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