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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_area.cpp
// AI Navigation areas
// Author: Michael S. Booth ([email protected]), January 2003
#include "cbase.h"
#include "tier0/vprof.h"
#include "tier0/tslist.h"
#include "tier1/utlhash.h"
#include "vstdlib/jobthread.h"
#include "nav_mesh.h"
#include "nav_node.h"
#include "nav_pathfind.h"
#include "nav_colors.h"
#include "fmtstr.h"
#include "props_shared.h"
#include "func_breakablesurf.h"
#ifdef TERROR
#include "func_elevator.h"
#include "AmbientLight.h"
#endif
#include "Color.h"
#include "collisionutils.h"
#include "functorutils.h"
#include "team.h"
#include "nav_entities.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern void HintMessageToAllPlayers( const char *message );
unsigned int CNavArea::m_nextID = 1; NavAreaVector TheNavAreas;
unsigned int CNavArea::m_masterMarker = 1; CNavArea *CNavArea::m_openList = NULL; CNavArea *CNavArea::m_openListTail = NULL;
bool CNavArea::m_isReset = false; uint32 CNavArea::s_nCurrVisTestCounter = 0;
ConVar nav_coplanar_slope_limit( "nav_coplanar_slope_limit", "0.99", FCVAR_CHEAT ); ConVar nav_coplanar_slope_limit_displacement( "nav_coplanar_slope_limit_displacement", "0.7", FCVAR_CHEAT ); ConVar nav_split_place_on_ground( "nav_split_place_on_ground", "0", FCVAR_CHEAT, "If true, nav areas will be placed flush with the ground when split." ); ConVar nav_area_bgcolor( "nav_area_bgcolor", "0 0 0 30", FCVAR_CHEAT, "RGBA color to draw as the background color for nav areas while editing." ); ConVar nav_corner_adjust_adjacent( "nav_corner_adjust_adjacent", "18", FCVAR_CHEAT, "radius used to raise/lower corners in nearby areas when raising/lowering corners." ); ConVar nav_show_light_intensity( "nav_show_light_intensity", "0", FCVAR_CHEAT ); ConVar nav_debug_blocked( "nav_debug_blocked", "0", FCVAR_CHEAT ); ConVar nav_show_contiguous( "nav_show_continguous", "0", FCVAR_CHEAT, "Highlight non-contiguous connections" );
const float DEF_NAV_VIEW_DISTANCE = 1500.0; ConVar nav_max_view_distance( "nav_max_view_distance", "6000", FCVAR_CHEAT, "Maximum range for precomputed nav mesh visibility (0 = default 1500 units)" ); ConVar nav_update_visibility_on_edit( "nav_update_visibility_on_edit", "0", FCVAR_CHEAT, "If nonzero editing the mesh will incrementally recompue visibility" ); ConVar nav_potentially_visible_dot_tolerance( "nav_potentially_visible_dot_tolerance", "0.98", FCVAR_CHEAT ); ConVar nav_show_potentially_visible( "nav_show_potentially_visible", "0", FCVAR_CHEAT, "Show areas that are potentially visible from the current nav area" );
Color s_selectedSetColor( 255, 255, 200, 96 ); Color s_selectedSetBorderColor( 100, 100, 0, 255 ); Color s_dragSelectionSetBorderColor( 50, 50, 50, 255 ); static void SelectedSetColorChaged( IConVar *var, const char *pOldValue, float flOldValue ) { ConVarRef colorVar( var->GetName() );
Color *color = &s_selectedSetColor; if ( FStrEq( var->GetName(), "nav_selected_set_border_color" ) ) { color = &s_selectedSetBorderColor; }
// Xbox compiler needs these to be in this explicit form
// likely due to sscanf expecting word aligned boundaries
int r = color->r(); int g = color->r(); int b = color->b(); int a = color->a(); int numFound = sscanf( colorVar.GetString(), "%d %d %d %d", &r, &g, &b, &a );
(*color)[0] = r; (*color)[1] = g; (*color)[2] = b; if ( numFound > 3 ) { (*color)[3] = a; } } ConVar nav_selected_set_color( "nav_selected_set_color", "255 255 200 96", FCVAR_CHEAT, "Color used to draw the selected set background while editing.", false, 0.0f, false, 0.0f, SelectedSetColorChaged ); ConVar nav_selected_set_border_color( "nav_selected_set_border_color", "100 100 0 255", FCVAR_CHEAT, "Color used to draw the selected set borders while editing.", false, 0.0f, false, 0.0f, SelectedSetColorChaged );
//--------------------------------------------------------------------------------------------------------------
CMemoryStack CNavVectorNoEditAllocator::m_memory; void *CNavVectorNoEditAllocator::m_pCurrent; int CNavVectorNoEditAllocator::m_nBytesCurrent;
CNavVectorNoEditAllocator::CNavVectorNoEditAllocator() { m_pCurrent = NULL; m_nBytesCurrent = 0; }
void CNavVectorNoEditAllocator::Reset() { m_memory.FreeAll(); m_pCurrent = NULL; m_nBytesCurrent = 0; }
void *CNavVectorNoEditAllocator::Alloc( size_t nSize ) { if ( !m_memory.GetBase() ) { m_memory.Init( 1024*1024, 0, 0, 4 ); } m_pCurrent = (int *)m_memory.Alloc( nSize ); m_nBytesCurrent = nSize; return m_pCurrent; }
void *CNavVectorNoEditAllocator::Realloc( void *pMem, size_t nSize ) { if ( pMem != m_pCurrent ) { Assert( 0 ); Error( "Nav mesh cannot be mutated after load\n" ); } if ( nSize > (size_t)m_nBytesCurrent ) { m_memory.Alloc( nSize - m_nBytesCurrent ); m_nBytesCurrent = nSize; } return m_pCurrent; }
void CNavVectorNoEditAllocator::Free( void *pMem ) { }
size_t CNavVectorNoEditAllocator::GetSize( void *pMem ) { if ( pMem != m_pCurrent ) { Assert( 0 ); Error( "Nav mesh cannot be mutated after load\n" ); } return m_nBytesCurrent; }
//--------------------------------------------------------------------------------------------------------------
void CNavArea::CompressIDs( void ) { m_nextID = 1;
FOR_EACH_VEC( TheNavAreas, id ) { CNavArea *area = TheNavAreas[id]; area->m_id = m_nextID++;
// remove and re-add the area from the nav mesh to update the hashed ID
TheNavMesh->RemoveNavArea( area ); TheNavMesh->AddNavArea( area ); } }
//--------------------------------------------------------------------------------------------------------------
/**
* Constructor used during normal runtime. */ CNavArea::CNavArea( void ) { m_marker = 0; m_nearNavSearchMarker = 0; m_damagingTickCount = 0; m_openMarker = 0;
m_parent = NULL; m_parentHow = GO_NORTH; m_attributeFlags = 0; m_place = TheNavMesh->GetNavPlace(); m_isUnderwater = false; m_avoidanceObstacleHeight = 0.0f;
m_totalCost = 0.0f; m_costSoFar = 0.0f; m_pathLengthSoFar = 0.0f;
ResetNodes();
int i; for ( i=0; i<MAX_NAV_TEAMS; ++i ) { m_isBlocked[i] = false;
m_danger[i] = 0.0f; m_dangerTimestamp[i] = 0.0f;
m_clearedTimestamp[i] = 0.0f;
m_earliestOccupyTime[i] = 0.0f; m_playerCount[i] = 0; }
// set an ID for splitting and other interactive editing - loads will overwrite this
m_id = m_nextID++; m_debugid = 0;
m_prevHash = NULL; m_nextHash = NULL;
m_isBattlefront = false;
for( i = 0; i<NUM_DIRECTIONS; ++i ) { m_connect[i].RemoveAll(); }
for( i=0; i<CNavLadder::NUM_LADDER_DIRECTIONS; ++i ) { m_ladder[i].RemoveAll(); }
for ( i=0; i<NUM_CORNERS; ++i ) { m_lightIntensity[i] = 1.0f; }
m_elevator = NULL; m_elevatorAreas.RemoveAll();
m_invDxCorners = 0; m_invDyCorners = 0;
m_inheritVisibilityFrom.area = NULL; m_isInheritedFrom = false;
m_funcNavCostVector.RemoveAll();
m_nVisTestCounter = (uint32)-1; }
//--------------------------------------------------------------------------------------------------------------
/**
* Assumes Z is flat */ void CNavArea::Build( const Vector &corner, const Vector &otherCorner ) { if (corner.x < otherCorner.x) { m_nwCorner.x = corner.x; m_seCorner.x = otherCorner.x; } else { m_seCorner.x = corner.x; m_nwCorner.x = otherCorner.x; }
if (corner.y < otherCorner.y) { m_nwCorner.y = corner.y; m_seCorner.y = otherCorner.y; } else { m_seCorner.y = corner.y; m_nwCorner.y = otherCorner.y; }
m_nwCorner.z = corner.z; m_seCorner.z = corner.z;
m_center.x = (m_nwCorner.x + m_seCorner.x)/2.0f; m_center.y = (m_nwCorner.y + m_seCorner.y)/2.0f; m_center.z = (m_nwCorner.z + m_seCorner.z)/2.0f;
if ( ( m_seCorner.x - m_nwCorner.x ) > 0.0f && ( m_seCorner.y - m_nwCorner.y ) > 0.0f ) { m_invDxCorners = 1.0f / ( m_seCorner.x - m_nwCorner.x ); m_invDyCorners = 1.0f / ( m_seCorner.y - m_nwCorner.y ); } else { m_invDxCorners = m_invDyCorners = 0; }
m_neZ = corner.z; m_swZ = otherCorner.z;
CalcDebugID(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Build a nav area given the positions of its four corners. */ void CNavArea::Build( const Vector &nwCorner, const Vector &neCorner, const Vector &seCorner, const Vector &swCorner ) { m_nwCorner = nwCorner; m_seCorner = seCorner;
m_center.x = (m_nwCorner.x + m_seCorner.x)/2.0f; m_center.y = (m_nwCorner.y + m_seCorner.y)/2.0f; m_center.z = (m_nwCorner.z + m_seCorner.z)/2.0f;
m_neZ = neCorner.z; m_swZ = swCorner.z;
if ( ( m_seCorner.x - m_nwCorner.x ) > 0.0f && ( m_seCorner.y - m_nwCorner.y ) > 0.0f ) { m_invDxCorners = 1.0f / ( m_seCorner.x - m_nwCorner.x ); m_invDyCorners = 1.0f / ( m_seCorner.y - m_nwCorner.y ); } else { m_invDxCorners = m_invDyCorners = 0; }
CalcDebugID(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Used during generation phase to build nav areas from sampled nodes. */ void CNavArea::Build( CNavNode *nwNode, CNavNode *neNode, CNavNode *seNode, CNavNode *swNode ) { m_nwCorner = *nwNode->GetPosition(); m_seCorner = *seNode->GetPosition();
m_center.x = (m_nwCorner.x + m_seCorner.x)/2.0f; m_center.y = (m_nwCorner.y + m_seCorner.y)/2.0f; m_center.z = (m_nwCorner.z + m_seCorner.z)/2.0f;
m_neZ = neNode->GetPosition()->z; m_swZ = swNode->GetPosition()->z;
m_node[ NORTH_WEST ] = nwNode; m_node[ NORTH_EAST ] = neNode; m_node[ SOUTH_EAST ] = seNode; m_node[ SOUTH_WEST ] = swNode;
if ( ( m_seCorner.x - m_nwCorner.x ) > 0.0f && ( m_seCorner.y - m_nwCorner.y ) > 0.0f ) { m_invDxCorners = 1.0f / ( m_seCorner.x - m_nwCorner.x ); m_invDyCorners = 1.0f / ( m_seCorner.y - m_nwCorner.y ); } else { m_invDxCorners = m_invDyCorners = 0; }
// mark internal nodes as part of this area
AssignNodes( this );
CalcDebugID(); }
//--------------------------------------------------------------------------------------------------------------
// Return a computed extent (XY is in m_nwCorner and m_seCorner, Z is computed)
void CNavArea::GetExtent( Extent *extent ) const { extent->lo = m_nwCorner; extent->hi = m_seCorner;
extent->lo.z = MIN( extent->lo.z, m_nwCorner.z ); extent->lo.z = MIN( extent->lo.z, m_seCorner.z ); extent->lo.z = MIN( extent->lo.z, m_neZ ); extent->lo.z = MIN( extent->lo.z, m_swZ );
extent->hi.z = MAX( extent->hi.z, m_nwCorner.z ); extent->hi.z = MAX( extent->hi.z, m_seCorner.z ); extent->hi.z = MAX( extent->hi.z, m_neZ ); extent->hi.z = MAX( extent->hi.z, m_swZ ); }
//--------------------------------------------------------------------------------------------------------------
// returns the closest node along the given edge to the given point
CNavNode *CNavArea::FindClosestNode( const Vector &pos, NavDirType dir ) const { if ( !HasNodes() ) return NULL;
CUtlVector< CNavNode * > nodes; GetNodes( dir, &nodes );
CNavNode *bestNode = NULL; float bestDistanceSq = FLT_MAX;
for ( int i=0; i<nodes.Count(); ++i ) { float distSq = pos.DistToSqr( *nodes[i]->GetPosition() ); if ( distSq < bestDistanceSq ) { bestDistanceSq = distSq; bestNode = nodes[i]; } }
return bestNode; }
//--------------------------------------------------------------------------------------------------------------
// build a vector of nodes along the given direction
void CNavArea::GetNodes( NavDirType dir, CUtlVector< CNavNode * > *nodes ) const { if ( !nodes ) return;
nodes->RemoveAll();
NavCornerType startCorner; NavCornerType endCorner; NavDirType traversalDirection;
switch ( dir ) { case NORTH: startCorner = NORTH_WEST; endCorner = NORTH_EAST; traversalDirection = EAST; break;
case SOUTH: startCorner = SOUTH_WEST; endCorner = SOUTH_EAST; traversalDirection = EAST; break;
case EAST: startCorner = NORTH_EAST; endCorner = SOUTH_EAST; traversalDirection = SOUTH; break;
case WEST: startCorner = NORTH_WEST; endCorner = SOUTH_WEST; traversalDirection = SOUTH; break;
default: return; }
CNavNode *node; for ( node = m_node[ startCorner ]; node && node != m_node[ endCorner ]; node = node->GetConnectedNode( traversalDirection ) ) { nodes->AddToTail( node ); } if ( node && node == m_node[ endCorner ] ) { nodes->AddToTail( node ); } }
//--------------------------------------------------------------------------------------------------------------
class ForgetArea { public: ForgetArea( CNavArea *area ) { m_area = area; } bool operator() ( CBasePlayer *player ) { player->OnNavAreaRemoved( m_area ); return true; }
bool operator() ( CBaseCombatCharacter *player ) { player->OnNavAreaRemoved( m_area );
return true; }
CNavArea *m_area; };
//--------------------------------------------------------------------------------------------------------------
class AreaDestroyNotification { CNavArea *m_area;
public: AreaDestroyNotification( CNavArea *area ) { m_area = area; }
bool operator()( CNavLadder *ladder ) { ladder->OnDestroyNotify( m_area ); return true; }
bool operator()( CNavArea *area ) { if ( area != m_area ) { area->OnDestroyNotify( m_area ); } return true; } };
//--------------------------------------------------------------------------------------------------------------
/**
* Destructor */ CNavArea::~CNavArea() { // spot encounters aren't owned by anything else, so free them up here
m_spotEncounters.PurgeAndDeleteElements();
// if we are resetting the system, don't bother cleaning up - all areas are being destroyed
if (m_isReset) return;
// tell the other areas and ladders we are going away
AreaDestroyNotification notification( this ); TheNavMesh->ForAllAreas( notification ); TheNavMesh->ForAllLadders( notification );
// remove the area from the grid
TheNavMesh->RemoveNavArea( this ); // make sure no players keep a pointer to this area
ForgetArea forget( this ); ForEachActor( forget ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Find elevator connections between areas */ void CNavArea::ConnectElevators( void ) { m_elevator = NULL; m_attributeFlags &= ~NAV_MESH_HAS_ELEVATOR; m_elevatorAreas.RemoveAll();
#ifdef TERROR
// connect elevators
CFuncElevator *elevator = NULL; while( ( elevator = (CFuncElevator *)gEntList.FindEntityByClassname( elevator, "func_elevator" ) ) != NULL ) { if ( elevator->GetNumFloors() < 2 ) { // broken elevator
continue; }
Extent elevatorExtent; elevator->CollisionProp()->WorldSpaceSurroundingBounds( &elevatorExtent.lo, &elevatorExtent.hi );
if ( IsOverlapping( elevatorExtent ) ) { // overlaps in 2D - check that this area is within the shaft of the elevator
const Vector ¢er = GetCenter();
for( int f=0; f<elevator->GetNumFloors(); ++f ) { const FloorInfo *floor = elevator->GetFloor( f ); const float tolerance = 30.0f;
if ( center.z <= floor->height + tolerance && center.z >= floor->height - tolerance ) { if ( m_elevator ) { Warning( "Multiple elevators overlap navigation area #%d\n", GetID() ); break; }
// this area is part of an elevator system
m_elevator = elevator; m_attributeFlags |= NAV_MESH_HAS_ELEVATOR;
// find the largest area overlapping this elevator on each other floor
for( int of=0; of<elevator->GetNumFloors(); ++of ) { if ( of == f ) { // we are on this floor
continue; }
const FloorInfo *otherFloor = elevator->GetFloor( of );
// find the largest area at this floor
CNavArea *floorArea = NULL; float floorAreaSize = 0.0f;
FOR_EACH_VEC( TheNavAreas, it ) { CNavArea *area = TheNavAreas[ it ];
if ( area->IsOverlapping( elevatorExtent ) ) { if ( area->GetCenter().z <= otherFloor->height + tolerance && area->GetCenter().z >= otherFloor->height - tolerance ) { float size = area->GetSizeX() * area->GetSizeY(); if ( size > floorAreaSize ) { floorArea = area; floorAreaSize = size; } } } }
if ( floorArea ) { // add this area to the set of areas reachable via elevator
NavConnect con; con.area = floorArea; con.length = ( floorArea->GetCenter() - GetCenter() ).Length(); m_elevatorAreas.AddToTail( con ); } else { Warning( "Floor %d ('%s') of elevator at ( %3.2f, %3.2f, %3.2f ) has no matching navigation areas\n", of, otherFloor->name.ToCStr(), elevator->GetAbsOrigin().x, elevator->GetAbsOrigin().y, elevator->GetAbsOrigin().z ); } }
// we found our floor
break; } } } } #endif // TERROR
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when map is initially loaded */ void CNavArea::OnServerActivate( void ) { ConnectElevators(); m_damagingTickCount = 0; ClearAllNavCostEntities(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked for each area when the round restarts */ void CNavArea::OnRoundRestart( void ) { // need to redo this here since func_elevators are deleted and recreated at round restart
ConnectElevators(); m_damagingTickCount = 0; ClearAllNavCostEntities(); }
#ifdef DEBUG_AREA_PLAYERCOUNTS
//--------------------------------------------------------------------------------------------------------------
void CNavArea::IncrementPlayerCount( int teamID, int entIndex ) { ConColorMsg( Color( 128, 255, 128, 255 ), "%f: Adding ent %d (team %d) to area %d\n", gpGlobals->curtime, entIndex, teamID, GetID() ); teamID = teamID % MAX_NAV_TEAMS; Assert( !m_playerEntIndices[teamID].HasElement( entIndex ) ); if ( !m_playerEntIndices[teamID].HasElement( entIndex ) ) { m_playerEntIndices[teamID].AddToTail( entIndex ); }
if (m_playerCount[ teamID ] == 255) { Warning( "CNavArea::IncrementPlayerCount: Overflow\n" ); return; }
++m_playerCount[ teamID ]; }
//--------------------------------------------------------------------------------------------------------------
void CNavArea::DecrementPlayerCount( int teamID, int entIndex ) { ConColorMsg( Color( 128, 128, 255, 255 ), "%f: Removing ent %d (team %d) from area %d\n", gpGlobals->curtime, entIndex, teamID, GetID() ); teamID = teamID % MAX_NAV_TEAMS; Assert( m_playerEntIndices[teamID].HasElement( entIndex ) ); m_playerEntIndices[teamID].FindAndFastRemove( entIndex );
if (m_playerCount[ teamID ] == 0) { Warning( "CNavArea::IncrementPlayerCount: Underflow\n" ); return; }
--m_playerCount[ teamID ]; } #endif // DEBUG_AREA_PLAYERCOUNTS
//--------------------------------------------------------------------------------------------------------------
/**
* This is invoked at the start of an incremental nav generation on pre-existing areas. */ void CNavArea::ResetNodes( void ) { for ( int i=0; i<NUM_CORNERS; ++i ) { m_node[i] = NULL; } }
