) const
{
return ( ( (float)(nGridPosY) ) * sm_flEdgeSize ) + sm_flOffsetY;
}
CGridNavCell::CGridNavCell()
: m_bTraversable( false )
, m_nGridPosX( 0 )
, m_nGridPosY( 0 )
, m_flHeight( 0.0f )
{
}
#endif // GRIDNAV_H