Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_ROUTEDIST_H
#define AI_ROUTEDIST_H
#include "ai_navtype.h"
#if defined( _WIN32 )
#pragma once
#endif
// ----------------------------------------------------------------------------
// Computes the route distance + route direction based on nav type
// FIXME: Where should this go?
// ----------------------------------------------------------------------------
inline float ComputePathDistance( Navigation_t navType, const Vector &start, const Vector &end ) { if (navType == NAV_GROUND) { return (end - start).Length2D(); } else { return (end - start).Length(); } }
inline void ComputePathVector( Navigation_t navType, const Vector &start, const Vector &end, Vector *pDelta ) { if (navType == NAV_GROUND) { Vector2DSubtract( end.AsVector2D(), start.AsVector2D(), pDelta->AsVector2D() ); pDelta->z = 0.0f; } else { VectorSubtract( end, start, *pDelta ); } }
inline float ComputePathDirection( Navigation_t navType, const Vector &start, const Vector &end, Vector *pDirection ) { if (navType == NAV_GROUND) { VectorSubtract( end, start, *pDirection ); pDirection->z = 0.0f; return Vector2DNormalize( pDirection->AsVector2D() ); } else { VectorSubtract( end, start, *pDirection ); return VectorNormalize( *pDirection ); } }
#endif // AI_ROUTEDIST_H
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