//--------------------------------------------------------------------------------------------------------------
bool CNavArea::HasNodes( void ) const { for ( int i=0; i<NUM_CORNERS; ++i ) { if ( m_node[i] ) { return true; } }
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* This is invoked when an area is going away. * Remove any references we have to it. */ void CNavArea::OnDestroyNotify( CNavArea *dead ) { NavConnect con; con.area = dead; for( int d=0; d<NUM_DIRECTIONS; ++d ) { m_connect[ d ].FindAndRemove( con ); m_incomingConnect[ d ].FindAndRemove( con ); }
// remove all visibility info, since we're editing the mesh anyways
m_inheritVisibilityFrom.area = NULL; m_potentiallyVisibleAreas.RemoveAll(); m_isInheritedFrom = false; }
//--------------------------------------------------------------------------------------------------------------
/**
* This is invoked when a ladder is going away. * Remove any references we have to it. */ void CNavArea::OnDestroyNotify( CNavLadder *dead ) { Disconnect( dead ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Connect this area to given area in given direction */ void CNavArea::ConnectTo( CNavArea *area, NavDirType dir ) { // don't allow self-referential connections
if ( area == this ) return;
// check if already connected
FOR_EACH_VEC( m_connect[ dir ], it ) { if (m_connect[ dir ][ it ].area == area) return; }
NavConnect con; con.area = area; con.length = ( area->GetCenter() - GetCenter() ).Length(); m_connect[ dir ].AddToTail( con ); m_incomingConnect[ dir ].FindAndRemove( con );
NavDirType dirOpposite = OppositeDirection( dir ); con.area = this; if ( area->m_connect[ dirOpposite ].Find( con ) == area->m_connect[ dirOpposite ].InvalidIndex() ) { area->AddIncomingConnection( this, dirOpposite ); } //static char *dirName[] = { "NORTH", "EAST", "SOUTH", "WEST" };
//CONSOLE_ECHO( " Connected area #%d to #%d, %s\n", m_id, area->m_id, dirName[ dir ] );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Connect this area to given ladder */ void CNavArea::ConnectTo( CNavLadder *ladder ) { float center = (ladder->m_top.z + ladder->m_bottom.z) * 0.5f;
Disconnect( ladder ); // just in case
if ( GetCenter().z > center ) { AddLadderDown( ladder ); } else { AddLadderUp( ladder ); } }
//--------------------------------------------------------------------------------------------------------------
/**
* Disconnect this area from given area */ void CNavArea::Disconnect( CNavArea *area ) { NavConnect connect; connect.area = area;
for( int i = 0; i<NUM_DIRECTIONS; i++ ) { NavDirType dir = (NavDirType) i; NavDirType dirOpposite = OppositeDirection( dir ); int index = m_connect[ dir ].Find( connect ); if ( index != m_connect[ dir ].InvalidIndex() ) { m_connect[ dir ].Remove( index ); if ( area->IsConnected( this, dirOpposite ) ) { AddIncomingConnection( area, dir ); } else { connect.area = this; area->m_incomingConnect[ dirOpposite ].FindAndRemove( connect ); } } } }
//--------------------------------------------------------------------------------------------------------------
/**
* Disconnect this area from given ladder */ void CNavArea::Disconnect( CNavLadder *ladder ) { NavLadderConnect con; con.ladder = ladder;
for( int i=0; i<CNavLadder::NUM_LADDER_DIRECTIONS; ++i ) { m_ladder[i].FindAndRemove( con ); } }
//--------------------------------------------------------------------------------------------------------------
void CNavArea::AddLadderUp( CNavLadder *ladder ) { Disconnect( ladder ); // just in case
NavLadderConnect tmp; tmp.ladder = ladder; m_ladder[ CNavLadder::LADDER_UP ].AddToTail( tmp ); }
//--------------------------------------------------------------------------------------------------------------
void CNavArea::AddLadderDown( CNavLadder *ladder ) { Disconnect( ladder ); // just in case
NavLadderConnect tmp; tmp.ladder = ladder; m_ladder[ CNavLadder::LADDER_DOWN ].AddToTail( tmp ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Recompute internal data once nodes have been adjusted during merge * Destroy adjArea. */ void CNavArea::FinishMerge( CNavArea *adjArea ) { // update extent
m_nwCorner = *m_node[ NORTH_WEST ]->GetPosition(); m_seCorner = *m_node[ SOUTH_EAST ]->GetPosition();
m_center.x = (m_nwCorner.x + m_seCorner.x)/2.0f; m_center.y = (m_nwCorner.y + m_seCorner.y)/2.0f; m_center.z = (m_nwCorner.z + m_seCorner.z)/2.0f;
m_neZ = m_node[ NORTH_EAST ]->GetPosition()->z; m_swZ = m_node[ SOUTH_WEST ]->GetPosition()->z;
if ( ( m_seCorner.x - m_nwCorner.x ) > 0.0f && ( m_seCorner.y - m_nwCorner.y ) > 0.0f ) { m_invDxCorners = 1.0f / ( m_seCorner.x - m_nwCorner.x ); m_invDyCorners = 1.0f / ( m_seCorner.y - m_nwCorner.y ); } else { m_invDxCorners = m_invDyCorners = 0; }
// reassign the adjacent area's internal nodes to the final area
adjArea->AssignNodes( this );
// merge adjacency links - we gain all the connections that adjArea had
MergeAdjacentConnections( adjArea );
// remove subsumed adjacent area
TheNavAreas.FindAndRemove( adjArea ); TheNavMesh->OnEditDestroyNotify( adjArea ); TheNavMesh->DestroyArea( adjArea ); }
//--------------------------------------------------------------------------------------------------------------
class LadderConnectionReplacement { CNavArea *m_originalArea; CNavArea *m_replacementArea;
public: LadderConnectionReplacement( CNavArea *originalArea, CNavArea *replacementArea ) { m_originalArea = originalArea; m_replacementArea = replacementArea; }
bool operator()( CNavLadder *ladder ) { if ( ladder->m_topForwardArea == m_originalArea ) ladder->m_topForwardArea = m_replacementArea;
if ( ladder->m_topRightArea == m_originalArea ) ladder->m_topRightArea = m_replacementArea;
if ( ladder->m_topLeftArea == m_originalArea ) ladder->m_topLeftArea = m_replacementArea;
if ( ladder->m_topBehindArea == m_originalArea ) ladder->m_topBehindArea = m_replacementArea;
if ( ladder->m_bottomArea == m_originalArea ) ladder->m_bottomArea = m_replacementArea;
return true; } };
//--------------------------------------------------------------------------------------------------------------
/**
* For merging with "adjArea" - pick up all of "adjArea"s connections */ void CNavArea::MergeAdjacentConnections( CNavArea *adjArea ) { // merge adjacency links - we gain all the connections that adjArea had
int dir; for( dir = 0; dir<NUM_DIRECTIONS; dir++ ) { FOR_EACH_VEC( adjArea->m_connect[ dir ], it ) { NavConnect connect = adjArea->m_connect[ dir ][ it ];
if (connect.area != adjArea && connect.area != this) ConnectTo( connect.area, (NavDirType)dir ); } }
// remove any references from this area to the adjacent area, since it is now part of us
Disconnect( adjArea ); // Change other references to adjArea to refer instead to us
// We can't just replace existing connections, as several adjacent areas may have been merged into one,
// resulting in a large area adjacent to all of them ending up with multiple redunandant connections
// into the merged area, one for each of the adjacent subsumed smaller ones.
// If an area has a connection to the merged area, we must remove all references to adjArea, and add
// a single connection to us.
FOR_EACH_VEC( TheNavAreas, it ) { CNavArea *area = TheNavAreas[ it ];
if (area == this || area == adjArea) continue;
for( dir = 0; dir<NUM_DIRECTIONS; dir++ ) { // check if there are any references to adjArea in this direction
bool connected = false; FOR_EACH_VEC( area->m_connect[ dir ], cit ) { NavConnect connect = area->m_connect[ dir ][ cit ];
if (connect.area == adjArea) { connected = true; break; } }
if (connected) { // remove all references to adjArea
area->Disconnect( adjArea );
// remove all references to the new area
area->Disconnect( this );
// add a single connection to the new area
area->ConnectTo( this, (NavDirType) dir ); } } }
// We gain all ladder connections adjArea had
for( dir=0; dir<CNavLadder::NUM_LADDER_DIRECTIONS; ++dir ) { FOR_EACH_VEC( adjArea->m_ladder[ dir ], it ) { ConnectTo( adjArea->m_ladder[ dir ][ it ].ladder ); } }
// All ladders that point to adjArea should point to us now
LadderConnectionReplacement replacement( adjArea, this ); TheNavMesh->ForAllLadders( replacement ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Assign internal nodes to the given area * NOTE: "internal" nodes do not include the east or south border nodes */ void CNavArea::AssignNodes( CNavArea *area ) { CNavNode *horizLast = m_node[ NORTH_EAST ];
for( CNavNode *vertNode = m_node[ NORTH_WEST ]; vertNode != m_node[ SOUTH_WEST ]; vertNode = vertNode->GetConnectedNode( SOUTH ) ) { for( CNavNode *horizNode = vertNode; horizNode != horizLast; horizNode = horizNode->GetConnectedNode( EAST ) ) { horizNode->AssignArea( area ); }
horizLast = horizLast->GetConnectedNode( SOUTH ); } }
//--------------------------------------------------------------------------------------------------------------
class SplitNotification { CNavArea *m_originalArea; CNavArea *m_alphaArea; CNavArea *m_betaArea;
public: SplitNotification( CNavArea *originalArea, CNavArea *alphaArea, CNavArea *betaArea ) { m_originalArea = originalArea; m_alphaArea = alphaArea; m_betaArea = betaArea; }
bool operator()( CNavLadder *ladder ) { ladder->OnSplit( m_originalArea, m_alphaArea, m_betaArea ); return true; } };
//--------------------------------------------------------------------------------------------------------------
/**
* Split this area into two areas at the given edge. * Preserve all adjacency connections. * NOTE: This does not update node connections, only areas. */ bool CNavArea::SplitEdit( bool splitAlongX, float splitEdge, CNavArea **outAlpha, CNavArea **outBeta ) { CNavArea *alpha = NULL; CNavArea *beta = NULL;
if (splitAlongX) { // +-----+->X
// | A |
// +-----+
// | B |
// +-----+
// |
// Y
// don't do split if at edge of area
if (splitEdge <= m_nwCorner.y + 1.0f) return false;
if (splitEdge >= m_seCorner.y - 1.0f) return false;
alpha = TheNavMesh->CreateArea(); alpha->m_nwCorner = m_nwCorner;
alpha->m_seCorner.x = m_seCorner.x; alpha->m_seCorner.y = splitEdge; alpha->m_seCorner.z = GetZ( alpha->m_seCorner );
beta = TheNavMesh->CreateArea(); beta->m_nwCorner.x = m_nwCorner.x; beta->m_nwCorner.y = splitEdge; beta->m_nwCorner.z = GetZ( beta->m_nwCorner );
beta->m_seCorner = m_seCorner;
alpha->ConnectTo( beta, SOUTH ); beta->ConnectTo( alpha, NORTH );
FinishSplitEdit( alpha, SOUTH ); FinishSplitEdit( beta, NORTH ); } else { // +--+--+->X
// | | |
// | A|B |
// | | |
// +--+--+
// |
// Y
// don't do split if at edge of area
if (splitEdge <= m_nwCorner.x + 1.0f) return false;
if (splitEdge >= m_seCorner.x - 1.0f) return false;
alpha = TheNavMesh->CreateArea(); alpha->m_nwCorner = m_nwCorner;
alpha->m_seCorner.x = splitEdge; alpha->m_seCorner.y = m_seCorner.y; alpha->m_seCorner.z = GetZ( alpha->m_seCorner );
beta = TheNavMesh->CreateArea(); beta->m_nwCorner.x = splitEdge; beta->m_nwCorner.y = m_nwCorner.y; beta->m_nwCorner.z = GetZ( beta->m_nwCorner );
beta->m_seCorner = m_seCorner;
alpha->ConnectTo( beta, EAST ); beta->ConnectTo( alpha, WEST );
FinishSplitEdit( alpha, EAST ); FinishSplitEdit( beta, WEST ); }
if ( !TheNavMesh->IsGenerating() && nav_split_place_on_ground.GetBool() ) { alpha->PlaceOnGround( NUM_CORNERS ); beta->PlaceOnGround( NUM_CORNERS ); }
// For every ladder we pointed to, alpha or beta should point to it, based on
// their distance to the ladder
int dir; for( dir=0; dir<CNavLadder::NUM_LADDER_DIRECTIONS; ++dir ) { FOR_EACH_VEC( m_ladder[ dir ], it ) { CNavLadder *ladder = m_ladder[ dir ][ it ].ladder; Vector ladderPos = ladder->m_top; // doesn't matter if we choose top or bottom
float alphaDistance = alpha->GetDistanceSquaredToPoint( ladderPos ); float betaDistance = beta->GetDistanceSquaredToPoint( ladderPos );
if ( alphaDistance < betaDistance ) { alpha->ConnectTo( ladder ); } else { beta->ConnectTo( ladder ); } } }
// For every ladder that pointed to us, connect that ladder to the closer of alpha and beta
SplitNotification notify( this, alpha, beta ); TheNavMesh->ForAllLadders( notify );
// return new areas
if (outAlpha) *outAlpha = alpha;
if (outBeta) *outBeta = beta;
TheNavMesh->OnEditCreateNotify( alpha ); TheNavMesh->OnEditCreateNotify( beta ); if ( TheNavMesh->IsInSelectedSet( this ) ) { TheNavMesh->AddToSelectedSet( alpha ); TheNavMesh->AddToSelectedSet( beta ); }
// remove original area
TheNavMesh->OnEditDestroyNotify( this ); TheNavAreas.FindAndRemove( this ); TheNavMesh->RemoveFromSelectedSet( this ); TheNavMesh->DestroyArea( this );
return true; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if given ladder is connected in given direction * @todo Formalize "asymmetric" flag on connections */ bool CNavArea::IsConnected( const CNavLadder *ladder, CNavLadder::LadderDirectionType dir ) const { FOR_EACH_VEC( m_ladder[ dir ], it ) { if ( ladder == m_ladder[ dir ][ it ].ladder ) { return true; } }
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if given area is connected in given direction * if dir == NUM_DIRECTIONS, check all directions (direction is unknown) * @todo Formalize "asymmetric" flag on connections */ bool CNavArea::IsConnected( const CNavArea *area, NavDirType dir ) const { // we are connected to ourself
if (area == this) return true;
if (dir == NUM_DIRECTIONS) { // search all directions
for( int d=0; d<NUM_DIRECTIONS; ++d ) { FOR_EACH_VEC( m_connect[ d ], it ) { if (area == m_connect[ d ][ it ].area) return true; } }
// check ladder connections
FOR_EACH_VEC( m_ladder[ CNavLadder::LADDER_UP ], it ) { CNavLadder *ladder = m_ladder[ CNavLadder::LADDER_UP ][ it ].ladder;
if (ladder->m_topBehindArea == area || ladder->m_topForwardArea == area || ladder->m_topLeftArea == area || ladder->m_topRightArea == area) return true; }
FOR_EACH_VEC( m_ladder[ CNavLadder::LADDER_DOWN ], dit ) { CNavLadder *ladder = m_ladder[ CNavLadder::LADDER_DOWN ][ dit ].ladder;
if (ladder->m_bottomArea == area) return true; } } else { // check specific direction
FOR_EACH_VEC( m_connect[ dir ], it ) { if (area == m_connect[ dir ][ it ].area) return true; } }
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Compute change in actual ground height from this area to given area */ float CNavArea::ComputeGroundHeightChange( const CNavArea *area ) { VPROF_BUDGET( "CNavArea::ComputeHeightChange", "NextBot" );
Vector closeFrom, closeTo; area->GetClosestPointOnArea( GetCenter(), &closeTo ); GetClosestPointOnArea( area->GetCenter(), &closeFrom );
// find actual ground height at each point in case
// areas are below/above actual terrain
float toZ, fromZ; if ( TheNavMesh->GetSimpleGroundHeight( closeTo + Vector( 0, 0, StepHeight ), &toZ ) == false ) { return 0.0f; }
if ( TheNavMesh->GetSimpleGroundHeight( closeFrom + Vector( 0, 0, StepHeight ), &fromZ ) == false ) { return 0.0f; }
return toZ - fromZ; }
//--------------------------------------------------------------------------------------------------------------
/**
* The area 'source' is connected to us along our 'incomingEdgeDir' edge */ void CNavArea::AddIncomingConnection( CNavArea *source, NavDirType incomingEdgeDir ) { NavConnect con; con.area = source; if ( m_incomingConnect[ incomingEdgeDir ].Find( con ) == m_incomingConnect[ incomingEdgeDir ].InvalidIndex() ) { con.length = ( source->GetCenter() - GetCenter() ).Length(); m_incomingConnect[ incomingEdgeDir ].AddToTail( con ); } }
//--------------------------------------------------------------------------------------------------------------
/**
* Given the portion of the original area, update its internal data * The "ignoreEdge" direction defines the side of the original area that the new area does not include */ void CNavArea::FinishSplitEdit( CNavArea *newArea, NavDirType ignoreEdge ) { newArea->InheritAttributes( this );
newArea->m_center.x = (newArea->m_nwCorner.x + newArea->m_seCorner.x)/2.0f; newArea->m_center.y = (newArea->m_nwCorner.y + newArea->m_seCorner.y)/2.0f; newArea->m_center.z = (newArea->m_nwCorner.z + newArea->m_seCorner.z)/2.0f;
newArea->m_neZ = GetZ( newArea->m_seCorner.x, newArea->m_nwCorner.y ); newArea->m_swZ = GetZ( newArea->m_nwCorner.x, newArea->m_seCorner.y );
if ( ( m_seCorner.x - m_nwCorner.x ) > 0.0f && ( m_seCorner.y - m_nwCorner.y ) > 0.0f ) { newArea->m_invDxCorners = 1.0f / ( newArea->m_seCorner.x - newArea->m_nwCorner.x ); newArea->m_invDyCorners = 1.0f / ( newArea->m_seCorner.y - newArea->m_nwCorner.y ); } else { newArea->m_invDxCorners = newArea->m_invDyCorners = 0; }
// connect to adjacent areas
for( int d=0; d<NUM_DIRECTIONS; ++d ) { if (d == ignoreEdge) continue;
int count = GetAdjacentCount( (NavDirType)d );
for( int a=0; a<count; ++a ) { CNavArea *adj = GetAdjacentArea( (NavDirType)d, a );
switch( d ) { case NORTH: case SOUTH: if (newArea->IsOverlappingX( adj )) { newArea->ConnectTo( adj, (NavDirType)d );
// add reciprocal connection if needed
if (adj->IsConnected( this, OppositeDirection( (NavDirType)d ))) adj->ConnectTo( newArea, OppositeDirection( (NavDirType)d ) ); } break;
case EAST: case WEST: if (newArea->IsOverlappingY( adj )) { newArea->ConnectTo( adj, (NavDirType)d );
// add reciprocal connection if needed
if (adj->IsConnected( this, OppositeDirection( (NavDirType)d ))) adj->ConnectTo( newArea, OppositeDirection( (NavDirType)d ) ); } break; }
for ( int a = 0; a < m_incomingConnect[d].Count(); a++ ) { CNavArea *adj = m_incomingConnect[d][a].area;
switch( d ) { case NORTH: case SOUTH: if (newArea->IsOverlappingX( adj )) { adj->ConnectTo( newArea, OppositeDirection( (NavDirType)d ) ); } break;
case EAST: case WEST: if (newArea->IsOverlappingY( adj )) { adj->ConnectTo( newArea, OppositeDirection( (NavDirType)d ) ); } break; } } } }
TheNavAreas.AddToTail( newArea ); TheNavMesh->AddNavArea( newArea );
// Assign nodes
if ( HasNodes() ) { // first give it all our nodes...
newArea->m_node[ NORTH_WEST ] = m_node[ NORTH_WEST ]; newArea->m_node[ NORTH_EAST ] = m_node[ NORTH_EAST ]; newArea->m_node[ SOUTH_EAST ] = m_node[ SOUTH_EAST ]; newArea->m_node[ SOUTH_WEST ] = m_node[ SOUTH_WEST ];
// ... then pull in one edge...
