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.
654 lines
16 KiB
654 lines
16 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//===========================================================================//
|
|
|
|
// AI Navigation areas
|
|
// Author: Michael S. Booth ([email protected]), January 2003
|
|
|
|
#include "cbase.h"
|
|
|
|
#include "nav_mesh.h"
|
|
#include "nav_node.h"
|
|
#include "nav_pathfind.h"
|
|
#include "nav_colors.h"
|
|
#ifdef TERROR
|
|
#include "TerrorShared.h"
|
|
#endif
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
extern ConVar nav_area_bgcolor;
|
|
|
|
unsigned int CNavLadder::m_nextID = 1;
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Shift the nav area
|
|
*/
|
|
void CNavLadder::Shift( const Vector &shift )
|
|
{
|
|
m_top += shift;
|
|
m_bottom += shift;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
void CNavLadder::CompressIDs( void )
|
|
{
|
|
m_nextID = 1;
|
|
|
|
if ( TheNavMesh )
|
|
{
|
|
for ( int i=0; i<TheNavMesh->GetLadders().Count(); ++i )
|
|
{
|
|
CNavLadder *ladder = TheNavMesh->GetLadders()[i];
|
|
ladder->m_id = m_nextID++;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
CNavArea ** CNavLadder::GetConnection( LadderConnectionType dir )
|
|
{
|
|
switch ( dir )
|
|
{
|
|
case LADDER_TOP_FORWARD:
|
|
return &m_topForwardArea;
|
|
case LADDER_TOP_LEFT:
|
|
return &m_topLeftArea;
|
|
case LADDER_TOP_RIGHT:
|
|
return &m_topRightArea;
|
|
case LADDER_TOP_BEHIND:
|
|
return &m_topBehindArea;
|
|
case LADDER_BOTTOM:
|
|
return &m_bottomArea;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
void CNavLadder::OnSplit( CNavArea *original, CNavArea *alpha, CNavArea *beta )
|
|
{
|
|
for ( int con=0; con<NUM_LADDER_CONNECTIONS; ++con )
|
|
{
|
|
CNavArea ** areaConnection = GetConnection( (LadderConnectionType)con );
|
|
|
|
if ( areaConnection && *areaConnection == original )
|
|
{
|
|
float alphaDistance = alpha->GetDistanceSquaredToPoint( m_top );
|
|
float betaDistance = beta->GetDistanceSquaredToPoint( m_top );
|
|
|
|
if ( alphaDistance < betaDistance )
|
|
{
|
|
*areaConnection = alpha;
|
|
}
|
|
else
|
|
{
|
|
*areaConnection = beta;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Connect this ladder to given area
|
|
*/
|
|
void CNavLadder::ConnectTo( CNavArea *area )
|
|
{
|
|
float center = (m_top.z + m_bottom.z) * 0.5f;
|
|
|
|
if (area->GetCenter().z > center)
|
|
{
|
|
// connect to top
|
|
NavDirType dir;
|
|
|
|
Vector dirVector = area->GetCenter() - m_top;
|
|
if ( fabs( dirVector.x ) > fabs( dirVector.y ) )
|
|
{
|
|
if ( dirVector.x > 0.0f ) // east
|
|
{
|
|
dir = EAST;
|
|
}
|
|
else // west
|
|
{
|
|
dir = WEST;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( dirVector.y > 0.0f ) // south
|
|
{
|
|
dir = SOUTH;
|
|
}
|
|
else // north
|
|
{
|
|
dir = NORTH;
|
|
}
|
|
}
|
|
|
|
if ( m_dir == dir )
|
|
{
|
|
m_topBehindArea = area;
|
|
}
|
|
else if ( OppositeDirection( m_dir ) == dir )
|
|
{
|
|
m_topForwardArea = area;
|
|
}
|
|
else if ( DirectionLeft( m_dir ) == dir )
|
|
{
|
|
m_topLeftArea = area;
|
|
}
|
|
else
|
|
{
|
|
m_topRightArea = area;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// connect to bottom
|
|
m_bottomArea = area;
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Destructor
|
|
*/
|
|
CNavLadder::~CNavLadder()
