Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

5880 lines
150 KiB

//========= 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 &center = 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;
}