NavDirType dir = NUM_DIRECTIONS; NavCornerType corner[2] = { NUM_CORNERS, NUM_CORNERS };
switch ( ignoreEdge ) { case NORTH: dir = SOUTH; corner[0] = NORTH_WEST; corner[1] = NORTH_EAST; break; case SOUTH: dir = NORTH; corner[0] = SOUTH_WEST; corner[1] = SOUTH_EAST; break; case EAST: dir = WEST; corner[0] = NORTH_EAST; corner[1] = SOUTH_EAST; break; case WEST: dir = EAST; corner[0] = NORTH_WEST; corner[1] = SOUTH_WEST; break; }
while ( !newArea->IsOverlapping( *newArea->m_node[ corner[0] ]->GetPosition(), GenerationStepSize/2 ) ) { for ( int i=0; i<2; ++i ) { Assert( newArea->m_node[ corner[i] ] ); Assert( newArea->m_node[ corner[i] ]->GetConnectedNode( dir ) ); newArea->m_node[ corner[i] ] = newArea->m_node[ corner[i] ]->GetConnectedNode( dir ); } }
// assign internal nodes...
newArea->AssignNodes( newArea );
// ... and grab the node heights for our corner heights.
newArea->m_neZ = newArea->m_node[ NORTH_EAST ]->GetPosition()->z; newArea->m_nwCorner.z = newArea->m_node[ NORTH_WEST ]->GetPosition()->z; newArea->m_swZ = newArea->m_node[ SOUTH_WEST ]->GetPosition()->z; newArea->m_seCorner.z = newArea->m_node[ SOUTH_EAST ]->GetPosition()->z; } }
//--------------------------------------------------------------------------------------------------------------
/**
* Create a new area between this area and given area */ bool CNavArea::SpliceEdit( CNavArea *other ) { CNavArea *newArea = NULL; Vector nw, ne, se, sw;
if (m_nwCorner.x > other->m_seCorner.x) { // 'this' is east of 'other'
float top = MAX( m_nwCorner.y, other->m_nwCorner.y ); float bottom = MIN( m_seCorner.y, other->m_seCorner.y );
nw.x = other->m_seCorner.x; nw.y = top; nw.z = other->GetZ( nw );
se.x = m_nwCorner.x; se.y = bottom; se.z = GetZ( se );
ne.x = se.x; ne.y = nw.y; ne.z = GetZ( ne );
sw.x = nw.x; sw.y = se.y; sw.z = other->GetZ( sw );
newArea = TheNavMesh->CreateArea(); if (newArea == NULL) { Warning( "SpliceEdit: Out of memory.\n" ); return false; } newArea->Build( nw, ne, se, sw );
this->ConnectTo( newArea, WEST ); newArea->ConnectTo( this, EAST );
other->ConnectTo( newArea, EAST ); newArea->ConnectTo( other, WEST ); } else if (m_seCorner.x < other->m_nwCorner.x) { // 'this' is west of 'other'
float top = MAX( m_nwCorner.y, other->m_nwCorner.y ); float bottom = MIN( m_seCorner.y, other->m_seCorner.y );
nw.x = m_seCorner.x; nw.y = top; nw.z = GetZ( nw );
se.x = other->m_nwCorner.x; se.y = bottom; se.z = other->GetZ( se );
ne.x = se.x; ne.y = nw.y; ne.z = other->GetZ( ne );
sw.x = nw.x; sw.y = se.y; sw.z = GetZ( sw );
newArea = TheNavMesh->CreateArea(); if (newArea == NULL) { Warning( "SpliceEdit: Out of memory.\n" ); return false; } newArea->Build( nw, ne, se, sw );
this->ConnectTo( newArea, EAST ); newArea->ConnectTo( this, WEST );
other->ConnectTo( newArea, WEST ); newArea->ConnectTo( other, EAST ); } else // 'this' overlaps in X
{ if (m_nwCorner.y > other->m_seCorner.y) { // 'this' is south of 'other'
float left = MAX( m_nwCorner.x, other->m_nwCorner.x ); float right = MIN( m_seCorner.x, other->m_seCorner.x );
nw.x = left; nw.y = other->m_seCorner.y; nw.z = other->GetZ( nw );
se.x = right; se.y = m_nwCorner.y; se.z = GetZ( se );
ne.x = se.x; ne.y = nw.y; ne.z = other->GetZ( ne );
sw.x = nw.x; sw.y = se.y; sw.z = GetZ( sw );
newArea = TheNavMesh->CreateArea(); if (newArea == NULL) { Warning( "SpliceEdit: Out of memory.\n" ); return false; } newArea->Build( nw, ne, se, sw );
this->ConnectTo( newArea, NORTH ); newArea->ConnectTo( this, SOUTH );
other->ConnectTo( newArea, SOUTH ); newArea->ConnectTo( other, NORTH ); } else if (m_seCorner.y < other->m_nwCorner.y) { // 'this' is north of 'other'
float left = MAX( m_nwCorner.x, other->m_nwCorner.x ); float right = MIN( m_seCorner.x, other->m_seCorner.x );
nw.x = left; nw.y = m_seCorner.y; nw.z = GetZ( nw );
se.x = right; se.y = other->m_nwCorner.y; se.z = other->GetZ( se );
ne.x = se.x; ne.y = nw.y; ne.z = GetZ( ne );
sw.x = nw.x; sw.y = se.y; sw.z = other->GetZ( sw );
newArea = TheNavMesh->CreateArea(); if (newArea == NULL) { Warning( "SpliceEdit: Out of memory.\n" ); return false; } newArea->Build( nw, ne, se, sw );
this->ConnectTo( newArea, SOUTH ); newArea->ConnectTo( this, NORTH );
other->ConnectTo( newArea, NORTH ); newArea->ConnectTo( other, SOUTH ); } else { // areas overlap
return false; } }
newArea->InheritAttributes( this, other );
TheNavAreas.AddToTail( newArea ); TheNavMesh->AddNavArea( newArea ); TheNavMesh->OnEditCreateNotify( newArea );
return true; }
//--------------------------------------------------------------------------------------------------------------
/**
* Calculates a constant ID for an area at this location, for debugging */ void CNavArea::CalcDebugID() { if ( m_debugid == 0 ) { // calculate a debug ID which will be constant for this nav area across generation runs
int coord[6] = { (int) m_nwCorner.x, (int) m_nwCorner.x, (int) m_nwCorner.z, (int) m_seCorner.x, (int) m_seCorner.y, (int) m_seCorner.z }; m_debugid = CRC32_ProcessSingleBuffer( &coord, sizeof( coord ) ); } }
//--------------------------------------------------------------------------------------------------------------
/**
* Merge this area and given adjacent area */ bool CNavArea::MergeEdit( CNavArea *adj ) { // can only merge if attributes of both areas match
// check that these areas can be merged
const float tolerance = 1.0f; bool merge = false; if (fabs( m_nwCorner.x - adj->m_nwCorner.x ) < tolerance && fabs( m_seCorner.x - adj->m_seCorner.x ) < tolerance) merge = true;
if (fabs( m_nwCorner.y - adj->m_nwCorner.y ) < tolerance && fabs( m_seCorner.y - adj->m_seCorner.y ) < tolerance) merge = true;
if (merge == false) return false;
Vector originalNWCorner = m_nwCorner; Vector originalSECorner = m_seCorner; // update extent
if (m_nwCorner.x > adj->m_nwCorner.x || m_nwCorner.y > adj->m_nwCorner.y) m_nwCorner = adj->m_nwCorner;
if (m_seCorner.x < adj->m_seCorner.x || m_seCorner.y < adj->m_seCorner.y) m_seCorner = adj->m_seCorner;
m_center.x = (m_nwCorner.x + m_seCorner.x)/2.0f; m_center.y = (m_nwCorner.y + m_seCorner.y)/2.0f; m_center.z = (m_nwCorner.z + m_seCorner.z)/2.0f;
if ( ( m_seCorner.x - m_nwCorner.x ) > 0.0f && ( m_seCorner.y - m_nwCorner.y ) > 0.0f ) { m_invDxCorners = 1.0f / ( m_seCorner.x - m_nwCorner.x ); m_invDyCorners = 1.0f / ( m_seCorner.y - m_nwCorner.y ); } else { m_invDxCorners = m_invDyCorners = 0; }
if (m_seCorner.x > originalSECorner.x || m_nwCorner.y < originalNWCorner.y) m_neZ = adj->GetZ( m_seCorner.x, m_nwCorner.y ); else m_neZ = GetZ( m_seCorner.x, m_nwCorner.y );
if (m_nwCorner.x < originalNWCorner.x || m_seCorner.y > originalSECorner.y) m_swZ = adj->GetZ( m_nwCorner.x, m_seCorner.y ); else m_swZ = GetZ( m_nwCorner.x, m_seCorner.y );
// merge adjacency links - we gain all the connections that adjArea had
MergeAdjacentConnections( adj );
InheritAttributes( adj );
// remove subsumed adjacent area
TheNavAreas.FindAndRemove( adj ); TheNavMesh->OnEditDestroyNotify( adj ); TheNavMesh->DestroyArea( adj ); TheNavMesh->OnEditCreateNotify( this );
return true; }
//--------------------------------------------------------------------------------------------------------------
void CNavArea::InheritAttributes( CNavArea *first, CNavArea *second ) { if ( first && second ) { SetAttributes( first->GetAttributes() | second->GetAttributes() );
// if both areas have the same place, the new area inherits it
if ( first->GetPlace() == second->GetPlace() ) { SetPlace( first->GetPlace() ); } else if ( first->GetPlace() == UNDEFINED_PLACE ) { SetPlace( second->GetPlace() ); } else if ( second->GetPlace() == UNDEFINED_PLACE ) { SetPlace( first->GetPlace() ); } else { // both have valid, but different places - pick on at random
if ( RandomInt( 0, 100 ) < 50 ) SetPlace( first->GetPlace() ); else SetPlace( second->GetPlace() ); } } else if ( first ) { SetAttributes( GetAttributes() | first->GetAttributes() ); if ( GetPlace() == UNDEFINED_PLACE ) { SetPlace( first->GetPlace() ); } } }
//--------------------------------------------------------------------------------------------------------------
void ApproachAreaAnalysisPrep( void ) { }
//--------------------------------------------------------------------------------------------------------------
void CleanupApproachAreaAnalysisPrep( void ) { }
//--------------------------------------------------------------------------------------------------------------
/**
* Remove "analyzed" data from nav area */ void CNavArea::Strip( void ) { m_spotEncounters.PurgeAndDeleteElements(); // this calls delete on each element
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if area is more or less square. * This is used when merging to prevent long, thin, areas being created. */ bool CNavArea::IsRoughlySquare( void ) const { float aspect = GetSizeX() / GetSizeY();
const float maxAspect = 3.01; const float minAspect = 1.0f / maxAspect; if (aspect < minAspect || aspect > maxAspect) return false;
return true; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'pos' is within 2D extents of area. */ bool CNavArea::IsOverlapping( const Vector &pos, float tolerance ) const { if (pos.x + tolerance >= m_nwCorner.x && pos.x - tolerance <= m_seCorner.x && pos.y + tolerance >= m_nwCorner.y && pos.y - tolerance <= m_seCorner.y) return true;
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'area' overlaps our 2D extents */ bool CNavArea::IsOverlapping( const CNavArea *area ) const { if (area->m_nwCorner.x < m_seCorner.x && area->m_seCorner.x > m_nwCorner.x && area->m_nwCorner.y < m_seCorner.y && area->m_seCorner.y > m_nwCorner.y) return true;
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'extent' overlaps our 2D extents */ bool CNavArea::IsOverlapping( const Extent &extent ) const { return ( extent.lo.x < m_seCorner.x && extent.hi.x > m_nwCorner.x && extent.lo.y < m_seCorner.y && extent.hi.y > m_nwCorner.y ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'area' overlaps our X extent */ bool CNavArea::IsOverlappingX( const CNavArea *area ) const { if (area->m_nwCorner.x < m_seCorner.x && area->m_seCorner.x > m_nwCorner.x) return true;
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'area' overlaps our Y extent */ bool CNavArea::IsOverlappingY( const CNavArea *area ) const { if (area->m_nwCorner.y < m_seCorner.y && area->m_seCorner.y > m_nwCorner.y) return true;
return false; }
//--------------------------------------------------------------------------------------------------------------
class COverlapCheck { public: COverlapCheck( const CNavArea *me, const Vector &pos ) : m_pos( pos ) { m_me = me; m_myZ = me->GetZ( pos ); }
bool operator() ( CNavArea *area ) { // skip self
if ( area == m_me ) return true;
// check 2D overlap
if ( !area->IsOverlapping( m_pos ) ) return true;
float theirZ = area->GetZ( m_pos ); if ( theirZ > m_pos.z ) { // they are above the point
return true; }
if ( theirZ > m_myZ ) { // we are below an area that is beneath the given position
return false; }
return true; }
const CNavArea *m_me; float m_myZ; const Vector &m_pos; };
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if given point is on or above this area, but no others */ bool CNavArea::Contains( const Vector &pos ) const { // check 2D overlap
if (!IsOverlapping( pos )) return false;
// the point overlaps us, check that it is above us, but not above any areas that overlap us
float myZ = GetZ( pos );
// if the nav area is above the given position, fail
// allow nav area to be as much as a step height above the given position
if (myZ - StepHeight > pos.z) return false;
Extent areaExtent; GetExtent( &areaExtent );
COverlapCheck overlap( this, pos ); return TheNavMesh->ForAllAreasOverlappingExtent( overlap, areaExtent ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if area completely contains other area */ bool CNavArea::Contains( const CNavArea *area ) const { return ( ( m_nwCorner.x <= area->m_nwCorner.x ) && ( m_seCorner.x >= area->m_seCorner.x ) && ( m_nwCorner.y <= area->m_nwCorner.y ) && ( m_seCorner.y >= area->m_seCorner.y ) && ( m_nwCorner.z <= area->m_nwCorner.z ) && ( m_seCorner.z >= area->m_seCorner.z ) ); }
//--------------------------------------------------------------------------------------------------------------
void CNavArea::ComputeNormal( Vector *normal, bool alternate ) const { if ( !normal ) return;
Vector u, v;
if ( !alternate ) { u.x = m_seCorner.x - m_nwCorner.x; u.y = 0.0f; u.z = m_neZ - m_nwCorner.z;
v.x = 0.0f; v.y = m_seCorner.y - m_nwCorner.y; v.z = m_swZ - m_nwCorner.z; } else { u.x = m_nwCorner.x - m_seCorner.x; u.y = 0.0f; u.z = m_swZ - m_seCorner.z;
v.x = 0.0f; v.y = m_nwCorner.y - m_seCorner.y; v.z = m_neZ - m_seCorner.z; }
*normal = CrossProduct( u, v ); normal->NormalizeInPlace(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Removes all connections in directions to left and right of specified direction */ void CNavArea::RemoveOrthogonalConnections( NavDirType dir ) { NavDirType dirToRemove[2]; dirToRemove[0] = DirectionLeft( dir ); dirToRemove[1] = DirectionRight( dir ); for ( int i = 0; i < 2; i++ ) { dir = dirToRemove[i]; while ( GetAdjacentCount( dir ) > 0 ) { CNavArea *adj = GetAdjacentArea( dir, 0 ); Disconnect( adj ); adj->Disconnect( this ); } } }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if the area is approximately flat, using normals computed from opposite corners */ bool CNavArea::IsFlat( void ) const { Vector normal, otherNormal; ComputeNormal( &normal ); ComputeNormal( &otherNormal, true );
float tolerance = nav_coplanar_slope_limit.GetFloat(); if ( ( m_node[ NORTH_WEST ] && m_node[ NORTH_WEST ]->IsOnDisplacement() ) || ( m_node[ NORTH_EAST ] && m_node[ NORTH_EAST ]->IsOnDisplacement() ) || ( m_node[ SOUTH_EAST ] && m_node[ SOUTH_EAST ]->IsOnDisplacement() ) || ( m_node[ SOUTH_WEST ] && m_node[ SOUTH_WEST ]->IsOnDisplacement() ) ) { tolerance = nav_coplanar_slope_limit_displacement.GetFloat(); }
if (DotProduct( normal, otherNormal ) > tolerance) return true;
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if this area and given area are approximately co-planar */ bool CNavArea::IsCoplanar( const CNavArea *area ) const { Vector u, v;
bool isOnDisplacement = ( m_node[ NORTH_WEST ] && m_node[ NORTH_WEST ]->IsOnDisplacement() ) || ( m_node[ NORTH_EAST ] && m_node[ NORTH_EAST ]->IsOnDisplacement() ) || ( m_node[ SOUTH_EAST ] && m_node[ SOUTH_EAST ]->IsOnDisplacement() ) || ( m_node[ SOUTH_WEST ] && m_node[ SOUTH_WEST ]->IsOnDisplacement() );
if ( !isOnDisplacement && !IsFlat() ) return false;
bool areaIsOnDisplacement = ( area->m_node[ NORTH_WEST ] && area->m_node[ NORTH_WEST ]->IsOnDisplacement() ) || ( area->m_node[ NORTH_EAST ] && area->m_node[ NORTH_EAST ]->IsOnDisplacement() ) || ( area->m_node[ SOUTH_EAST ] && area->m_node[ SOUTH_EAST ]->IsOnDisplacement() ) || ( area->m_node[ SOUTH_WEST ] && area->m_node[ SOUTH_WEST ]->IsOnDisplacement() );
if ( !areaIsOnDisplacement && !area->IsFlat() ) return false;
// compute our unit surface normal
Vector normal, otherNormal; ComputeNormal( &normal ); area->ComputeNormal( &otherNormal );
// can only merge areas that are nearly planar, to ensure areas do not differ from underlying geometry much
float tolerance = nav_coplanar_slope_limit.GetFloat(); if ( ( m_node[ NORTH_WEST ] && m_node[ NORTH_WEST ]->IsOnDisplacement() ) || ( m_node[ NORTH_EAST ] && m_node[ NORTH_EAST ]->IsOnDisplacement() ) || ( m_node[ SOUTH_EAST ] && m_node[ SOUTH_EAST ]->IsOnDisplacement() ) || ( m_node[ SOUTH_WEST ] && m_node[ SOUTH_WEST ]->IsOnDisplacement() ) ) { tolerance = nav_coplanar_slope_limit_displacement.GetFloat(); }
if (DotProduct( normal, otherNormal ) > tolerance) return true;
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return Z of area at (x,y) of 'pos' * Trilinear interpolation of Z values at quad edges. * NOTE: pos->z is not used. */
float CNavArea::GetZ( float x, float y ) const RESTRICT { // guard against division by zero due to degenerate areas
#ifdef _X360
// do the compare-against-zero on the integer unit to avoid a fcmp
// IEEE754 float positive zero is simply 0x00. There is also a
// floating-point negative zero (-0.0f == 0x80000000), but given
// how m_inv is computed earlier, that's not a possible value for
// it here, so we don't have to check for that.