|
|
{
|
|
// tell the other areas we are going away
|
|
FOR_EACH_VEC( TheNavAreas, it )
|
|
{
|
|
CNavArea *area = TheNavAreas[ it ];
|
|
|
|
area->OnDestroyNotify( this );
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* invoked when given area is going away
|
|
*/
|
|
void CNavLadder::OnDestroyNotify( CNavArea *dead )
|
|
{
|
|
Disconnect( dead );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Disconnect this ladder from given area
|
|
*/
|
|
void CNavLadder::Disconnect( CNavArea *area )
|
|
{
|
|
if ( m_topForwardArea == area )
|
|
{
|
|
m_topForwardArea = NULL;
|
|
}
|
|
else if ( m_topLeftArea == area )
|
|
{
|
|
m_topLeftArea = NULL;
|
|
}
|
|
else if ( m_topRightArea == area )
|
|
{
|
|
m_topRightArea = NULL;
|
|
}
|
|
else if ( m_topBehindArea == area )
|
|
{
|
|
m_topBehindArea = NULL;
|
|
}
|
|
else if ( m_bottomArea == area )
|
|
{
|
|
m_bottomArea = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* returns true if given area is connected in given direction
|
|
*/
|
|
bool CNavLadder::IsConnected( const CNavArea *area, LadderDirectionType dir ) const
|
|
{
|
|
if ( dir == LADDER_DOWN )
|
|
{
|
|
return area == m_bottomArea;
|
|
}
|
|
else if ( dir == LADDER_UP )
|
|
{
|
|
return ( area == m_topForwardArea ||
|
|
area == m_topLeftArea ||
|
|
area == m_topRightArea ||
|
|
area == m_topBehindArea );
|
|
}
|
|
else
|
|
{
|
|
return ( area == m_bottomArea ||
|
|
area == m_topForwardArea ||
|
|
area == m_topLeftArea ||
|
|
area == m_topRightArea ||
|
|
area == m_topBehindArea );
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
void CNavLadder::SetDir( NavDirType dir )
|
|
{
|
|
m_dir = dir;
|
|
|
|
m_normal.Init();
|
|
AddDirectionVector( &m_normal, m_dir, 1.0f ); // worst-case, we have the NavDirType as a normal
|
|
|
|
Vector from = (m_top + m_bottom) * 0.5f + m_normal * 5.0f;
|
|
Vector to = from - m_normal * 32.0f;
|
|
|
|
trace_t result;
|
|
#ifdef TERROR
|
|
// TERROR: use the MASK_ZOMBIESOLID_BRUSHONLY contents, since that's what zombies use
|
|
UTIL_TraceLine( from, to, MASK_ZOMBIESOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
|
|
#else
|
|
UTIL_TraceLine( from, to, MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
|
|
#endif
|
|
|
|
if (result.fraction != 1.0f)
|
|
{
|
|
bool climbableSurface = physprops->GetSurfaceData( result.surface.surfaceProps )->game.climbable != 0;
|
|
if ( !climbableSurface )
|
|
{
|
|
climbableSurface = (result.contents & CONTENTS_LADDER) != 0;
|
|
}
|
|
if ( climbableSurface )
|
|
{
|
|
m_normal = result.plane.normal;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
void CNavLadder::DrawLadder( void ) const
|
|
{
|
|
CBasePlayer *player = UTIL_GetListenServerHost();
|
|
if (player == NULL)
|
|
return;
|
|
|
|
Vector dir;
|
|
const Vector &eye = player->EyePosition();
|
|
AngleVectors( player->EyeAngles() + player->GetPunchAngle(), &dir );
|
|
|
|
float dx = eye.x - m_bottom.x;
|
|
float dy = eye.y - m_bottom.y;
|
|
|
|
Vector2D eyeDir( dx, dy );
|
|
eyeDir.NormalizeInPlace();
|
|
bool isSelected = ( this == TheNavMesh->GetSelectedLadder() );
|
|
bool isMarked = ( this == TheNavMesh->GetMarkedLadder() );
|
|
bool isFront = DotProduct2D( eyeDir, GetNormal().AsVector2D() ) > 0;
|
|
|
|
if ( TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) )
|
|
{
|
|