//
// oddly, the compiler isn't smart enough to do this on its own
if ( *reinterpret_cast<const unsigned *>(&m_invDxCorners) == 0 || *reinterpret_cast<const unsigned *>(&m_invDyCorners) == 0 ) return m_neZ; #else
if (m_invDxCorners == 0.0f || m_invDyCorners == 0.0f) return m_neZ; #endif
float u = (x - m_nwCorner.x) * m_invDxCorners; float v = (y - m_nwCorner.y) * m_invDyCorners;
// clamp Z values to (x,y) volume
u = fsel( u, u, 0 ); // u >= 0 ? u : 0
u = fsel( u - 1.0f, 1.0f, u ); // u >= 1 ? 1 : u
v = fsel( v, v, 0 ); // v >= 0 ? v : 0
v = fsel( v - 1.0f, 1.0f, v ); // v >= 1 ? 1 : v
float northZ = m_nwCorner.z + u * (m_neZ - m_nwCorner.z); float southZ = m_swZ + u * (m_seCorner.z - m_swZ);
return northZ + v * (southZ - northZ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Return closest point to 'pos' on 'area'. * Returned point is in 'close'. */ void CNavArea::GetClosestPointOnArea( const Vector * RESTRICT pPos, Vector *close ) const RESTRICT { float x, y, z;
// Using fsel rather than compares, as much faster on 360 [7/28/2008 tom]
x = fsel( pPos->x - m_nwCorner.x, pPos->x, m_nwCorner.x ); x = fsel( x - m_seCorner.x, m_seCorner.x, x );
y = fsel( pPos->y - m_nwCorner.y, pPos->y, m_nwCorner.y ); y = fsel( y - m_seCorner.y, m_seCorner.y, y );
z = GetZ( x, y );
close->Init( x, y, z ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Return shortest distance squared between point and this area */ float CNavArea::GetDistanceSquaredToPoint( const Vector &pos ) const { if (pos.x < m_nwCorner.x) { if (pos.y < m_nwCorner.y) { // position is north-west of area
return (m_nwCorner - pos).LengthSqr(); } else if (pos.y > m_seCorner.y) { // position is south-west of area
Vector d; d.x = m_nwCorner.x - pos.x; d.y = m_seCorner.y - pos.y; d.z = m_swZ - pos.z; return d.LengthSqr(); } else { // position is west of area
float d = m_nwCorner.x - pos.x; return d * d; } } else if (pos.x > m_seCorner.x) { if (pos.y < m_nwCorner.y) { // position is north-east of area
Vector d; d.x = m_seCorner.x - pos.x; d.y = m_nwCorner.y - pos.y; d.z = m_neZ - pos.z; return d.LengthSqr(); } else if (pos.y > m_seCorner.y) { // position is south-east of area
return (m_seCorner - pos).LengthSqr(); } else { // position is east of area
float d = pos.x - m_seCorner.x; return d * d; } } else if (pos.y < m_nwCorner.y) { // position is north of area
float d = m_nwCorner.y - pos.y; return d * d; } else if (pos.y > m_seCorner.y) { // position is south of area
float d = pos.y - m_seCorner.y; return d * d; } else { // position is inside of 2D extent of area - find delta Z
float z = GetZ( pos ); float d = z - pos.z; return d * d; } }
//--------------------------------------------------------------------------------------------------------------
CNavArea *CNavArea::GetRandomAdjacentArea( NavDirType dir ) const { int count = m_connect[ dir ].Count(); int which = RandomInt( 0, count-1 );
int i = 0; FOR_EACH_VEC( m_connect[ dir ], it ) { if (i == which) return m_connect[ dir ][ it ].area;
++i; }
return NULL; }
//--------------------------------------------------------------------------------------------------------------
// Build a vector of all adjacent areas
void CNavArea::CollectAdjacentAreas( CUtlVector< CNavArea * > *adjVector ) const { for( int d=0; d<NUM_DIRECTIONS; ++d ) { for( int i=0; i<m_connect[d].Count(); ++i ) { adjVector->AddToTail( m_connect[d].Element(i).area ); } } }
//--------------------------------------------------------------------------------------------------------------
/**
* Compute "portal" between two adjacent areas. * Return center of portal opening, and half-width defining sides of portal from center. * NOTE: center->z is unset. */ void CNavArea::ComputePortal( const CNavArea *to, NavDirType dir, Vector *center, float *halfWidth ) const { if ( dir == NORTH || dir == SOUTH ) { if ( dir == NORTH ) { center->y = m_nwCorner.y; } else { center->y = m_seCorner.y; }
float left = MAX( m_nwCorner.x, to->m_nwCorner.x ); float right = MIN( m_seCorner.x, to->m_seCorner.x );
// clamp to our extent in case areas are disjoint
if ( left < m_nwCorner.x ) { left = m_nwCorner.x; } else if ( left > m_seCorner.x ) { left = m_seCorner.x; }
if ( right < m_nwCorner.x ) { right = m_nwCorner.x; } else if ( right > m_seCorner.x ) { right = m_seCorner.x; }
center->x = ( left + right )/2.0f; *halfWidth = ( right - left )/2.0f; } else // EAST or WEST
{ if ( dir == WEST ) { center->x = m_nwCorner.x; } else { center->x = m_seCorner.x; }
float top = MAX( m_nwCorner.y, to->m_nwCorner.y ); float bottom = MIN( m_seCorner.y, to->m_seCorner.y );
// clamp to our extent in case areas are disjoint
if ( top < m_nwCorner.y ) { top = m_nwCorner.y; } else if ( top > m_seCorner.y ) { top = m_seCorner.y; }
if ( bottom < m_nwCorner.y ) { bottom = m_nwCorner.y; } else if ( bottom > m_seCorner.y ) { bottom = m_seCorner.y; }
center->y = (top + bottom)/2.0f; *halfWidth = (bottom - top)/2.0f; }
center->z = GetZ( center->x, center->y ); }
//--------------------------------------------------------------------------------------------------------------
// compute largest portal to adjacent area, returning direction
NavDirType CNavArea::ComputeLargestPortal( const CNavArea *to, Vector *center, float *halfWidth ) const { NavDirType bestDir = NUM_DIRECTIONS; Vector bestCenter( vec3_origin ); float bestHalfWidth = 0.0f;
Vector centerDir = to->GetCenter() - GetCenter();
for ( int i=0; i<NUM_DIRECTIONS; ++i ) { NavDirType testDir = (NavDirType)i; Vector testCenter; float testHalfWidth;
// Make sure we're not picking the opposite direction
switch ( testDir ) { case NORTH: // -y
if ( centerDir.y >= 0.0f ) continue; break; case SOUTH: // +y
if ( centerDir.y <= 0.0f ) continue; break; case WEST: // -x
if ( centerDir.x >= 0.0f ) continue; break; case EAST: // +x
if ( centerDir.x <= 0.0f ) continue; break; }
ComputePortal( to, testDir, &testCenter, &testHalfWidth ); if ( testHalfWidth > bestHalfWidth ) { bestDir = testDir; bestCenter = testCenter; bestHalfWidth = testHalfWidth; } }
*center = bestCenter; *halfWidth = bestHalfWidth; return bestDir; }
//--------------------------------------------------------------------------------------------------------------
/**
* Compute closest point within the "portal" between to adjacent areas. */ void CNavArea::ComputeClosestPointInPortal( const CNavArea *to, NavDirType dir, const Vector &fromPos, Vector *closePos ) const { // const float margin = 0.0f; //GenerationStepSize/2.0f; // causes trouble with very small/narrow nav areas
const float margin = GenerationStepSize;
if ( dir == NORTH || dir == SOUTH ) { if ( dir == NORTH ) { closePos->y = m_nwCorner.y; } else { closePos->y = m_seCorner.y; }
float left = MAX( m_nwCorner.x, to->m_nwCorner.x ); float right = MIN( m_seCorner.x, to->m_seCorner.x );
// clamp to our extent in case areas are disjoint
// no good - need to push into to area for margins
/*
if (left < m_nwCorner.x) left = m_nwCorner.x; else if (left > m_seCorner.x) left = m_seCorner.x;
if (right < m_nwCorner.x) right = m_nwCorner.x; else if (right > m_seCorner.x) right = m_seCorner.x; */
// keep margin if against edge
/// @todo Need better check whether edge is outer edge or not - partial overlap is missed
float leftMargin = ( to->IsEdge( WEST ) ) ? ( left + margin ) : left; float rightMargin = ( to->IsEdge( EAST ) ) ? ( right - margin ) : right; // if area is narrow, margins may have crossed
if ( leftMargin > rightMargin ) { // use midline
float mid = ( left + right )/2.0f; leftMargin = mid; rightMargin = mid; }
// limit x to within portal
if ( fromPos.x < leftMargin ) { closePos->x = leftMargin; } else if ( fromPos.x > rightMargin ) { closePos->x = rightMargin; } else { closePos->x = fromPos.x; } } else // EAST or WEST
{ if ( dir == WEST ) { closePos->x = m_nwCorner.x; } else { closePos->x = m_seCorner.x; }
float top = MAX( m_nwCorner.y, to->m_nwCorner.y ); float bottom = MIN( m_seCorner.y, to->m_seCorner.y );
// clamp to our extent in case areas are disjoint
// no good - need to push into to area for margins
/*
if (top < m_nwCorner.y) top = m_nwCorner.y; else if (top > m_seCorner.y) top = m_seCorner.y;
if (bottom < m_nwCorner.y) bottom = m_nwCorner.y; else if (bottom > m_seCorner.y) bottom = m_seCorner.y; */ // keep margin if against edge
float topMargin = ( to->IsEdge( NORTH ) ) ? ( top + margin ) : top; float bottomMargin = ( to->IsEdge( SOUTH ) ) ? ( bottom - margin ) : bottom;
// if area is narrow, margins may have crossed
if ( topMargin > bottomMargin ) { // use midline
float mid = ( top + bottom )/2.0f; topMargin = mid; bottomMargin = mid; }
// limit y to within portal
if ( fromPos.y < topMargin ) { closePos->y = topMargin; } else if ( fromPos.y > bottomMargin ) { closePos->y = bottomMargin; } else { closePos->y = fromPos.y; } }
closePos->z = GetZ( closePos->x, closePos->y ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if the given area and 'other' share a colinear edge (ie: no drop-down or step/jump/climb) */ bool CNavArea::IsContiguous( const CNavArea *other ) const { VPROF_BUDGET( "CNavArea::IsContiguous", "NextBot" );
// find which side it is connected on
int dir; for( dir=0; dir<NUM_DIRECTIONS; ++dir ) { if ( IsConnected( other, (NavDirType)dir ) ) break; }
if ( dir == NUM_DIRECTIONS ) return false;
Vector myEdge; float halfWidth; ComputePortal( other, (NavDirType)dir, &myEdge, &halfWidth );
Vector otherEdge; other->ComputePortal( this, OppositeDirection( (NavDirType)dir ), &otherEdge, &halfWidth );
// must use stepheight because rough terrain can have gaps/cracks between adjacent nav areas
return ( myEdge - otherEdge ).IsLengthLessThan( StepHeight ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Return height change between edges of adjacent nav areas (not actual underlying ground) */ float CNavArea::ComputeAdjacentConnectionHeightChange( const CNavArea *destinationArea ) const { VPROF_BUDGET( "CNavArea::ComputeAdjacentConnectionHeightChange", "NextBot" );
// find which side it is connected on
int dir; for( dir=0; dir<NUM_DIRECTIONS; ++dir ) { if ( IsConnected( destinationArea, (NavDirType)dir ) ) break; }
if ( dir == NUM_DIRECTIONS ) return FLT_MAX;
Vector myEdge; float halfWidth; ComputePortal( destinationArea, (NavDirType)dir, &myEdge, &halfWidth );
Vector otherEdge; destinationArea->ComputePortal( this, OppositeDirection( (NavDirType)dir ), &otherEdge, &halfWidth );
return otherEdge.z - myEdge.z; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if there are no bi-directional links on the given side */ bool CNavArea::IsEdge( NavDirType dir ) const { FOR_EACH_VEC( m_connect[ dir ], it ) { const NavConnect connect = m_connect[ dir ][ it ];
if (connect.area->IsConnected( this, OppositeDirection( dir ) )) return false; }
return true; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return direction from this area to the given point */ NavDirType CNavArea::ComputeDirection( Vector *point ) const { if (point->x >= m_nwCorner.x && point->x <= m_seCorner.x) { if (point->y < m_nwCorner.y) return NORTH; else if (point->y > m_seCorner.y) return SOUTH; } else if (point->y >= m_nwCorner.y && point->y <= m_seCorner.y) { if (point->x < m_nwCorner.x) return WEST; else if (point->x > m_seCorner.x) return EAST; }
// find closest direction
Vector to = *point - m_center;
if (fabs(to.x) > fabs(to.y)) { if (to.x > 0.0f) return EAST; return WEST; } else { if (to.y > 0.0f) return SOUTH; return NORTH; }
return NUM_DIRECTIONS; }
//--------------------------------------------------------------------------------------------------------------
bool CNavArea::GetCornerHotspot( NavCornerType corner, Vector hotspot[NUM_CORNERS] ) const { Vector nw = GetCorner( NORTH_WEST ); Vector ne = GetCorner( NORTH_EAST ); Vector sw = GetCorner( SOUTH_WEST ); Vector se = GetCorner( SOUTH_EAST );
float size = 9.0f; size = MIN( size, GetSizeX()/3 ); // make sure the hotspot doesn't extend outside small areas
size = MIN( size, GetSizeY()/3 );
switch ( corner ) { case NORTH_WEST: hotspot[0] = nw; hotspot[1] = hotspot[0] + Vector( size, 0, 0 ); hotspot[2] = hotspot[0] + Vector( size, size, 0 ); hotspot[3] = hotspot[0] + Vector( 0, size, 0 ); break; case NORTH_EAST: hotspot[0] = ne; hotspot[1] = hotspot[0] + Vector( -size, 0, 0 ); hotspot[2] = hotspot[0] + Vector( -size, size, 0 ); hotspot[3] = hotspot[0] + Vector( 0, size, 0 ); break; case SOUTH_WEST: hotspot[0] = sw; hotspot[1] = hotspot[0] + Vector( size, 0, 0 ); hotspot[2] = hotspot[0] + Vector( size, -size, 0 ); hotspot[3] = hotspot[0] + Vector( 0, -size, 0 ); break; case SOUTH_EAST: hotspot[0] = se; hotspot[1] = hotspot[0] + Vector( -size, 0, 0 ); hotspot[2] = hotspot[0] + Vector( -size, -size, 0 ); hotspot[3] = hotspot[0] + Vector( 0, -size, 0 ); break; default: return false; }
for ( int i=1; i<NUM_CORNERS; ++i ) { hotspot[i].z = GetZ( hotspot[i] ); }
Vector eyePos, eyeForward; TheNavMesh->GetEditVectors( &eyePos, &eyeForward );
Ray_t ray; ray.Init( eyePos, eyePos + 10000.0f * eyeForward, vec3_origin, vec3_origin );
float dist = IntersectRayWithTriangle( ray, hotspot[0], hotspot[1], hotspot[2], false ); if ( dist > 0 ) { return true; }
dist = IntersectRayWithTriangle( ray, hotspot[2], hotspot[3], hotspot[0], false ); if ( dist > 0 ) { return true; }
return false; }
//--------------------------------------------------------------------------------------------------------------
NavCornerType CNavArea::GetCornerUnderCursor( void ) const { Vector eyePos, eyeForward; TheNavMesh->GetEditVectors( &eyePos, &eyeForward );
for ( int i=0; i<NUM_CORNERS; ++i ) { Vector hotspot[NUM_CORNERS]; if ( GetCornerHotspot( (NavCornerType)i, hotspot ) ) { return (NavCornerType)i; } }
return NUM_CORNERS; }
//--------------------------------------------------------------------------------------------------------------
/**
* Draw area for debugging */ void CNavArea::Draw( void ) const { NavEditColor color; bool useAttributeColors = true;
const float DebugDuration = NDEBUG_PERSIST_TILL_NEXT_SERVER;
if ( TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) ) { useAttributeColors = false;
if ( m_place == UNDEFINED_PLACE ) { color = NavNoPlaceColor; } else if ( TheNavMesh->GetNavPlace() == m_place ) { color = NavSamePlaceColor; } else { color = NavDifferentPlaceColor; } } else { // normal edit mode
if ( this == TheNavMesh->GetMarkedArea() ) { useAttributeColors = false; color = NavMarkedColor; } else if ( this == TheNavMesh->GetSelectedArea() ) { color = NavSelectedColor; } else { color = NavNormalColor; } }
if ( IsDegenerate() ) { static IntervalTimer blink; static bool blinkOn = false;
if (blink.GetElapsedTime() > 1.0f) { blink.Reset(); blinkOn = !blinkOn; }
useAttributeColors = false;
if (blinkOn) color = NavDegenerateFirstColor; else color = NavDegenerateSecondColor;
NDebugOverlay::Text( GetCenter(), UTIL_VarArgs( "Degenerate area %d", GetID() ), true, DebugDuration ); }
Vector nw, ne, sw, se;
nw = m_nwCorner; se = m_seCorner; ne.x = se.x; ne.y = nw.y; ne.z = m_neZ; sw.x = nw.x; sw.y = se.y; sw.z = m_swZ;
if ( nav_show_light_intensity.GetBool() ) { for ( int i=0; i<NUM_CORNERS; ++i ) { Vector pos = GetCorner( (NavCornerType)i ); Vector end = pos; float lightIntensity = GetLightIntensity(pos); end.z += HumanHeight*lightIntensity; lightIntensity *= 255; // for color
NDebugOverlay::Line( end, pos, lightIntensity, lightIntensity, MAX( 192, lightIntensity ), true, DebugDuration ); } }
int bgcolor[4]; if ( 4 == sscanf( nav_area_bgcolor.GetString(), "%d %d %d %d", &(bgcolor[0]), &(bgcolor[1]), &(bgcolor[2]), &(bgcolor[3]) ) ) { for ( int i=0; i<4; ++i ) bgcolor[i] = clamp( bgcolor[i], 0, 255 );
if ( bgcolor[3] > 0 ) { const Vector offset( 0, 0, 0.8f ); NDebugOverlay::Triangle( nw+offset, se+offset, ne+offset, bgcolor[0], bgcolor[1], bgcolor[2], bgcolor[3], true, DebugDuration ); NDebugOverlay::Triangle( se+offset, nw+offset, sw+offset, bgcolor[0], bgcolor[1], bgcolor[2], bgcolor[3], true, DebugDuration ); } }
const float inset = 0.2f; nw.x += inset; nw.y += inset; ne.x -= inset; ne.y += inset; sw.x += inset; sw.y -= inset; se.x -= inset; se.y -= inset;
if ( GetAttributes() & NAV_MESH_TRANSIENT ) { NavDrawDashedLine( nw, ne, color ); NavDrawDashedLine( ne, se, color ); NavDrawDashedLine( se, sw, color ); NavDrawDashedLine( sw, nw, color ); } else { NavDrawLine( nw, ne, color ); NavDrawLine( ne, se, color ); NavDrawLine( se, sw, color ); NavDrawLine( sw, nw, color ); }
if ( this == TheNavMesh->GetMarkedArea() && TheNavMesh->m_markedCorner != NUM_CORNERS ) { Vector p[NUM_CORNERS]; GetCornerHotspot( TheNavMesh->m_markedCorner, p );
NavDrawLine( p[1], p[2], NavMarkedColor ); NavDrawLine( p[2], p[3], NavMarkedColor ); } if ( this != TheNavMesh->GetMarkedArea() && this == TheNavMesh->GetSelectedArea() && TheNavMesh->IsEditMode( CNavMesh::NORMAL ) ) { NavCornerType bestCorner = GetCornerUnderCursor();
Vector p[NUM_CORNERS]; if ( GetCornerHotspot( bestCorner, p ) ) { NavDrawLine( p[1], p[2], NavSelectedColor ); NavDrawLine( p[2], p[3], NavSelectedColor ); } }
if (GetAttributes() & NAV_MESH_CROUCH) { if ( useAttributeColors ) color = NavAttributeCrouchColor;
NavDrawLine( nw, se, color ); }
if (GetAttributes() & NAV_MESH_JUMP) { if ( useAttributeColors ) color = NavAttributeJumpColor;
if ( !(GetAttributes() & NAV_MESH_CROUCH) ) { NavDrawLine( nw, se, color ); } NavDrawLine( ne, sw, color ); }
if (GetAttributes() & NAV_MESH_PRECISE) { if ( useAttributeColors ) color = NavAttributePreciseColor;
float size = 8.0f; Vector up( m_center.x, m_center.y - size, m_center.z ); Vector down( m_center.x, m_center.y + size, m_center.z ); NavDrawLine( up, down, color );
Vector left( m_center.x - size, m_center.y, m_center.z ); Vector right( m_center.x + size, m_center.y, m_center.z ); NavDrawLine( left, right, color ); }
if (GetAttributes() & NAV_MESH_NO_JUMP) { if ( useAttributeColors ) color = NavAttributeNoJumpColor;
float size = 8.0f; Vector up( m_center.x, m_center.y - size, m_center.z ); Vector down( m_center.x, m_center.y + size, m_center.z ); Vector left( m_center.x - size, m_center.y, m_center.z ); Vector right( m_center.x + size, m_center.y, m_center.z ); NavDrawLine( up, right, color ); NavDrawLine( right, down, color ); NavDrawLine( down, left, color ); NavDrawLine( left, up, color ); }
if (GetAttributes() & NAV_MESH_STAIRS) { if ( useAttributeColors ) color = NavAttributeStairColor;
float northZ = ( GetCorner( NORTH_WEST ).z + GetCorner( NORTH_EAST ).z ) / 2.0f; float southZ = ( GetCorner( SOUTH_WEST ).z + GetCorner( SOUTH_EAST ).z ) / 2.0f; float westZ = ( GetCorner( NORTH_WEST ).z + GetCorner( SOUTH_WEST ).z ) / 2.0f; float eastZ = ( GetCorner( NORTH_EAST ).z + GetCorner( SOUTH_EAST ).z ) / 2.0f;
float deltaEastWest = abs( westZ - eastZ ); float deltaNorthSouth = abs( northZ - southZ );
float stepSize = StepHeight / 2.0f; float t;
if ( deltaEastWest > deltaNorthSouth ) { float inc = stepSize / GetSizeX();
for( t = 0.0f; t <= 1.0f; t += inc ) { float x = m_nwCorner.x + t * GetSizeX(); NavDrawLine( Vector( x, m_nwCorner.y, GetZ( x, m_nwCorner.y ) ), Vector( x, m_seCorner.y, GetZ( x, m_seCorner.y ) ), color ); } } else { float inc = stepSize / GetSizeY();
for( t = 0.0f; t <= 1.0f; t += inc ) { float y = m_nwCorner.y + t * GetSizeY();
NavDrawLine( Vector( m_nwCorner.x, y, GetZ( m_nwCorner.x, y ) ), Vector( m_seCorner.x, y, GetZ( m_seCorner.x, y ) ), color ); } } }
// Stop is represented by an octagon
if (GetAttributes() & NAV_MESH_STOP) { if ( useAttributeColors ) color = NavAttributeStopColor;
float dist = 8.0f; float length = dist/2.5f; Vector start, end;
start = m_center + Vector( dist, -length, 0 ); end = m_center + Vector( dist, length, 0 ); NavDrawLine( start, end, color );
start = m_center + Vector( dist, length, 0 ); end = m_center + Vector( length, dist, 0 ); NavDrawLine( start, end, color );
start = m_center + Vector( -dist, -length, 0 ); end = m_center + Vector( -dist, length, 0 ); NavDrawLine( start, end, color );
start = m_center + Vector( -dist, length, 0 ); end = m_center + Vector( -length, dist, 0 ); NavDrawLine( start, end, color );
start = m_center + Vector( -length, dist, 0 ); end = m_center + Vector( length, dist, 0 ); NavDrawLine( start, end, color );
start = m_center + Vector( -dist, -length, 0 ); end = m_center + Vector( -length, -dist, 0 ); NavDrawLine( start, end, color );
start = m_center + Vector( -length, -dist, 0 ); end = m_center + Vector( length, -dist, 0 ); NavDrawLine( start, end, color );
start = m_center + Vector( length, -dist, 0 ); end = m_center + Vector( dist, -length, 0 ); NavDrawLine( start, end, color ); }
// Walk is represented by an arrow
if (GetAttributes() & NAV_MESH_WALK) { if ( useAttributeColors ) color = NavAttributeWalkColor;
float size = 8.0f; NavDrawHorizontalArrow( m_center + Vector( -size, 0, 0 ), m_center + Vector( size, 0, 0 ), 4, color ); }
// Walk is represented by a double arrow
if (GetAttributes() & NAV_MESH_RUN) { if ( useAttributeColors ) color = NavAttributeRunColor;
float size = 8.0f; float dist = 4.0f; NavDrawHorizontalArrow( m_center + Vector( -size, dist, 0 ), m_center + Vector( size, dist, 0 ), 4, color ); NavDrawHorizontalArrow( m_center + Vector( -size, -dist, 0 ), m_center + Vector( size, -dist, 0 ), 4, color ); }
// Avoid is represented by an exclamation point
if (GetAttributes() & NAV_MESH_AVOID) { if ( useAttributeColors ) color = NavAttributeAvoidColor;
float topHeight = 8.0f; float topWidth = 3.0f; float bottomHeight = 3.0f; float bottomWidth = 2.0f; NavDrawTriangle( m_center, m_center + Vector( -topWidth, topHeight, 0 ), m_center + Vector( +topWidth, topHeight, 0 ), color ); NavDrawTriangle( m_center + Vector( 0, -bottomHeight, 0 ), m_center + Vector( -bottomWidth, -bottomHeight*2, 0 ), m_center + Vector( bottomWidth, -bottomHeight*2, 0 ), color ); }
if ( IsBlocked( TEAM_ANY ) || HasAvoidanceObstacle() || IsDamaging() ) { NavEditColor color = (IsBlocked( TEAM_ANY ) && ( m_attributeFlags & NAV_MESH_NAV_BLOCKER ) ) ? NavBlockedByFuncNavBlockerColor : NavBlockedByDoorColor; const float blockedInset = 4.0f; nw.x += blockedInset; nw.y += blockedInset; ne.x -= blockedInset; ne.y += blockedInset; sw.x += blockedInset; sw.y -= blockedInset; se.x -= blockedInset; se.y -= blockedInset; NavDrawLine( nw, ne, color ); NavDrawLine( ne, se, color ); NavDrawLine( se, sw, color ); NavDrawLine( sw, nw, color ); } }
//--------------------------------------------------------------------------------------------------------
/**
* Draw area as a filled rect of the given color */ void CNavArea::DrawFilled( int r, int g, int b, int a, float deltaT, bool noDepthTest, float margin ) const { Vector nw = GetCorner( NORTH_WEST ) + Vector( margin, margin, 0.0f ); Vector ne = GetCorner( NORTH_EAST ) + Vector( -margin, margin, 0.0f ); Vector sw = GetCorner( SOUTH_WEST ) + Vector( margin, -margin, 0.0f ); Vector se = GetCorner( SOUTH_EAST ) + Vector( -margin, -margin, 0.0f );
if ( a == 0 ) { NDebugOverlay::Line( nw, ne, r, g, b, true, deltaT ); NDebugOverlay::Line( nw, sw, r, g, b, true, deltaT ); NDebugOverlay::Line( sw, se, r, g, b, true, deltaT ); NDebugOverlay::Line( se, ne, r, g, b, true, deltaT ); } else { NDebugOverlay::Triangle( nw, se, ne, r, g, b, a, noDepthTest, deltaT ); NDebugOverlay::Triangle( se, nw, sw, r, g, b, a, noDepthTest, deltaT ); }
// backside
// NDebugOverlay::Triangle( nw, ne, se, r, g, b, a, noDepthTest, deltaT );
// NDebugOverlay::Triangle( se, sw, nw, r, g, b, a, noDepthTest, deltaT );
}
//--------------------------------------------------------------------------------------------------------
void CNavArea::DrawSelectedSet( const Vector &shift ) const { const float deltaT = NDEBUG_PERSIST_TILL_NEXT_SERVER; int r = s_selectedSetColor.r(); int g = s_selectedSetColor.g(); int b = s_selectedSetColor.b(); int a = s_selectedSetColor.a();
Vector nw = GetCorner( NORTH_WEST ) + shift; Vector ne = GetCorner( NORTH_EAST ) + shift; Vector sw = GetCorner( SOUTH_WEST ) + shift; Vector se = GetCorner( SOUTH_EAST ) + shift;
NDebugOverlay::Triangle( nw, se, ne, r, g, b, a, true, deltaT ); NDebugOverlay::Triangle( se, nw, sw, r, g, b, a, true, deltaT );
r = s_selectedSetBorderColor.r(); g = s_selectedSetBorderColor.g(); b = s_selectedSetBorderColor.b(); NDebugOverlay::Line( nw, ne, r, g, b, true, deltaT ); NDebugOverlay::Line( nw, sw, r, g, b, true, deltaT ); NDebugOverlay::Line( sw, se, r, g, b, true, deltaT ); NDebugOverlay::Line( se, ne, r, g, b, true, deltaT ); }
//--------------------------------------------------------------------------------------------------------
void CNavArea::DrawDragSelectionSet( Color &dragSelectionSetColor ) const { const float deltaT = NDEBUG_PERSIST_TILL_NEXT_SERVER; int r = dragSelectionSetColor.r(); int g = dragSelectionSetColor.g(); int b = dragSelectionSetColor.b(); int a = dragSelectionSetColor.a();
Vector nw = GetCorner( NORTH_WEST ); Vector ne = GetCorner( NORTH_EAST ); Vector sw = GetCorner( SOUTH_WEST ); Vector se = GetCorner( SOUTH_EAST );
NDebugOverlay::Triangle( nw, se, ne, r, g, b, a, true, deltaT ); NDebugOverlay::Triangle( se, nw, sw, r, g, b, a, true, deltaT );
r = s_dragSelectionSetBorderColor.r(); g = s_dragSelectionSetBorderColor.g(); b = s_dragSelectionSetBorderColor.b(); NDebugOverlay::Line( nw, ne, r, g, b, true, deltaT ); NDebugOverlay::Line( nw, sw, r, g, b, true, deltaT ); NDebugOverlay::Line( sw, se, r, g, b, true, deltaT ); NDebugOverlay::Line( se, ne, r, g, b, true, deltaT ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Draw navigation areas and edit them */ void CNavArea::DrawHidingSpots( void ) const { const HidingSpotVector *hidingSpots = GetHidingSpots();
FOR_EACH_VEC( (*hidingSpots), it ) { const HidingSpot *spot = (*hidingSpots)[ it ];
NavEditColor color;
if (spot->IsIdealSniperSpot()) { color = NavIdealSniperColor; } else if (spot->IsGoodSniperSpot()) { color = NavGoodSniperColor; } else if (spot->HasGoodCover()) { color = NavGoodCoverColor; } else { color = NavExposedColor; }
NavDrawLine( spot->GetPosition(), spot->GetPosition() + Vector( 0, 0, 50 ), color ); } }
//--------------------------------------------------------------------------------------------------------------
/**
* Draw ourselves and adjacent areas */ void CNavArea::DrawConnectedAreas( void ) const { int i;
CBasePlayer *player = UTIL_GetListenServerHost(); if (player == NULL) return;
// draw self
if (TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING )) { Draw(); } else { Draw(); DrawHidingSpots(); }
// draw connected ladders
{ FOR_EACH_VEC( m_ladder[ CNavLadder::LADDER_UP ], it ) { CNavLadder *ladder = m_ladder[ CNavLadder::LADDER_UP ][ it ].ladder;
ladder->DrawLadder();
if ( !ladder->IsConnected( this, CNavLadder::LADDER_DOWN ) ) { NavDrawLine( m_center, ladder->m_bottom + Vector( 0, 0, GenerationStepSize ), NavConnectedOneWayColor ); } } } { FOR_EACH_VEC( m_ladder[ CNavLadder::LADDER_DOWN ], it ) { CNavLadder *ladder = m_ladder[ CNavLadder::LADDER_DOWN ][ it ].ladder;
ladder->DrawLadder();
if ( !ladder->IsConnected( this, CNavLadder::LADDER_UP ) ) { NavDrawLine( m_center, ladder->m_top, NavConnectedOneWayColor ); } } }
// draw connected areas
for( i=0; i<NUM_DIRECTIONS; ++i ) { NavDirType dir = (NavDirType)i;
int count = GetAdjacentCount( dir );
for( int a=0; a<count; ++a ) { CNavArea *adj = GetAdjacentArea( dir, a );
adj->Draw();
if ( !TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) ) { adj->DrawHidingSpots();
Vector from, to; Vector hookPos; float halfWidth; float size = 5.0f; ComputePortal( adj, dir, &hookPos, &halfWidth );
switch( dir ) { case NORTH: from = hookPos + Vector( 0.0f, size, 0.0f ); to = hookPos + Vector( 0.0f, -size, 0.0f ); break; case SOUTH: from = hookPos + Vector( 0.0f, -size, 0.0f ); to = hookPos + Vector( 0.0f, size, 0.0f ); break; case EAST: from = hookPos + Vector( -size, 0.0f, 0.0f ); to = hookPos + Vector( +size, 0.0f, 0.0f ); break; case WEST: from = hookPos + Vector( size, 0.0f, 0.0f ); to = hookPos + Vector( -size, 0.0f, 0.0f ); break; }
from.z = GetZ( from ); to.z = adj->GetZ( to );
Vector drawTo; adj->GetClosestPointOnArea( to, &drawTo );
if ( nav_show_contiguous.GetBool() ) { if ( IsContiguous( adj ) ) NavDrawLine( from, drawTo, NavConnectedContiguous ); else NavDrawLine( from, drawTo, NavConnectedNonContiguous ); } else { if ( adj->IsConnected( this, OppositeDirection( dir ) ) ) NavDrawLine( from, drawTo, NavConnectedTwoWaysColor ); else NavDrawLine( from, drawTo, NavConnectedOneWayColor ); } } } } }
//--------------------------------------------------------------------------------------------------------------
/**
* Add to open list in decreasing value order */ void CNavArea::AddToOpenList( void ) { Assert( (m_openList && m_openList->m_prevOpen == NULL) || m_openList == NULL );
if ( IsOpen() ) { // already on list
return; }
// mark as being on open list for quick check
m_openMarker = m_masterMarker;
// if list is empty, add and return
if ( m_openList == NULL ) { m_openList = this; m_openListTail = this; this->m_prevOpen = NULL; this->m_nextOpen = NULL; return; }
// insert self in ascending cost order
CNavArea *area, *last = NULL; for( area = m_openList; area; area = area->m_nextOpen ) { if ( GetTotalCost() < area->GetTotalCost() ) { break; } last = area; }
if ( area ) { // insert before this area
this->m_prevOpen = area->m_prevOpen;
if ( this->m_prevOpen ) { this->m_prevOpen->m_nextOpen = this; } else { m_openList = this; }
this->m_nextOpen = area; area->m_prevOpen = this; } else { // append to end of list
last->m_nextOpen = this; this->m_prevOpen = last; this->m_nextOpen = NULL;
m_openListTail = this; }
Assert( (m_openList && m_openList->m_prevOpen == NULL) || m_openList == NULL ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Add to tail of the open list */ void CNavArea::AddToOpenListTail( void ) { Assert( (m_openList && m_openList->m_prevOpen == NULL) || m_openList == NULL );
if ( IsOpen() ) { // already on list
return; }
// mark as being on open list for quick check
m_openMarker = m_masterMarker;
// if list is empty, add and return
if ( m_openList == NULL ) { m_openList = this; m_openListTail = this; this->m_prevOpen = NULL; this->m_nextOpen = NULL;
Assert( (m_openList && m_openList->m_prevOpen == NULL) || m_openList == NULL ); return; }
// append to end of list
m_openListTail->m_nextOpen = this;
this->m_prevOpen = m_openListTail; this->m_nextOpen = NULL;
m_openListTail = this;
Assert( (m_openList && m_openList->m_prevOpen == NULL) || m_openList == NULL ); }
//--------------------------------------------------------------------------------------------------------------
/**
* A smaller value has been found, update this area on the open list * @todo "bubbling" does unnecessary work, since the order of all other nodes will be unchanged - only this node is altered */ void CNavArea::UpdateOnOpenList( void ) { // since value can only decrease, bubble this area up from current spot
while( m_prevOpen && this->GetTotalCost() < m_prevOpen->GetTotalCost() ) { // swap position with predecessor
CNavArea *other = m_prevOpen; CNavArea *before = other->m_prevOpen; CNavArea *after = this->m_nextOpen;
this->m_nextOpen = other; this->m_prevOpen = before;
other->m_prevOpen = this; other->m_nextOpen = after;
if ( before ) { before->m_nextOpen = this; } else { m_openList = this; }
if ( after ) { after->m_prevOpen = other; } else { m_openListTail = this; } } }
//--------------------------------------------------------------------------------------------------------------
void CNavArea::RemoveFromOpenList( void ) { if ( m_openMarker == 0 ) { // not on the list
return; }
if ( m_prevOpen ) { m_prevOpen->m_nextOpen = m_nextOpen; } else { m_openList = m_nextOpen; } if ( m_nextOpen ) { m_nextOpen->m_prevOpen = m_prevOpen; } else { m_openListTail = m_prevOpen; } // zero is an invalid marker
m_openMarker = 0; }
//--------------------------------------------------------------------------------------------------------------
/**
* Clears the open and closed lists for a new search */ void CNavArea::ClearSearchLists( void ) { // effectively clears all open list pointers and closed flags
CNavArea::MakeNewMarker();
m_openList = NULL; m_openListTail = NULL; }
//--------------------------------------------------------------------------------------------------------------
void CNavArea::SetCorner( NavCornerType corner, const Vector& newPosition ) { switch( corner ) { case NORTH_WEST: m_nwCorner = newPosition; break;
case NORTH_EAST: m_seCorner.x = newPosition.x; m_nwCorner.y = newPosition.y; m_neZ = newPosition.z; break;
case SOUTH_WEST: m_nwCorner.x = newPosition.x; m_seCorner.y = newPosition.y; m_swZ = newPosition.z; break;
case SOUTH_EAST: m_seCorner = newPosition; break;
default: { Vector oldPosition = GetCenter(); Vector delta = newPosition - oldPosition; m_nwCorner += delta; m_seCorner += delta; m_neZ += delta.z; m_swZ += delta.z; } }
m_center.x = (m_nwCorner.x + m_seCorner.x)/2.0f; m_center.y = (m_nwCorner.y + m_seCorner.y)/2.0f; m_center.z = (m_nwCorner.z + m_seCorner.z)/2.0f;
if ( ( m_seCorner.x - m_nwCorner.x ) > 0.0f && ( m_seCorner.y - m_nwCorner.y ) > 0.0f ) { m_invDxCorners = 1.0f / ( m_seCorner.x - m_nwCorner.x ); m_invDyCorners = 1.0f / ( m_seCorner.y - m_nwCorner.y ); } else { m_invDxCorners = m_invDyCorners = 0; }
CalcDebugID(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if an existing hiding spot is too close to given position */ bool CNavArea::IsHidingSpotCollision( const Vector &pos ) const { const float collisionRange = 30.0f;
FOR_EACH_VEC( m_hidingSpots, it ) { const HidingSpot *spot = m_hidingSpots[ it ];
if ((spot->GetPosition() - pos).IsLengthLessThan( collisionRange )) return true; }
return false; }
//--------------------------------------------------------------------------------------------------------------
bool IsHidingSpotInCover( const Vector &spot ) { int coverCount = 0; trace_t result;
Vector from = spot; from.z += HalfHumanHeight;
Vector to;
// if we are crouched underneath something, that counts as good cover
to = from + Vector( 0, 0, 20.0f ); UTIL_TraceLine( from, to, MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result ); if (result.fraction != 1.0f) return true;
const float coverRange = 100.0f; const float inc = M_PI / 8.0f;
for( float angle = 0.0f; angle < 2.0f * M_PI; angle += inc ) { to = from + Vector( coverRange * (float)cos(angle), coverRange * (float)sin(angle), HalfHumanHeight );
UTIL_TraceLine( from, to, MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
// if traceline hit something, it hit "cover"
if (result.fraction != 1.0f) ++coverCount; }
// if more than half of the circle has no cover, the spot is not "in cover"
const int halfCover = 8; if (coverCount < halfCover) return false;
return true; }
//--------------------------------------------------------------------------------------------------------------
/**
* Finds the hiding spot position in a corner's area. If the typical inset is off the nav area (small * hand-constructed areas), it tries to fit the position inside the area. */ static Vector FindPositionInArea( CNavArea *area, NavCornerType corner ) { int multX = 1, multY = 1; switch ( corner ) { case NORTH_WEST: break; case NORTH_EAST: multX = -1; break; case SOUTH_WEST: multY = -1; break; case SOUTH_EAST: multX = -1; multY = -1; break; }
const float offset = 12.5f; Vector cornerPos = area->GetCorner( corner );
// Try the basic inset
Vector pos = cornerPos + Vector( offset*multX, offset*multY, 0.0f ); if ( !area->IsOverlapping( pos ) ) { // Try pulling the Y offset to the area's center
pos = cornerPos + Vector( offset*multX, area->GetSizeY()*0.5f*multY, 0.0f ); if ( !area->IsOverlapping( pos ) ) { // Try pulling the X offset to the area's center
pos = cornerPos + Vector( area->GetSizeX()*0.5f*multX, offset*multY, 0.0f ); if ( !area->IsOverlapping( pos ) ) { // Try pulling the X and Y offsets to the area's center
pos = cornerPos + Vector( area->GetSizeX()*0.5f*multX, area->GetSizeY()*0.5f*multY, 0.0f ); if ( !area->IsOverlapping( pos ) ) { AssertMsg( false, "A Hiding Spot can't be placed on its area at (%.0f %.0f %.0f)", cornerPos.x, cornerPos.y, cornerPos.z );
// Just pull the position to a small offset
pos = cornerPos + Vector( 1.0f*multX, 1.0f*multY, 0.0f ); if ( !area->IsOverlapping( pos ) ) { // Nothing is working (degenerate area?), so just put it directly on the corner
pos = cornerPos; } } } } }
return pos; }
//--------------------------------------------------------------------------------------------------------------
/**
* Analyze local area neighborhood to find "hiding spots" for this area */ void CNavArea::ComputeHidingSpots( void ) { struct { float lo, hi; } extent;
m_hidingSpots.PurgeAndDeleteElements();
// "jump areas" cannot have hiding spots
if ( GetAttributes() & NAV_MESH_JUMP ) return;