isSelected = isMarked = false;
|
|
isFront = true;
|
|
}
|
|
|
|
// Highlight ladder entity ------------------------------------------------
|
|
CBaseEntity *ladderEntity = m_ladderEntity.Get();
|
|
if ( ladderEntity )
|
|
{
|
|
ladderEntity->DrawAbsBoxOverlay();
|
|
}
|
|
|
|
// Draw 'ladder' lines ----------------------------------------------------
|
|
NavEditColor ladderColor = NavNormalColor;
|
|
if ( isFront )
|
|
{
|
|
if ( isMarked )
|
|
{
|
|
ladderColor = NavMarkedColor;
|
|
}
|
|
else if ( isSelected )
|
|
{
|
|
ladderColor = NavSelectedColor;
|
|
}
|
|
else
|
|
{
|
|
ladderColor = NavSamePlaceColor;
|
|
}
|
|
}
|
|
else if ( isMarked )
|
|
{
|
|
ladderColor = NavMarkedColor;
|
|
}
|
|
else if ( isSelected )
|
|
{
|
|
ladderColor = NavSelectedColor;
|
|
}
|
|
|
|
Vector right(0, 0, 0), up( 0, 0, 0 );
|
|
VectorVectors( GetNormal(), right, up );
|
|
if ( up.z <= 0.0f )
|
|
{
|
|
AssertMsg( false, "A nav ladder has an invalid normal" );
|
|
up.Init( 0, 0, 1 );
|
|
}
|
|
|
|
right *= m_width * 0.5f;
|
|
|
|
Vector bottomLeft = m_bottom - right;
|
|
Vector bottomRight = m_bottom + right;
|
|
Vector topLeft = m_top - right;
|
|
Vector topRight = m_top + right;
|
|
|
|
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 )
|
|
{
|
|
Vector offset( 0, 0, 0 );
|
|
AddDirectionVector( &offset, OppositeDirection( m_dir ), 1 );
|
|
NDebugOverlay::Triangle( topLeft+offset, topRight+offset, bottomRight+offset, bgcolor[0], bgcolor[1], bgcolor[2], bgcolor[3], true, 0.15f );
|
|
NDebugOverlay::Triangle( bottomRight+offset, bottomLeft+offset, topLeft+offset, bgcolor[0], bgcolor[1], bgcolor[2], bgcolor[3], true, 0.15f );
|
|
}
|
|
}
|
|
|
|
NavDrawLine( topLeft, bottomLeft, ladderColor );
|
|
NavDrawLine( topRight, bottomRight, ladderColor );
|
|
|
|
while ( bottomRight.z < topRight.z )
|
|
{
|
|
NavDrawLine( bottomRight, bottomLeft, ladderColor );
|
|
bottomRight += up * (GenerationStepSize/2);
|
|
bottomLeft += up * (GenerationStepSize/2);
|
|
}
|
|
|
|
// Draw connector lines ---------------------------------------------------
|
|
if ( !TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) )
|
|
{
|
|
Vector bottom = m_bottom;
|
|
Vector top = m_top;
|
|
|
|
NavDrawLine( top, bottom, NavConnectedTwoWaysColor );
|
|
|
|
if (m_bottomArea)
|
|
{
|
|
float offset = GenerationStepSize;
|
|
const Vector& areaBottom = m_bottomArea->GetCenter();
|
|
|
|
// don't draw the bottom connection too high if the ladder is very short
|
|
if ( top.z - bottom.z < GenerationStepSize * 1.5f )
|
|
offset = 0.0f;
|
|
|
|
// don't draw the bottom connection too high if the ladder is high above the area
|
|
if ( bottom.z - areaBottom.z > GenerationStepSize * 1.5f )
|
|
offset = 0.0f;
|
|
|
|
NavDrawLine( bottom + Vector( 0, 0, offset ), areaBottom, ((m_bottomArea->IsConnected( this, LADDER_UP ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
|
|
}
|
|
|
|
if (m_topForwardArea)
|
|
NavDrawLine( top, m_topForwardArea->GetCenter(), ((m_topForwardArea->IsConnected( this, LADDER_DOWN ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
|
|
|
|
if (m_topLeftArea)
|
|
NavDrawLine( top, m_topLeftArea->GetCenter(), ((m_topLeftArea->IsConnected( this, LADDER_DOWN ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
|
|
|
|
if (m_topRightArea)
|
|