// "don't hide areas" cannot have hiding spots
if ( GetAttributes() & NAV_MESH_DONT_HIDE ) return;
int cornerCount[NUM_CORNERS]; for( int i=0; i<NUM_CORNERS; ++i ) cornerCount[i] = 0;
const float cornerSize = 20.0f;
// for each direction, find extents of adjacent areas along the wall
for( int d=0; d<NUM_DIRECTIONS; ++d ) { extent.lo = 999999.9f; extent.hi = -999999.9f;
bool isHoriz = (d == NORTH || d == SOUTH) ? true : false;
FOR_EACH_VEC( m_connect[d], it ) { NavConnect connect = m_connect[ d ][ it ];
// if connection is only one-way, it's a "jump down" connection (ie: a discontinuity that may mean cover)
// ignore it
if (connect.area->IsConnected( this, OppositeDirection( static_cast<NavDirType>( d ) ) ) == false) continue;
// ignore jump areas
if (connect.area->GetAttributes() & NAV_MESH_JUMP) continue;
if (isHoriz) { if (connect.area->m_nwCorner.x < extent.lo) extent.lo = connect.area->m_nwCorner.x;
if (connect.area->m_seCorner.x > extent.hi) extent.hi = connect.area->m_seCorner.x; } else { if (connect.area->m_nwCorner.y < extent.lo) extent.lo = connect.area->m_nwCorner.y;
if (connect.area->m_seCorner.y > extent.hi) extent.hi = connect.area->m_seCorner.y; } }
switch( d ) { case NORTH: if (extent.lo - m_nwCorner.x >= cornerSize) ++cornerCount[ NORTH_WEST ];
if (m_seCorner.x - extent.hi >= cornerSize) ++cornerCount[ NORTH_EAST ]; break;
case SOUTH: if (extent.lo - m_nwCorner.x >= cornerSize) ++cornerCount[ SOUTH_WEST ];
if (m_seCorner.x - extent.hi >= cornerSize) ++cornerCount[ SOUTH_EAST ]; break;
case EAST: if (extent.lo - m_nwCorner.y >= cornerSize) ++cornerCount[ NORTH_EAST ];
if (m_seCorner.y - extent.hi >= cornerSize) ++cornerCount[ SOUTH_EAST ]; break;
case WEST: if (extent.lo - m_nwCorner.y >= cornerSize) ++cornerCount[ NORTH_WEST ];
if (m_seCorner.y - extent.hi >= cornerSize) ++cornerCount[ SOUTH_WEST ]; break; } }
for ( int c=0; c<NUM_CORNERS; ++c ) { // if a corner count is 2, then it really is a corner (walls on both sides)
if (cornerCount[c] == 2) { Vector pos = FindPositionInArea( this, (NavCornerType)c ); if ( !c || !IsHidingSpotCollision( pos ) ) { HidingSpot *spot = TheNavMesh->CreateHidingSpot(); spot->SetPosition( pos ); spot->SetFlags( IsHidingSpotInCover( pos ) ? HidingSpot::IN_COVER : HidingSpot::EXPOSED ); m_hidingSpots.AddToTail( spot ); } } } }
//--------------------------------------------------------------------------------------------------------------
/**
* Determine how much walkable area we can see from the spot, and how far away we can see. */ void ClassifySniperSpot( HidingSpot *spot ) { Vector eye = spot->GetPosition();
CNavArea *hidingArea = TheNavMesh->GetNavArea( spot->GetPosition() ); if (hidingArea && (hidingArea->GetAttributes() & NAV_MESH_STAND)) { // we will be standing at this hiding spot
eye.z += HumanEyeHeight; } else { // we are crouching when at this hiding spot
eye.z += HumanCrouchEyeHeight; }
Vector walkable; trace_t result;
Extent sniperExtent; float farthestRangeSq = 0.0f; const float minSniperRangeSq = 1000.0f * 1000.0f; bool found = false;
// to make compiler stop warning me
sniperExtent.lo = Vector( 0.0f, 0.0f, 0.0f ); sniperExtent.hi = Vector( 0.0f, 0.0f, 0.0f );
Extent areaExtent; FOR_EACH_VEC( TheNavAreas, it ) { CNavArea *area = TheNavAreas[ it ];
area->GetExtent( &areaExtent );
// scan this area
for( walkable.y = areaExtent.lo.y + GenerationStepSize/2.0f; walkable.y < areaExtent.hi.y; walkable.y += GenerationStepSize ) { for( walkable.x = areaExtent.lo.x + GenerationStepSize/2.0f; walkable.x < areaExtent.hi.x; walkable.x += GenerationStepSize ) { walkable.z = area->GetZ( walkable ) + HalfHumanHeight; // check line of sight
UTIL_TraceLine( eye, walkable, CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP, NULL, COLLISION_GROUP_NONE, &result );
if (result.fraction == 1.0f && !result.startsolid) { // can see this spot
// keep track of how far we can see
float rangeSq = (eye - walkable).LengthSqr(); if (rangeSq > farthestRangeSq) { farthestRangeSq = rangeSq;
if (rangeSq >= minSniperRangeSq) { // this is a sniper spot
// determine how good of a sniper spot it is by keeping track of the snipable area
if (found) { if (walkable.x < sniperExtent.lo.x) sniperExtent.lo.x = walkable.x; if (walkable.x > sniperExtent.hi.x) sniperExtent.hi.x = walkable.x;
if (walkable.y < sniperExtent.lo.y) sniperExtent.lo.y = walkable.y; if (walkable.y > sniperExtent.hi.y) sniperExtent.hi.y = walkable.y; } else { sniperExtent.lo = walkable; sniperExtent.hi = walkable; found = true; } } } } } } }
if (found) { // if we can see a large snipable area, it is an "ideal" spot
float snipableArea = sniperExtent.Area();
const float minIdealSniperArea = 200.0f * 200.0f; const float longSniperRangeSq = 1500.0f * 1500.0f;
if (snipableArea >= minIdealSniperArea || farthestRangeSq >= longSniperRangeSq) spot->m_flags |= HidingSpot::IDEAL_SNIPER_SPOT; else spot->m_flags |= HidingSpot::GOOD_SNIPER_SPOT; } }
//--------------------------------------------------------------------------------------------------------------
/**
* Analyze local area neighborhood to find "sniper spots" for this area */ void CNavArea::ComputeSniperSpots( void ) { if (nav_quicksave.GetBool()) return;
FOR_EACH_VEC( m_hidingSpots, it ) { HidingSpot *spot = m_hidingSpots[ it ];
ClassifySniperSpot( spot ); } }
//--------------------------------------------------------------------------------------------------------------
/**
* Given the areas we are moving between, return the spots we will encounter */ SpotEncounter *CNavArea::GetSpotEncounter( const CNavArea *from, const CNavArea *to ) { if (from && to) { SpotEncounter *e;
FOR_EACH_VEC( m_spotEncounters, it ) { e = m_spotEncounters[ it ];
if (e->from.area == from && e->to.area == to) return e; } }
return NULL; }
//--------------------------------------------------------------------------------------------------------------
/**
* Add spot encounter data when moving from area to area */ void CNavArea::AddSpotEncounters( const CNavArea *from, NavDirType fromDir, const CNavArea *to, NavDirType toDir ) { SpotEncounter *e = new SpotEncounter;
e->from.area = const_cast<CNavArea *>( from ); e->fromDir = fromDir;
e->to.area = const_cast<CNavArea *>( to ); e->toDir = toDir;
float halfWidth; ComputePortal( to, toDir, &e->path.to, &halfWidth ); ComputePortal( from, fromDir, &e->path.from, &halfWidth );
const float eyeHeight = HumanEyeHeight; e->path.from.z = from->GetZ( e->path.from ) + eyeHeight; e->path.to.z = to->GetZ( e->path.to ) + eyeHeight;
// step along ray and track which spots can be seen
Vector dir = e->path.to - e->path.from; float length = dir.NormalizeInPlace();
// create unique marker to flag used spots
HidingSpot::ChangeMasterMarker();
const float stepSize = 25.0f; // 50
const float seeSpotRange = 2000.0f; // 3000
trace_t result;
Vector eye, delta; HidingSpot *spot; SpotOrder spotOrder;
// step along path thru this area
bool done = false; for( float along = 0.0f; !done; along += stepSize ) { // make sure we check the endpoint of the path segment
if (along >= length) { along = length; done = true; }
// move the eyepoint along the path segment
eye = e->path.from + along * dir;
// check each hiding spot for visibility
FOR_EACH_VEC( TheHidingSpots, it ) { spot = TheHidingSpots[ it ];
// only look at spots with cover (others are out in the open and easily seen)
if (!spot->HasGoodCover()) continue;
if (spot->IsMarked()) continue;
const Vector &spotPos = spot->GetPosition();
delta.x = spotPos.x - eye.x; delta.y = spotPos.y - eye.y; delta.z = (spotPos.z + eyeHeight) - eye.z;
// check if in range
if (delta.IsLengthGreaterThan( seeSpotRange )) continue;
// check if we have LOS
// BOTPORT: ignore glass here
UTIL_TraceLine( eye, Vector( spotPos.x, spotPos.y, spotPos.z + HalfHumanHeight ), MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result ); if (result.fraction != 1.0f) continue;
// if spot is in front of us along our path, ignore it
delta.NormalizeInPlace(); float dot = DotProduct( dir, delta ); if (dot < 0.7071f && dot > -0.7071f) { // we only want to keep spots that BECOME visible as we walk past them
// therefore, skip ALL visible spots at the start of the path segment
if (along > 0.0f) { // add spot to encounter
spotOrder.spot = spot; spotOrder.t = along/length; e->spots.AddToTail( spotOrder ); } }
// mark spot as encountered
spot->Mark(); } }
// add encounter to list
m_spotEncounters.AddToTail( e ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Compute "spot encounter" data. This is an ordered list of spots to look at * for each possible path thru a nav area. */ void CNavArea::ComputeSpotEncounters( void ) { m_spotEncounters.RemoveAll();
if (nav_quicksave.GetBool()) return;
// for each adjacent area
for( int fromDir=0; fromDir<NUM_DIRECTIONS; ++fromDir ) { FOR_EACH_VEC( m_connect[ fromDir ], it ) { NavConnect *fromCon = &(m_connect[ fromDir ][ it ]);
// compute encounter data for path to each adjacent area
for( int toDir=0; toDir<NUM_DIRECTIONS; ++toDir ) { FOR_EACH_VEC( m_connect[ toDir ], ot ) { NavConnect *toCon = &(m_connect[ toDir ][ ot ]);
if (toCon == fromCon) continue;
// just do our direction, as we'll loop around for other direction
AddSpotEncounters( fromCon->area, (NavDirType)fromDir, toCon->area, (NavDirType)toDir ); } } } } }
//--------------------------------------------------------------------------------------------------------------
/**
* Decay the danger values */ void CNavArea::DecayDanger( void ) { for( int i=0; i<MAX_NAV_TEAMS; ++i ) { float deltaT = gpGlobals->curtime - m_dangerTimestamp[i]; float decayAmount = GetDangerDecayRate() * deltaT;
m_danger[i] -= decayAmount; if (m_danger[i] < 0.0f) m_danger[i] = 0.0f;
// update timestamp
m_dangerTimestamp[i] = gpGlobals->curtime; } }
//--------------------------------------------------------------------------------------------------------------
/**
* Increase the danger of this area for the given team */ void CNavArea::IncreaseDanger( int teamID, float amount ) { // before we add the new value, decay what's there
DecayDanger();
int teamIdx = teamID % MAX_NAV_TEAMS;
m_danger[ teamIdx ] += amount; m_dangerTimestamp[ teamIdx ] = gpGlobals->curtime; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return the danger of this area (decays over time) */ float CNavArea::GetDanger( int teamID ) { DecayDanger();
int teamIdx = teamID % MAX_NAV_TEAMS; return m_danger[ teamIdx ]; }
//--------------------------------------------------------------------------------------------------------------
/**
* Returns a 0..1 light intensity for the given point */ float CNavArea::GetLightIntensity( const Vector &pos ) const { Vector testPos; testPos.x = clamp( pos.x, m_nwCorner.x, m_seCorner.x ); testPos.y = clamp( pos.y, m_nwCorner.y, m_seCorner.y ); testPos.z = pos.z;
float dX = (testPos.x - m_nwCorner.x) / (m_seCorner.x - m_nwCorner.x); float dY = (testPos.y - m_nwCorner.y) / (m_seCorner.y - m_nwCorner.y);
float northLight = m_lightIntensity[ NORTH_WEST ] * ( 1 - dX ) + m_lightIntensity[ NORTH_EAST ] * dX; float southLight = m_lightIntensity[ SOUTH_WEST ] * ( 1 - dX ) + m_lightIntensity[ SOUTH_EAST ] * dX; float light = northLight * ( 1 - dY ) + southLight * dY;
return light; }
//--------------------------------------------------------------------------------------------------------------
/**
* Returns a 0..1 light intensity for the given point */ float CNavArea::GetLightIntensity( float x, float y ) const { return GetLightIntensity( Vector( x, y, 0 ) ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Returns a 0..1 light intensity averaged over the whole area */ float CNavArea::GetLightIntensity( void ) const { float light = m_lightIntensity[ NORTH_WEST ]; light += m_lightIntensity[ NORTH_EAST ]; light += m_lightIntensity[ SOUTH_WEST]; light += m_lightIntensity[ SOUTH_EAST ]; return light / 4.0f; }
//--------------------------------------------------------------------------------------------------------------
/**
* Compute light intensity at corners and center (requires client via listenserver) */ bool CNavArea::ComputeLighting( void ) { if ( engine->IsDedicatedServer() ) { for ( int i=0; i<NUM_CORNERS; ++i ) { m_lightIntensity[i] = 1.0f; }
return true; }
// Calculate light at the corners
for ( int i=0; i<NUM_CORNERS; ++i ) { Vector pos = FindPositionInArea( this, (NavCornerType)i ); pos.z = GetZ( pos ) + HalfHumanHeight - StepHeight; // players light from their centers, and we light from slightly below that, to allow for low ceilings
float height; if ( TheNavMesh->GetGroundHeight( pos, &height ) ) { pos.z = height + HalfHumanHeight - StepHeight; // players light from their centers, and we light from slightly below that, to allow for low ceilings
}
Vector light( 0, 0, 0 ); // FIXMEL4DTOMAINMERGE
//if ( !engine->GetLightForPointListenServerOnly( pos, false, &light ) )
//{
//NDebugOverlay::Line( pos, pos + Vector( 0, 0, -100 ), 255, 0, 0, false, 100.0f );
// return false;
//}
Vector ambientColor; // FIXMEL4DTOMAINMERGE
//if ( !GetTerrainAmbientLightAtPoint( pos, &ambientColor ) )
{ //NDebugOverlay::Line( pos, pos + Vector( 0, 0, -100 ), 255, 127, 0, false, 100.0f );
return false; }
//NDebugOverlay::Line( pos, pos + Vector( 0, 0, -100 ), 0, 255, 127, false, 100.0f );
float ambientIntensity = ambientColor.x + ambientColor.y + ambientColor.z; float lightIntensity = light.x + light.y + light.z; lightIntensity = clamp( lightIntensity, 0.f, 1.f ); // sum can go well over 1.0, but it's the lower region we care about. if it's bright, we don't need to know *how* bright.
lightIntensity = MAX( lightIntensity, ambientIntensity );
m_lightIntensity[i] = lightIntensity; }
return true; }
//--------------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_update_lighting, "Recomputes lighting values", FCVAR_CHEAT ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
int numComputed = 0; if ( args.ArgC() == 2 ) { int areaID = atoi( args[1] ); CNavArea *area = TheNavMesh->GetNavAreaByID( areaID ); if ( area ) { if ( area->ComputeLighting() ) { ++numComputed; } } } else { FOR_EACH_VEC( TheNavAreas, index ) { CNavArea *area = TheNavAreas[ index ]; if ( area->ComputeLighting() ) { ++numComputed; } } } DevMsg( "Computed lighting for %d/%d areas\n", numComputed, TheNavAreas.Count() ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Raise/lower a corner */ void CNavArea::RaiseCorner( NavCornerType corner, int amount, bool raiseAdjacentCorners ) { if ( corner == NUM_CORNERS ) { RaiseCorner( NORTH_WEST, amount, raiseAdjacentCorners ); RaiseCorner( NORTH_EAST, amount, raiseAdjacentCorners ); RaiseCorner( SOUTH_WEST, amount, raiseAdjacentCorners ); RaiseCorner( SOUTH_EAST, amount, raiseAdjacentCorners ); return; }
// Move the corner
switch (corner) { case NORTH_WEST: m_nwCorner.z += amount; break; case NORTH_EAST: m_neZ += amount; break; case SOUTH_WEST: m_swZ += amount; break; case SOUTH_EAST: m_seCorner.z += amount; break; }
// Recompute the center
m_center.x = (m_nwCorner.x + m_seCorner.x)/2.0f; m_center.y = (m_nwCorner.y + m_seCorner.y)/2.0f; m_center.z = (m_nwCorner.z + m_seCorner.z)/2.0f;
if ( ( m_seCorner.x - m_nwCorner.x ) > 0.0f && ( m_seCorner.y - m_nwCorner.y ) > 0.0f ) { m_invDxCorners = 1.0f / ( m_seCorner.x - m_nwCorner.x ); m_invDyCorners = 1.0f / ( m_seCorner.y - m_nwCorner.y ); } else { m_invDxCorners = m_invDyCorners = 0; }
if ( !raiseAdjacentCorners || nav_corner_adjust_adjacent.GetFloat() <= 0.0f ) { return; }
// Find nearby areas that share the corner
CNavArea::MakeNewMarker(); Mark();
const float tolerance = nav_corner_adjust_adjacent.GetFloat();
Vector cornerPos = GetCorner( corner ); cornerPos.z -= amount; // use the pre-adjustment corner for adjacency checks
int gridX = TheNavMesh->WorldToGridX( cornerPos.x ); int gridY = TheNavMesh->WorldToGridY( cornerPos.y );
const int shift = 1; // try a 3x3 set of grids in case we're on the edge
for( int x = gridX - shift; x <= gridX + shift; ++x ) { if (x < 0 || x >= TheNavMesh->m_gridSizeX) continue;
for( int y = gridY - shift; y <= gridY + shift; ++y ) { if (y < 0 || y >= TheNavMesh->m_gridSizeY) continue;
NavAreaVector *areas = &TheNavMesh->m_grid[ x + y*TheNavMesh->m_gridSizeX ];
// find closest area in this cell
FOR_EACH_VEC( (*areas), it ) { CNavArea *area = (*areas)[ it ];
// skip if we've already visited this area
if (area->IsMarked()) continue;
area->Mark();
Vector areaPos; for ( int i=0; i<NUM_CORNERS; ++i ) { areaPos = area->GetCorner( NavCornerType(i) ); if ( areaPos.DistTo( cornerPos ) < tolerance ) { float heightDiff = (cornerPos.z + amount ) - areaPos.z; area->RaiseCorner( NavCornerType(i), heightDiff, false ); } } } } } }
//--------------------------------------------------------------------------------------------------------------
/**
* FindGroundZFromPoint walks from the start position to the end position in GenerationStepSize increments, * checking the ground height along the way. */ float FindGroundZFromPoint( const Vector& end, const Vector& start ) { Vector step( 0, 0, StepHeight ); if ( fabs( end.x - start.x ) > fabs( end.y - start.y ) ) { step.x = GenerationStepSize; if ( end.x < start.x ) { step.x = -step.x; } } else { step.y = GenerationStepSize; if ( end.y < start.y ) { step.y = -step.y; } }
// step towards our end point
Vector point = start; float z; while ( point.AsVector2D().DistTo( end.AsVector2D() ) > GenerationStepSize ) { point = point + step; z = point.z; if ( TheNavMesh->GetGroundHeight( point, &z ) ) { point.z = z; } else { point.z -= step.z; } }
// now do the exact one once we're within GenerationStepSize of it
z = point.z + step.z; point = end; point.z = z; if ( TheNavMesh->GetGroundHeight( point, &z ) ) { point.z = z; } else { point.z -= step.z; }
return point.z; }
//--------------------------------------------------------------------------------------------------------------
/**
* Finds the Z value for a corner given two other corner points. This walks along the edges of the nav area * in GenerationStepSize increments, to increase accuracy. */ float FindGroundZ( const Vector& original, const Vector& corner1, const Vector& corner2 ) { float first = FindGroundZFromPoint( original, corner1 ); float second = FindGroundZFromPoint( original, corner2 );
if ( fabs( first - second ) > StepHeight ) { // approaching the point from the two directions didn't agree. Take the one closest to the original z.