NavDrawLine( top, m_topRightArea->GetCenter(), ((m_topRightArea->IsConnected( this, LADDER_DOWN ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
|
|
|
|
if (m_topBehindArea)
|
|
NavDrawLine( top, m_topBehindArea->GetCenter(), ((m_topBehindArea->IsConnected( this, LADDER_DOWN ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
void CNavLadder::DrawConnectedAreas( void )
|
|
{
|
|
CUtlVector< CNavArea * > areas;
|
|
if ( m_topForwardArea )
|
|
areas.AddToTail( m_topForwardArea );
|
|
if ( m_topLeftArea )
|
|
areas.AddToTail( m_topLeftArea );
|
|
if ( m_topRightArea )
|
|
areas.AddToTail( m_topRightArea );
|
|
if ( m_topBehindArea )
|
|
areas.AddToTail( m_topBehindArea );
|
|
if ( m_bottomArea )
|
|
areas.AddToTail( m_bottomArea );
|
|
|
|
for ( int i=0; i<areas.Count(); ++i )
|
|
{
|
|
CNavArea *adj = areas[i];
|
|
|
|
adj->Draw();
|
|
|
|
if ( !TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) )
|
|
{
|
|
adj->DrawHidingSpots();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* invoked when a game round restarts
|
|
*/
|
|
void CNavLadder::OnRoundRestart( void )
|
|
{
|
|
FindLadderEntity();
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
void CNavLadder::FindLadderEntity( void )
|
|
{
|
|
m_ladderEntity = gEntList.FindEntityByClassnameNearest( "func_simpleladder", (m_top + m_bottom) * 0.5f, HalfHumanWidth );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Save a navigation ladder to the opened binary stream
|
|
*/
|
|
void CNavLadder::Save( CUtlBuffer &fileBuffer, unsigned int version ) const
|
|
{
|
|
// save ID
|
|
fileBuffer.PutUnsignedInt( m_id );
|
|
|
|
// save extent of ladder
|
|
fileBuffer.PutFloat( m_width );
|
|
|
|
// save top endpoint of ladder
|
|
fileBuffer.PutFloat( m_top.x );
|
|
fileBuffer.PutFloat( m_top.y );
|
|
fileBuffer.PutFloat( m_top.z );
|
|
|
|
// save bottom endpoint of ladder
|
|
fileBuffer.PutFloat( m_bottom.x );
|
|
fileBuffer.PutFloat( m_bottom.y );
|
|
fileBuffer.PutFloat( m_bottom.z );
|
|
|
|
// save ladder length
|
|
fileBuffer.PutFloat( m_length );
|
|
|
|
// save direction
|
|
fileBuffer.PutUnsignedInt( m_dir );
|
|
|
|
// save IDs of connecting areas
|
|
unsigned int id;
|
|
id = ( m_topForwardArea ) ? m_topForwardArea->GetID() : 0;
|
|
fileBuffer.PutUnsignedInt( id );
|
|
|
|
id = ( m_topLeftArea ) ? m_topLeftArea->GetID() : 0;
|
|
fileBuffer.PutUnsignedInt( id );
|
|
|
|
id = ( m_topRightArea ) ? m_topRightArea->GetID() : 0;
|
|
fileBuffer.PutUnsignedInt( id );
|
|
|
|
id = ( m_topBehindArea ) ? m_topBehindArea->GetID() : 0;
|
|
fileBuffer.PutUnsignedInt( id );
|
|
|
|
id = ( m_bottomArea ) ? m_bottomArea->GetID() : 0;
|
|
fileBuffer.PutUnsignedInt( id );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Load a navigation ladder from the opened binary stream
|
|
*/
|
|
void CNavLadder::Load( CUtlBuffer &fileBuffer, unsigned int version )
|
|
{
|
|
// load ID
|
|
m_id = fileBuffer.GetUnsignedInt();
|
|
|
|
// update nextID to avoid collisions
|
|
if (m_id >= m_nextID)
|
|
m_nextID = m_id+1;
|
|
|
|
// load extent of ladder
|
|
m_width = fileBuffer.GetFloat();
|
|
|
|
// load top endpoint of ladder
|
|
m_top.x = fileBuffer.GetFloat();
|
|
m_top.y = fileBuffer.GetFloat();
|
|
m_top.z = fileBuffer.GetFloat();
|
|
|
|
// load bottom endpoint of ladder
|
|
m_bottom.x = fileBuffer.GetFloat();
|
|
m_bottom.y = fileBuffer.GetFloat();
|
|
m_bottom.z = fileBuffer.GetFloat();
|
|
|
|
// load ladder length
|
|
m_length = fileBuffer.GetFloat();
|
|
|
|
// load direction
|
|
m_dir = (NavDirType)fileBuffer.GetUnsignedInt();
|
|
SetDir( m_dir ); // regenerate the surface normal
|
|
|
|
// load dangling status
|
|
if ( version == 6 )
|
|
{
|
|
bool m_isDangling;
|
|
fileBuffer.Get( &m_isDangling, sizeof(m_isDangling) );
|
|
}
|
|
|
|
// load IDs of connecting areas
|
|
unsigned int id;
|
|
id = fileBuffer.GetUnsignedInt();
|
|
m_topForwardArea = TheNavMesh->GetNavAreaByID( id );
|
|
|
|
id = fileBuffer.GetUnsignedInt();
|
|
m_topLeftArea = TheNavMesh->GetNavAreaByID( id );
|
|
|
|
id = fileBuffer.GetUnsignedInt();
|
|
m_topRightArea = TheNavMesh->GetNavAreaByID( id );
|
|
|
|
id = fileBuffer.GetUnsignedInt();
|
|
m_topBehindArea = TheNavMesh->GetNavAreaByID( id );
|
|
|
|
id = fileBuffer.GetUnsignedInt();
|
|
m_bottomArea = TheNavMesh->GetNavAreaByID( id );
|
|
if ( !m_bottomArea )
|
|
{
|
|
DevMsg( "ERROR: Unconnected ladder #%d bottom at ( %g, %g, %g )\n", m_id, m_bottom.x, m_bottom.y, m_bottom.z );
|
|
DevWarning( "nav_unmark; nav_mark ladder %d; nav_warp_to_mark\n", m_id );
|
|
}
|
|
else if (!m_topForwardArea && !m_topLeftArea && !m_topRightArea) // can't include behind area, since it is not used when going up a ladder
|
|
{
|
|
DevMsg( "ERROR: Unconnected ladder #%d top at ( %g, %g, %g )\n", m_id, m_top.x, m_top.y, m_top.z );
|
|
DevWarning( "nav_unmark; nav_mark ladder %d; nav_warp_to_mark\n", m_id );
|
|
}
|
|
|
|
FindLadderEntity();
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Functor returns true if ladder is free, or false if someone is on the ladder
|
|
*/
|
|
class IsLadderFreeFunctor
|
|
{
|
|
public:
|
|
IsLadderFreeFunctor( const CNavLadder *ladder, const CBasePlayer *ignore )
|
|
{
|
|
m_ladder = ladder;
|
|
m_ignore = ignore;
|
|
}
|
|
|
|
bool operator() ( CBasePlayer *player )
|
|
{
|
|
if (player == m_ignore)
|
|
return true;
|
|
|
|
if (!player->IsOnLadder())
|
|
return true;
|
|
|
|
// player is on a ladder - is it this one?
|
|
const Vector &feet = player->GetAbsOrigin();
|
|
|
|
if (feet.z > m_ladder->m_top.z + HalfHumanHeight)
|
|
return true;
|
|
|
|
if (feet.z + HumanHeight < m_ladder->m_bottom.z - HalfHumanHeight)
|
|
return true;
|
|
|
|
Vector2D away( m_ladder->m_bottom.x - feet.x, m_ladder->m_bottom.y - feet.y );
|
|
const float onLadderRange = 50.0f;
|
|
return away.IsLengthGreaterThan( onLadderRange );
|
|
}
|
|
|
|
const CNavLadder *m_ladder;
|
|
const CBasePlayer *m_ignore;
|
|
};
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return true if someone is on this ladder
|
|
*/
|
|
bool CNavLadder::IsInUse( const CBasePlayer *ignore ) const
|
|
{
|
|
IsLadderFreeFunctor isLadderFree( this, ignore );
|
|
return !ForEachPlayer( isLadderFree );
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
Vector CNavLadder::GetPosAtHeight( float height ) const
|
|
{
|
|
if ( height < m_bottom.z )
|
|
{
|
|
return m_bottom;
|
|
}
|
|
|
|
if ( height > m_top.z )
|
|
{
|
|
return m_top;
|
|
}
|
|
|
|
if ( m_top.z == m_bottom.z )
|
|
{
|
|
return m_top;
|
|
}
|
|
|
|
float percent = ( height - m_bottom.z ) / ( m_top.z - m_bottom.z );
|
|
|
|
return m_top * percent + m_bottom * ( 1.0f - percent );
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|