if ( fabs( original.z - first ) > fabs( original.z - second ) ) { return second; } else { return first; } }
return first; }
//--------------------------------------------------------------------------------------------------------------
/**
* Places a corner (or all corners if corner == NUM_CORNERS) on the ground */ void CNavArea::PlaceOnGround( NavCornerType corner, float inset ) { trace_t result; Vector from, to;
Vector nw = m_nwCorner + Vector ( inset, inset, 0 ); Vector se = m_seCorner + Vector ( -inset, -inset, 0 ); Vector ne, sw; ne.x = se.x; ne.y = nw.y; ne.z = m_neZ; sw.x = nw.x; sw.y = se.y; sw.z = m_swZ;
if ( corner == NORTH_WEST || corner == NUM_CORNERS ) { float newZ = FindGroundZ( nw, ne, sw ); RaiseCorner( NORTH_WEST, newZ - nw.z ); }
if ( corner == NORTH_EAST || corner == NUM_CORNERS ) { float newZ = FindGroundZ( ne, nw, se ); RaiseCorner( NORTH_EAST, newZ - ne.z ); }
if ( corner == SOUTH_WEST || corner == NUM_CORNERS ) { float newZ = FindGroundZ( sw, nw, se ); RaiseCorner( SOUTH_WEST, newZ - sw.z ); }
if ( corner == SOUTH_EAST || corner == NUM_CORNERS ) { float newZ = FindGroundZ( se, ne, sw ); RaiseCorner( SOUTH_EAST, newZ - se.z ); } }
//--------------------------------------------------------------------------------------------------------------
/**
* Shift the nav area */ void CNavArea::Shift( const Vector &shift ) { m_nwCorner += shift; m_seCorner += shift; m_center += shift; }
//--------------------------------------------------------------------------------------------------------------
static void CommandNavUpdateBlocked( void ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
if ( TheNavMesh->GetMarkedArea() ) { CNavArea *area = TheNavMesh->GetMarkedArea(); area->UpdateBlocked( true ); if ( area->IsBlocked( TEAM_ANY ) ) { DevMsg( "Area #%d %s is blocked\n", area->GetID(), VecToString( area->GetCenter() + Vector( 0, 0, HalfHumanHeight ) ) ); } } else { float start = Plat_FloatTime(); CNavArea *blockedArea = NULL; FOR_EACH_VEC( TheNavAreas, nit ) { CNavArea *area = TheNavAreas[ nit ]; area->UpdateBlocked( true ); if ( area->IsBlocked( TEAM_ANY ) ) { DevMsg( "Area #%d %s is blocked\n", area->GetID(), VecToString( area->GetCenter() + Vector( 0, 0, HalfHumanHeight ) ) ); if ( !blockedArea ) { blockedArea = area; } } }
float end = Plat_FloatTime(); float time = (end - start) * 1000.0f; DevMsg( "nav_update_blocked took %2.2f ms\n", time );
if ( blockedArea ) { CBasePlayer *player = UTIL_GetListenServerHost(); if ( player ) { if ( ( player->IsDead() || player->IsObserver() ) && player->GetObserverMode() == OBS_MODE_ROAMING ) { Vector origin = blockedArea->GetCenter() + Vector( 0, 0, 0.75f * HumanHeight ); UTIL_SetOrigin( player, origin ); } } } } } static ConCommand nav_update_blocked( "nav_update_blocked", CommandNavUpdateBlocked, "Updates the blocked/unblocked status for every nav area.", FCVAR_GAMEDLL );
//--------------------------------------------------------------------------------------------------------
bool CNavArea::IsBlocked( int teamID, bool ignoreNavBlockers ) const { if ( ignoreNavBlockers && ( m_attributeFlags & NAV_MESH_NAV_BLOCKER ) ) { return false; }
#ifdef TERROR
if ( ( teamID == TEAM_SURVIVOR ) && ( m_attributeFlags & CNavArea::NAV_PLAYERCLIP ) ) return true; #endif
if ( teamID == TEAM_ANY ) { bool isBlocked = false; for ( int i=0; i<MAX_NAV_TEAMS; ++i ) { isBlocked |= m_isBlocked[ i ]; }
return isBlocked; }
int teamIdx = teamID % MAX_NAV_TEAMS; return m_isBlocked[ teamIdx ]; }
//--------------------------------------------------------------------------------------------------------
void CNavArea::MarkAsBlocked( int teamID, CBaseEntity *blocker, bool bGenerateEvent ) { if ( blocker && blocker->ClassMatches( "func_nav_blocker" ) ) { m_attributeFlags |= NAV_MESH_NAV_BLOCKER; }
bool wasBlocked = false; if ( teamID == TEAM_ANY ) { for ( int i=0; i<MAX_NAV_TEAMS; ++i ) { wasBlocked |= m_isBlocked[ i ]; m_isBlocked[ i ] = true; } } else { int teamIdx = teamID % MAX_NAV_TEAMS; wasBlocked |= m_isBlocked[ teamIdx ]; m_isBlocked[ teamIdx ] = true; }
if ( !wasBlocked ) { if ( bGenerateEvent ) { IGameEvent * event = gameeventmanager->CreateEvent( "nav_blocked" ); if ( event ) { event->SetInt( "area", m_id ); event->SetInt( "blocked", 1 ); gameeventmanager->FireEvent( event ); } }
if ( nav_debug_blocked.GetBool() ) { if ( blocker ) { ConColorMsg( Color( 0, 255, 128, 255 ), "%s %d blocked area %d\n", blocker->GetDebugName(), blocker->entindex(), GetID() ); } else { ConColorMsg( Color( 0, 255, 128, 255 ), "non-entity blocked area %d\n", GetID() ); } } TheNavMesh->OnAreaBlocked( this ); } else { if ( nav_debug_blocked.GetBool() ) { if ( blocker ) { ConColorMsg( Color( 0, 255, 128, 255 ), "DUPE: %s %d blocked area %d\n", blocker->GetDebugName(), blocker->entindex(), GetID() ); } else { ConColorMsg( Color( 0, 255, 128, 255 ), "DUPE: non-entity blocked area %d\n", GetID() ); } } } }
//--------------------------------------------------------------------------------------------------------
// checks if any func_nav_blockers are still blocking the area
void CNavArea::UpdateBlockedFromNavBlockers( void ) { VPROF( "CNavArea::UpdateBlockedFromNavBlockers" ); Extent bounds; GetExtent( &bounds );
// Save off old values, reset to not blocked state
m_attributeFlags &= ~NAV_MESH_NAV_BLOCKER; bool oldBlocked[MAX_NAV_TEAMS]; bool wasBlocked = false; for ( int i=0; i<MAX_NAV_TEAMS; ++i ) { oldBlocked[i] = m_isBlocked[i]; wasBlocked = wasBlocked || m_isBlocked[i]; m_isBlocked[i] = false; }
bool isBlocked = CFuncNavBlocker::CalculateBlocked( m_isBlocked, bounds.lo, bounds.hi );
if ( isBlocked ) { m_attributeFlags |= NAV_MESH_NAV_BLOCKER; }
// If we're unblocked, fire a nav_blocked event.
if ( wasBlocked != isBlocked ) { IGameEvent * event = gameeventmanager->CreateEvent( "nav_blocked" ); if ( event ) { event->SetInt( "area", m_id ); event->SetInt( "blocked", isBlocked ); gameeventmanager->FireEvent( event ); }
if ( isBlocked ) { if ( nav_debug_blocked.GetBool() ) { ConColorMsg( Color( 0, 255, 128, 255 ), "area %d is blocked by a nav blocker\n", GetID() ); } TheNavMesh->OnAreaBlocked( this ); } else { if ( nav_debug_blocked.GetBool() ) { ConColorMsg( Color( 0, 128, 255, 255 ), "area %d is unblocked by a nav blocker\n", GetID() ); } TheNavMesh->OnAreaUnblocked( this ); } } }
//--------------------------------------------------------------------------------------------------------------
void CNavArea::UnblockArea( int teamID ) { bool wasBlocked = IsBlocked( teamID );
if ( teamID == TEAM_ANY ) { for ( int i=0; i<MAX_NAV_TEAMS; ++i ) { m_isBlocked[ i ] = false; } } else { int teamIdx = teamID % MAX_NAV_TEAMS; m_isBlocked[ teamIdx ] = false; }
if ( wasBlocked ) { IGameEvent * event = gameeventmanager->CreateEvent( "nav_blocked" ); if ( event ) { event->SetInt( "area", m_id ); event->SetInt( "blocked", false ); gameeventmanager->FireEvent( event ); }
if ( nav_debug_blocked.GetBool() ) { ConColorMsg( Color( 255, 0, 128, 255 ), "area %d is unblocked by UnblockArea\n", GetID() ); } TheNavMesh->OnAreaUnblocked( this ); } }
//--------------------------------------------------------------------------------------------------------------
/**
* Updates the (un)blocked status of the nav area * The semantics of this method have gotten very muddled - needs refactoring (MSB 5/7/09) */ void CNavArea::UpdateBlocked( bool force, int teamID ) { VPROF( "CNavArea::UpdateBlocked" ); if ( !force && !m_blockedTimer.IsElapsed() ) { return; }
const float MaxBlockedCheckInterval = 5; float interval = m_blockedTimer.GetCountdownDuration() + 1; if ( interval > MaxBlockedCheckInterval ) { interval = MaxBlockedCheckInterval; } m_blockedTimer.Start( interval );
if ( ( m_attributeFlags & NAV_MESH_NAV_BLOCKER ) ) { if ( force ) { UpdateBlockedFromNavBlockers(); } return; }
Vector origin = GetCenter(); origin.z += HalfHumanHeight;
const float sizeX = MAX( 1, MIN( GetSizeX()/2 - 5, HalfHumanWidth ) ); const float sizeY = MAX( 1, MIN( GetSizeY()/2 - 5, HalfHumanWidth ) ); Extent bounds; bounds.lo.Init( -sizeX, -sizeY, 0 ); bounds.hi.Init( sizeX, sizeY, VEC_DUCK_HULL_MAX.z - HalfHumanHeight );
bool wasBlocked = IsBlocked( TEAM_ANY );
// See if spot is valid
#ifdef TERROR
// don't unblock func_doors
CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT, WALK_THRU_PROP_DOORS | WALK_THRU_BREAKABLES ); #else
CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT, WALK_THRU_DOORS | WALK_THRU_BREAKABLES ); #endif
trace_t tr; { VPROF( "CNavArea::UpdateBlocked-Trace" ); UTIL_TraceHull( origin, origin, bounds.lo, bounds.hi, MASK_NPCSOLID_BRUSHONLY, &filter, &tr );
}
if ( !tr.startsolid ) { // unblock ourself
#ifdef TERROR
extern ConVar DebugZombieBreakables; if ( DebugZombieBreakables.GetBool() ) #else
if ( false ) #endif
{ NDebugOverlay::Box( origin, bounds.lo, bounds.hi, 0, 255, 0, 10, 5.0f ); } else { for ( int i=0; i<MAX_NAV_TEAMS; ++i ) { m_isBlocked[ i ] = false; } } } else if ( force ) { if ( teamID == TEAM_ANY ) { for ( int i=0; i<MAX_NAV_TEAMS; ++i ) { m_isBlocked[ i ] = true; } } else { int teamIdx = teamID % MAX_NAV_TEAMS; m_isBlocked[ teamIdx ] = true; } }
bool isBlocked = IsBlocked( TEAM_ANY );
if ( wasBlocked != isBlocked ) { VPROF( "CNavArea::UpdateBlocked-Event" ); IGameEvent * event = gameeventmanager->CreateEvent( "nav_blocked" ); if ( event ) { event->SetInt( "area", m_id ); event->SetInt( "blocked", isBlocked ); gameeventmanager->FireEvent( event ); }
if ( isBlocked ) { TheNavMesh->OnAreaBlocked( this ); } else { TheNavMesh->OnAreaUnblocked( this ); } }
if ( TheNavMesh->GetMarkedArea() == this ) { if ( IsBlocked( teamID ) ) { NDebugOverlay::Box( origin, bounds.lo, bounds.hi, 255, 0, 0, 64, 3.0f ); } else { NDebugOverlay::Box( origin, bounds.lo, bounds.hi, 0, 255, 0, 64, 3.0f ); } } }
//--------------------------------------------------------------------------------------------------------------
/**
* Checks if there is a floor under the nav area, in case a breakable floor is gone */ void CNavArea::CheckFloor( CBaseEntity *ignore ) { if ( IsBlocked( TEAM_ANY ) ) return;
Vector origin = GetCenter(); origin.z -= JumpCrouchHeight;
const float size = GenerationStepSize * 0.5f; Vector mins = Vector( -size, -size, 0 ); Vector maxs = Vector( size, size, JumpCrouchHeight + 10.0f );
// See if spot is valid
trace_t tr; UTIL_TraceHull( origin, origin, mins, maxs, MASK_NPCSOLID_BRUSHONLY, ignore, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
// If the center is open space, we're effectively blocked
if ( !tr.startsolid ) { MarkAsBlocked( TEAM_ANY, NULL ); }
/*
if ( IsBlocked( TEAM_ANY ) ) { NDebugOverlay::Box( origin, mins, maxs, 255, 0, 0, 64, 3.0f ); } else { NDebugOverlay::Box( origin, mins, maxs, 0, 255, 0, 64, 3.0f ); } */ }
//--------------------------------------------------------------------------------------------------------
void CNavArea::MarkObstacleToAvoid( float obstructionHeight ) { if ( m_avoidanceObstacleHeight < obstructionHeight ) { if ( m_avoidanceObstacleHeight == 0 ) { TheNavMesh->OnAvoidanceObstacleEnteredArea( this ); }
m_avoidanceObstacleHeight = obstructionHeight; } }
//--------------------------------------------------------------------------------------------------------------
/**
* Updates the (un)obstructed status of the nav area */ void CNavArea::UpdateAvoidanceObstacles( void ) { if ( !m_avoidanceObstacleTimer.IsElapsed() ) { return; }
const float MaxBlockedCheckInterval = 5; float interval = m_blockedTimer.GetCountdownDuration() + 1; if ( interval > MaxBlockedCheckInterval ) { interval = MaxBlockedCheckInterval; } m_avoidanceObstacleTimer.Start( interval );
Vector mins = m_nwCorner; Vector maxs = m_seCorner;
mins.z = MIN( m_nwCorner.z, m_seCorner.z ); maxs.z = MAX( m_nwCorner.z, m_seCorner.z ) + HumanCrouchHeight;
float obstructionHeight = 0.0f; for ( int i=0; i<TheNavMesh->GetObstructions().Count(); ++i ) { INavAvoidanceObstacle *obstruction = TheNavMesh->GetObstructions()[i]; CBaseEntity *obstructingEntity = obstruction->GetObstructingEntity(); if ( !obstructingEntity ) continue;
// check if the aabb intersects the search aabb.
Vector vecSurroundMins, vecSurroundMaxs; obstructingEntity->CollisionProp()->WorldSpaceSurroundingBounds( &vecSurroundMins, &vecSurroundMaxs ); if ( !IsBoxIntersectingBox( mins, maxs, vecSurroundMins, vecSurroundMaxs ) ) continue;
if ( !obstruction->CanObstructNavAreas() ) continue;
float propHeight = obstruction->GetNavObstructionHeight();
obstructionHeight = MAX( obstructionHeight, propHeight ); }
m_avoidanceObstacleHeight = obstructionHeight;
if ( m_avoidanceObstacleHeight == 0.0f ) { TheNavMesh->OnAvoidanceObstacleLeftArea( this ); } }
//--------------------------------------------------------------------------------------------------------------
// Clear set of func_nav_cost entities that affect this area
void CNavArea::ClearAllNavCostEntities( void ) { RemoveAttributes( NAV_MESH_FUNC_COST ); m_funcNavCostVector.RemoveAll(); }
//--------------------------------------------------------------------------------------------------------------
// Add the given func_nav_cost entity to the cost of this area
void CNavArea::AddFuncNavCostEntity( CFuncNavCost *cost ) { SetAttributes( NAV_MESH_FUNC_COST ); m_funcNavCostVector.AddToTail( cost ); }
//--------------------------------------------------------------------------------------------------------------
// Return the cost multiplier of this area's func_nav_cost entities for the given actor
float CNavArea::ComputeFuncNavCost( CBaseCombatCharacter *who ) const { float funcCost = 1.0f;
for( int i=0; i<m_funcNavCostVector.Count(); ++i ) { if ( m_funcNavCostVector[i] != NULL ) { funcCost *= m_funcNavCostVector[i]->GetCostMultiplier( who ); } }
return funcCost; }
//--------------------------------------------------------------------------------------------------------------
bool CNavArea::HasFuncNavAvoid( void ) const { for( int i=0; i<m_funcNavCostVector.Count(); ++i ) { CFuncNavAvoid *avoid = dynamic_cast< CFuncNavAvoid * >( m_funcNavCostVector[i].Get() ); if ( avoid ) { return true; } }
return false; }
//--------------------------------------------------------------------------------------------------------------
bool CNavArea::HasFuncNavPrefer( void ) const { for( int i=0; i<m_funcNavCostVector.Count(); ++i ) { CFuncNavPrefer *prefer = dynamic_cast< CFuncNavPrefer * >( m_funcNavCostVector[i].Get() ); if ( prefer ) { return true; } }
return false; }
//--------------------------------------------------------------------------------------------------------------
void CNavArea::CheckWaterLevel( void ) { Vector pos( GetCenter() ); if ( !TheNavMesh->GetGroundHeight( pos, &pos.z ) ) { m_isUnderwater = false; return; }
pos.z += 1; m_isUnderwater = (enginetrace->GetPointContents( pos ) & MASK_WATER ) != 0; }
//--------------------------------------------------------------------------------------------------------------
static void CommandNavCheckFloor( void ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
if ( TheNavMesh->GetMarkedArea() ) { CNavArea *area = TheNavMesh->GetMarkedArea(); area->CheckFloor( NULL ); if ( area->IsBlocked( TEAM_ANY ) ) { DevMsg( "Area #%d %s is blocked\n", area->GetID(), VecToString( area->GetCenter() + Vector( 0, 0, HalfHumanHeight ) ) ); } } else { float start = Plat_FloatTime(); FOR_EACH_VEC( TheNavAreas, nit ) { CNavArea *area = TheNavAreas[ nit ]; area->CheckFloor( NULL ); if ( area->IsBlocked( TEAM_ANY ) ) { DevMsg( "Area #%d %s is blocked\n", area->GetID(), VecToString( area->GetCenter() + Vector( 0, 0, HalfHumanHeight ) ) ); } }
float end = Plat_FloatTime(); float time = (end - start) * 1000.0f; DevMsg( "nav_check_floor took %2.2f ms\n", time ); } } static ConCommand nav_check_floor( "nav_check_floor", CommandNavCheckFloor, "Updates the blocked/unblocked status for every nav area.", FCVAR_GAMEDLL );
//--------------------------------------------------------------------------------------------------------------
bool SelectOverlappingAreas::operator()( CNavArea *area ) { CNavArea *overlappingArea = NULL; CNavLadder *overlappingLadder = NULL;
Vector nw = area->GetCorner( NORTH_WEST ); Vector se = area->GetCorner( SOUTH_EAST ); Vector start = nw; start.x += GenerationStepSize/2; start.y += GenerationStepSize/2;
while ( start.x < se.x ) { start.y = nw.y + GenerationStepSize/2; while ( start.y < se.y ) { start.z = area->GetZ( start.x, start.y ); Vector end = start; start.z -= StepHeight; end.z += HalfHumanHeight;
if ( TheNavMesh->FindNavAreaOrLadderAlongRay( start, end, &overlappingArea, &overlappingLadder, area ) ) { if ( overlappingArea ) { TheNavMesh->AddToSelectedSet( overlappingArea ); TheNavMesh->AddToSelectedSet( area ); } }
start.y += GenerationStepSize; } start.x += GenerationStepSize; } return true; }
//--------------------------------------------------------------------------------------------------------------
static void CommandNavSelectOverlapping( void ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
TheNavMesh->ClearSelectedSet();
SelectOverlappingAreas overlapCheck; TheNavMesh->ForAllAreas( overlapCheck );
Msg( "%d overlapping areas selected\n", TheNavMesh->GetSelecteSetSize() ); } static ConCommand nav_select_overlapping( "nav_select_overlapping", CommandNavSelectOverlapping, "Selects nav areas that are overlapping others.", FCVAR_GAMEDLL );
//--------------------------------------------------------------------------------------------------------
static byte m_PVS[PAD_NUMBER( MAX_MAP_CLUSTERS,8 ) / 8]; static int m_nPVSSize; // PVS size in bytes
CUtlHash< NavVisPair_t, CVisPairHashFuncs, CVisPairHashFuncs > *g_pNavVisPairHash;
#define MASK_NAV_VISION (MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE)
//--------------------------------------------------------------------------------------------------------
/**
* Set PVS to only include the Potentially Visible Set as seen from anywhere * within this nav area */ void CNavArea::SetupPVS( void ) const { m_nPVSSize = sizeof( m_PVS ); engine->ResetPVS( m_PVS, m_nPVSSize );
const float margin = GenerationStepSize/2.0f; Vector eye( 0, 0, 0.75f * HumanHeight );
// step across area checking visibility to given area
Vector shift( eye ); for( shift.y = margin; shift.y <= GetSizeY() - margin; shift.y += GenerationStepSize ) { for( shift.x = margin; shift.x <= GetSizeX() - margin; shift.x += GenerationStepSize ) { // Optimization:
// If we are already POTENTIALLY_VISIBLE, and no longer COMPLETELY_VISIBLE, there's
// no way for vis to change again.
Vector testPos( GetCorner( NORTH_WEST ) + shift ); testPos.z = GetZ( testPos ) + eye.z;
engine->AddOriginToPVS( testPos ); } } }
//--------------------------------------------------------------------------------------------------------
/**
* Return true if this area is within the current PVS */ bool CNavArea::IsInPVS( void ) const { Vector eye( 0, 0, 0.75f * HumanHeight );
Extent areaExtent; areaExtent.lo = GetCenter() + eye; areaExtent.hi = areaExtent.lo;
areaExtent.Encompass( GetCorner( NORTH_WEST ) + eye ); areaExtent.Encompass( GetCorner( NORTH_EAST ) + eye ); areaExtent.Encompass( GetCorner( SOUTH_WEST ) + eye ); areaExtent.Encompass( GetCorner( SOUTH_EAST ) + eye );
return engine->CheckBoxInPVS( areaExtent.lo, areaExtent.hi, m_PVS, m_nPVSSize ); }
//--------------------------------------------------------------------------------------------------------
/**
* Do actual line-of-sight traces to determine if any part of given area is visible from this area */ CNavArea::VisibilityType CNavArea::ComputeVisibility( const CNavArea *area, bool isPVSValid, bool bCheckPVS, bool *pOutsidePVS ) const { float distanceSq = area->GetCenter().DistToSqr( GetCenter() );
if ( nav_max_view_distance.GetFloat() > 0.00001f ) { // limit range of visibility check
if ( distanceSq > Sqr( nav_max_view_distance.GetFloat() ) ) { // too far to be visible
return NOT_VISIBLE; } }
if ( !isPVSValid ) { SetupPVS(); }
Vector eye( 0, 0, 0.75f * HumanHeight );
if ( bCheckPVS ) { Extent areaExtent; areaExtent.lo = areaExtent.hi = area->GetCenter() + eye; areaExtent.Encompass( area->GetCorner( NORTH_WEST ) + eye ); areaExtent.Encompass( area->GetCorner( NORTH_EAST ) + eye ); areaExtent.Encompass( area->GetCorner( SOUTH_WEST ) + eye ); areaExtent.Encompass( area->GetCorner( SOUTH_EAST ) + eye ); if ( !engine->CheckBoxInPVS( areaExtent.lo, areaExtent.hi, m_PVS, m_nPVSSize ) ) { if ( pOutsidePVS ) *pOutsidePVS = true; return NOT_VISIBLE; }
if ( pOutsidePVS ) *pOutsidePVS = false; }
//------------------------------------
Vector vThisNW = GetCorner( NORTH_WEST ) + eye; Vector vThisNE = GetCorner( NORTH_EAST ) + eye; Vector vThisSW = GetCorner( SOUTH_WEST ) + eye; Vector vThisSE = GetCorner( SOUTH_EAST ) + eye; Vector vThisCenter = GetCenter() + eye;
Vector vTraceMins( vThisNW ); Vector vTraceMaxs( vThisSE );
vTraceMins.z = MIN( MIN( MIN( vThisNW.z, vThisNE.z ), vThisSE.z ), vThisSW.z ); vTraceMaxs.z = MAX( MAX( MAX( vThisNW.z, vThisNE.z ), vThisSE.z ), vThisSW.z ) + 0.1;
vTraceMins -= vThisCenter; vTraceMaxs -= vThisCenter;
Vector vOtherMins( area->GetCorner( NORTH_WEST) ); Vector vOtherMaxs( area->GetCorner( SOUTH_EAST) );
Vector vTarget; CalcClosestPointOnAABB( vOtherMins, vOtherMaxs, vThisCenter, vTarget ); vTarget.z = area->GetZ( vTarget ) + eye.z;
trace_t tr; CTraceFilterNoNPCsOrPlayer traceFilter( NULL, COLLISION_GROUP_NONE );
UTIL_TraceHull( vThisCenter, vTarget, vTraceMins, vTraceMaxs, MASK_NAV_VISION, &traceFilter, &tr );
if ( tr.fraction == 1.0 || ( tr.endpos.x > vOtherMins.x && tr.endpos.x < vOtherMaxs.x && tr.endpos.y > vOtherMins.y && tr.endpos.y < vOtherMaxs.y ) ) { return COMPLETELY_VISIBLE; // Counter-intuitive: the way this function was written, "COMPLETELY_VISIBLE" actually means "I am completely visible to the other"
}
//------------------------------------
// check line of sight between areas
unsigned char vis = COMPLETELY_VISIBLE;
const float margin = GenerationStepSize/2.0f;
Vector shift( 0, 0, 0.75f * HumanHeight );
// always check center to catch very small areas
if ( area->IsPartiallyVisible( GetCenter() + eye ) ) { vis |= POTENTIALLY_VISIBLE; } else { vis &= ~COMPLETELY_VISIBLE; }
Vector eyeToCenter( GetCenter() - area->GetCenter() ); eyeToCenter.NormalizeInPlace(); float angleTolerance = nav_potentially_visible_dot_tolerance.GetFloat(); // if corner-to-eye angles are this close to center-to-eye angles, assume the same result and skip the trace
// step across area checking visibility to given area
for( shift.y = margin; shift.y <= GetSizeY() - margin; shift.y += GenerationStepSize ) { for( shift.x = margin; shift.x <= GetSizeX() - margin; shift.x += GenerationStepSize ) { // Optimization:
// If we are already POTENTIALLY_VISIBLE, and no longer COMPLETELY_VISIBLE, there's
// no way for vis to change again.
if ( vis == POTENTIALLY_VISIBLE ) return POTENTIALLY_VISIBLE;
Vector testPos( GetCorner( NORTH_WEST ) + shift ); testPos.z = GetZ( testPos ) + eye.z;
// Optimization - treat long-distance traces that are effectively collinear as the same
if ( distanceSq > Sqr( 1000 ) ) { Vector eyeToCorner( testPos - (GetCenter() + eye) ); eyeToCorner.NormalizeInPlace(); if ( eyeToCorner.Dot( eyeToCenter ) >= angleTolerance ) { continue; } }
if ( area->IsPartiallyVisible( testPos ) ) { vis |= POTENTIALLY_VISIBLE; } else { vis &= ~COMPLETELY_VISIBLE; } } }
return (VisibilityType)vis; }
//--------------------------------------------------------------------------------------------------------
/**
* Return a list of the delta between our visibility list and the given adjacent area */ const CNavArea::CAreaBindInfoArray &CNavArea::ComputeVisibilityDelta( const CNavArea *other ) const { static CAreaBindInfoArray delta;
delta.RemoveAll(); // do not delta from a delta - if 'other' is already inheriting, use its inherited source directly
if ( other->m_inheritVisibilityFrom.area != NULL ) { Assert( false && "Visibility inheriting from inherited area" );
delta = m_potentiallyVisibleAreas; return delta; }
// add any visible areas in my list that are not in 'others' list into the delta
int i, j; for( i=0; i<m_potentiallyVisibleAreas.Count(); ++i ) { if ( m_potentiallyVisibleAreas[i].area ) { // is my visible area also in adjacent area's vis list
for( j=0; j<other->m_potentiallyVisibleAreas.Count(); ++j ) { if ( m_potentiallyVisibleAreas[i].area == other->m_potentiallyVisibleAreas[j].area && m_potentiallyVisibleAreas[i].attributes == other->m_potentiallyVisibleAreas[j].attributes ) { // mutually identically visible
break; } }
if ( j == other->m_potentiallyVisibleAreas.Count() ) { // my vis area not in adjacent area's vis list or has different visibility attributes - add to delta
delta.AddToTail( m_potentiallyVisibleAreas[i] ); } } }
// add explicit NOT_VISIBLE references to areas in 'others' list that are NOT in mine
for( j=0; j<other->m_potentiallyVisibleAreas.Count(); ++j ) { if ( other->m_potentiallyVisibleAreas[j].area ) { for( i=0; i<m_potentiallyVisibleAreas.Count(); ++i ) { if ( m_potentiallyVisibleAreas[i].area == other->m_potentiallyVisibleAreas[j].area ) { // area in both lists - already handled in delta above
break; } }
if ( i == m_potentiallyVisibleAreas.Count() ) { // 'other' has area in their list that we don't - mark it explicitly NOT_VISIBLE
AreaBindInfo info; info.area = other->m_potentiallyVisibleAreas[j].area; info.attributes = NOT_VISIBLE;
delta.AddToTail( info ); } } }
return delta; }
//--------------------------------------------------------------------------------------------------------
void CNavArea::ResetPotentiallyVisibleAreas() { m_potentiallyVisibleAreas.RemoveAll(); }
//--------------------------------------------------------------------------------------------------------
/**
* Determine visibility between areas. * Compute full list of all areas visible for each area. This list will be compressed into deltas * in the PostCustomAnalysis() step. */
CNavArea *g_pCurVisArea; CTSListWithFreeList< CNavArea::AreaBindInfo > g_ComputedVis;
void CNavArea::ComputeVisToArea( CNavArea *&pOtherArea ) { CNavArea *area = assert_cast< CNavArea * >( pOtherArea ); VisibilityType visThisToOther = ( area == g_pCurVisArea ) ? COMPLETELY_VISIBLE : NOT_VISIBLE; VisibilityType visOtherToThis = NOT_VISIBLE;
if ( area != g_pCurVisArea ) { bool bOutsidePVS;
visOtherToThis = g_pCurVisArea->ComputeVisibility( area, true, true, &bOutsidePVS ); // TODO: Hacky right now. Compute visibility for the "complete" case actually returns how completely visible the area is to the other. Should fix it to be more clear [1/30/2009 tom]
if ( !bOutsidePVS && ( visOtherToThis || ( g_pCurVisArea->GetCenter() - area->GetCenter() ).LengthSqr() < Sqr( nav_max_view_distance.GetFloat() ) ) ) { visThisToOther = area->ComputeVisibility( g_pCurVisArea, true, false ); }
if ( !visOtherToThis && visThisToOther ) { visOtherToThis = POTENTIALLY_VISIBLE; }
if ( !visThisToOther && visOtherToThis ) { visThisToOther = POTENTIALLY_VISIBLE; } }
CNavArea::AreaBindInfo info; if ( visThisToOther != NOT_VISIBLE ) { info.area = area; info.attributes = visThisToOther; g_ComputedVis.PushItem( info ); }
if ( visOtherToThis != NOT_VISIBLE ) { info.area = g_pCurVisArea; info.attributes = visOtherToThis; area->m_potentiallyVisibleAreas.AddToTail( info ); } }
//--------------------------------------------------------------------------------------------------------
/**
* Determine visibility from this area to all potentially/completely visible areas in the mesh */ void CNavArea::ComputeVisibilityToMesh( void ) { m_inheritVisibilityFrom.area = NULL; m_isInheritedFrom = false;
// collect all possible nav areas that could be visible from this area
NavAreaCollector collector; float radius = nav_max_view_distance.GetFloat(); if ( radius == 0.0f ) { radius = DEF_NAV_VIEW_DISTANCE; } collector.m_area.EnsureCapacity( 1000 ); TheNavMesh->ForAllAreasInRadius( collector, GetCenter(), radius );
NavVisPair_t visPair; UtlHashHandle_t hHash;
// First eliminate the ones already calculated
for ( int i = collector.m_area.Count() - 1; i >= 0; --i ) { visPair.SetPair( this, collector.m_area[i] );
hHash = g_pNavVisPairHash->Find( visPair ); if ( hHash != g_pNavVisPairHash->InvalidHandle() ) { collector.m_area.FastRemove( i ); } }
SetupPVS();
g_pCurVisArea = this; ParallelProcess( "CNavArea::ComputeVisibilityToMesh", collector.m_area.Base(), collector.m_area.Count(), &ComputeVisToArea );
m_potentiallyVisibleAreas.EnsureCapacity( g_ComputedVis.Count() ); while ( g_ComputedVis.Count() ) { g_ComputedVis.PopItem( &m_potentiallyVisibleAreas[ m_potentiallyVisibleAreas.AddToTail() ] ); }
FOR_EACH_VEC( collector.m_area, it ) { visPair.SetPair( this, (CNavArea *)collector.m_area[it] ); Assert( g_pNavVisPairHash->Find( visPair ) == g_pNavVisPairHash->InvalidHandle() ); g_pNavVisPairHash->Insert( visPair ); } }
//--------------------------------------------------------------------------------------------------------
/**
* The center and all four corners must ALL be visible */ bool CNavArea::IsEntirelyVisible( const Vector &eye, const CBaseEntity *ignore ) const { Vector corner; trace_t result; CTraceFilterNoNPCsOrPlayer traceFilter( ignore, COLLISION_GROUP_NONE ); const float offset = 0.75f * HumanHeight;
// check center
UTIL_TraceLine( eye, GetCenter() + Vector( 0, 0, offset ), MASK_NAV_VISION, &traceFilter, &result ); if (result.fraction < 1.0f) { return false; }
for( int c=0; c<NUM_CORNERS; ++c ) { corner = GetCorner( (NavCornerType)c ); UTIL_TraceLine( eye, corner + Vector( 0, 0, offset ), MASK_NAV_VISION, &traceFilter, &result ); if (result.fraction < 1.0f) { return false; } }
// all points are visible
return true; }
//--------------------------------------------------------------------------------------------------------
/**
* The center or any of the four corners may be visible */ bool CNavArea::IsPartiallyVisible( const Vector &eye, const CBaseEntity *ignore ) const { Vector corner; trace_t result; CTraceFilterNoNPCsOrPlayer traceFilter( ignore, COLLISION_GROUP_NONE ); const float offset = 0.75f * HumanHeight;
// check center
UTIL_TraceLine( eye, GetCenter() + Vector( 0, 0, offset ), MASK_NAV_VISION, &traceFilter, &result ); if (result.fraction >= 1.0f) { return true; }
Vector eyeToCenter( GetCenter() + Vector( 0, 0, offset ) - eye ); eyeToCenter.NormalizeInPlace(); float angleTolerance = nav_potentially_visible_dot_tolerance.GetFloat(); // if corner-to-eye angles are this close to center-to-eye angles, assume the same result and skip the trace
for( int c=0; c<NUM_CORNERS; ++c ) { corner = GetCorner( (NavCornerType)c ) + Vector( 0, 0, offset );
// Optimization - treat traces that are effectively collinear as the same
Vector eyeToCorner( corner - eye ); eyeToCorner.NormalizeInPlace(); if ( eyeToCorner.Dot( eyeToCenter ) >= angleTolerance ) { continue; }
UTIL_TraceLine( eye, corner + Vector( 0, 0, offset ), MASK_NAV_VISION, &traceFilter, &result ); if (result.fraction >= 1.0f) { return true; } }
// nothing is visible
return false; }
//--------------------------------------------------------------------------------------------------------
bool CNavArea::IsPotentiallyVisible( const CNavArea *viewedArea ) const { VPROF_BUDGET( "CNavArea::IsPotentiallyVisible", "NextBot" );
if ( viewedArea == NULL ) { return false; }
// can always see ourselves
if ( viewedArea == this ) { return true; }
// normal visibility check
for ( int i=0; i<m_potentiallyVisibleAreas.Count(); ++i ) { if ( m_potentiallyVisibleAreas[i].area == viewedArea ) { // Found area in our list. We might be a delta from another list,
// and NOT_VISIBLE overrides that list.
return ( m_potentiallyVisibleAreas[i].attributes != NOT_VISIBLE ); } }
// viewedArea is not in our visibility list, check inherited set
if ( m_inheritVisibilityFrom.area ) { CAreaBindInfoArray &inherited = m_inheritVisibilityFrom.area->m_potentiallyVisibleAreas;
for ( int i=0; i<inherited.Count(); ++i ) { if ( inherited[i].area == viewedArea ) { return ( inherited[i].attributes != NOT_VISIBLE ); } } } return false; }
//--------------------------------------------------------------------------------------------------------
bool CNavArea::IsCompletelyVisible( const CNavArea *viewedArea ) const { VPROF_BUDGET( "CNavArea::IsCompletelyVisible", "NextBot" );
if ( viewedArea == NULL ) { return false; }
// can always see ourselves
if ( viewedArea == this ) { return true; }
// normal visibility check
for ( int i=0; i<m_potentiallyVisibleAreas.Count(); ++i ) { if ( m_potentiallyVisibleAreas[i].area == viewedArea ) { // our list is definitive - viewedArea is in our list, but is not completely visible
return ( m_potentiallyVisibleAreas[i].attributes & COMPLETELY_VISIBLE ) ? true : false; } }
// viewedArea is not in our visibility list, check inherited set
if ( m_inheritVisibilityFrom.area ) { CAreaBindInfoArray &inherited = m_inheritVisibilityFrom.area->m_potentiallyVisibleAreas;
for ( int i=0; i<inherited.Count(); ++i ) { if ( inherited[i].area == viewedArea ) { return ( inherited[i].attributes & COMPLETELY_VISIBLE ) ? true : false; } } }
return false; }
//--------------------------------------------------------------------------------------------------------
/**
* Return true if any portion of this area is visible to anyone on the given team */ bool CNavArea::IsPotentiallyVisibleToTeam( int teamIndex ) const { VPROF_BUDGET( "CNavArea::IsPotentiallyVisibleToTeam", "NextBot" );
CTeam *team = GetGlobalTeam( teamIndex );
for( int i = 0; i < team->GetNumPlayers(); ++i ) { if ( team->GetPlayer(i)->IsAlive() ) { CNavArea *from = (CNavArea *)team->GetPlayer(i)->GetLastKnownArea(); if ( from && from->IsPotentiallyVisible( this ) ) { return true; } } } return false; }
//--------------------------------------------------------------------------------------------------------
/**
* Return true if given area is completely visible from somewhere in this area by someone on the team (very fast) */ bool CNavArea::IsCompletelyVisibleToTeam( int teamIndex ) const { VPROF_BUDGET( "CNavArea::IsCompletelyVisibleToTeam", "NextBot" );
CTeam *team = GetGlobalTeam( teamIndex );
for( int i = 0; i < team->GetNumPlayers(); ++i ) { if ( team->GetPlayer(i)->IsAlive() ) { CNavArea *from = (CNavArea *)team->GetPlayer(i)->GetLastKnownArea();
if ( from && from->IsCompletelyVisible( this ) ) { return true; } } }
return false; }
//--------------------------------------------------------------------------------------------------------
Vector CNavArea::GetRandomPoint( void ) const { Extent extent; GetExtent( &extent );
Vector spot; spot.x = RandomFloat( extent.lo.x, extent.hi.x ); spot.y = RandomFloat( extent.lo.y, extent.hi.y ); spot.z = GetZ( spot.x, spot.y );
return spot; }
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