Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_simplify.cpp
#include "cbase.h"
#include "nav_mesh.h"
#include "nav_node.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
extern ConVar nav_snap_to_grid;
extern ConVar nav_split_place_on_ground;
extern ConVar nav_coplanar_slope_limit;
extern ConVar nav_coplanar_slope_limit_displacement;
//--------------------------------------------------------------------------------------------------------
static bool ReduceToComponentAreas( CNavArea *area, bool addToSelectedSet )
{
if ( !area )
return false;
bool splitAlongX;
float splitEdge;
const float minSplitSize = 2.0f; // ensure the first split is larger than this
float sizeX = area->GetSizeX();
float sizeY = area->GetSizeY();
CNavArea *first = NULL;
CNavArea *second = NULL;
CNavArea *third = NULL;
CNavArea *fourth = NULL;
bool didSplit = false;
if ( sizeX > GenerationStepSize )
{
splitEdge = RoundToUnits( area->GetCorner( NORTH_WEST ).x, GenerationStepSize );
if ( splitEdge < area->GetCorner( NORTH_WEST ).x + minSplitSize )
splitEdge += GenerationStepSize;
splitAlongX = false;
didSplit = area->SplitEdit( splitAlongX, splitEdge, &first, &second );
}
if ( sizeY > GenerationStepSize )
{
splitEdge = RoundToUnits( area->GetCorner( NORTH_WEST ).y, GenerationStepSize );
if ( splitEdge < area->GetCorner( NORTH_WEST ).y + minSplitSize )
splitEdge += GenerationStepSize;
splitAlongX = true;
if ( didSplit )
{
didSplit = first->SplitEdit( splitAlongX, splitEdge, &third, &fourth );
didSplit = second->SplitEdit( splitAlongX, splitEdge, &first, &second );
}
else
{
didSplit = area->SplitEdit( splitAlongX, splitEdge, &first, &second );
}
}
if ( !didSplit )
return false;
if ( addToSelectedSet )
{
TheNavMesh->AddToSelectedSet( first );
TheNavMesh->AddToSelectedSet( second );
TheNavMesh->AddToSelectedSet( third );
TheNavMesh->AddToSelectedSet( fourth );
}
ReduceToComponentAreas( first, addToSelectedSet );
ReduceToComponentAreas( second, addToSelectedSet );
ReduceToComponentAreas( third, addToSelectedSet );
ReduceToComponentAreas( fourth, addToSelectedSet );
return true;
}
//--------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_chop_selected, "Chops all selected areas into their component 1x1 areas", FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() || engine->IsDedicatedServer() )
return;
TheNavMesh->StripNavigationAreas();
TheNavMesh->SetMarkedArea( NULL );
NavAreaCollector collector;
TheNavMesh->ForAllSelectedAreas( collector );
for ( int i=0; i<collector.m_area.Count(); ++i )
{
ReduceToComponentAreas( collector.m_area[i], true );
}
Msg( "%d areas chopped into %d\n", collector.m_area.Count(), TheNavMesh->GetSelecteSetSize() );
}
//--------------------------------------------------------------------------------------------------------
void CNavMesh::RemoveNodes( void )
{
FOR_EACH_VEC( TheNavAreas, it )
{
TheNavAreas[ it ]->ResetNodes();
}
// destroy navigation nodes created during map generation
CNavNode::CleanupGeneration();
}
//--------------------------------------------------------------------------------------------------------
void CNavMesh::GenerateNodes( const Extent &bounds )
{
m_simplifyGenerationExtent = bounds;
m_seedIdx = 0;
Assert( m_generationMode == GENERATE_SIMPLIFY );
while ( SampleStep() )
{
// do nothing
}
}
//--------------------------------------------------------------------------------------------------------
// Simplifies the selected set by reducing to 1x1 areas and re-merging them up with loosened tolerances
void CNavMesh::SimplifySelectedAreas( void )
{
// Save off somve cvars: we need to place nodes on ground, we need snap to grid set, and we loosen slope tolerances
m_generationMode = GENERATE_SIMPLIFY;
bool savedSplitPlaceOnGround = nav_split_place_on_ground.GetBool();
nav_split_place_on_ground.SetValue( 1 );
float savedCoplanarSlopeDisplacementLimit = nav_coplanar_slope_limit_displacement.GetFloat();
nav_coplanar_slope_limit_displacement.SetValue( MIN( 0.5f, savedCoplanarSlopeDisplacementLimit ) );
float savedCoplanarSlopeLimit = nav_coplanar_slope_limit.GetFloat();
nav_coplanar_slope_limit.SetValue( MIN( 0.5f, savedCoplanarSlopeLimit ) );
int savedGrid = nav_snap_to_grid.GetInt();
nav_snap_to_grid.SetValue( 1 );
StripNavigationAreas();
SetMarkedArea( NULL );
NavAreaCollector collector;
ForAllSelectedAreas( collector );
// Select walkable seeds and re-generate nodes in the bounds
ClearWalkableSeeds();
Extent bounds;
bounds.lo.Init( FLT_MAX, FLT_MAX, FLT_MAX );
bounds.hi.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
for ( int i=0; i<collector.m_area.Count(); ++i )
{
Extent areaExtent;
CNavArea *area = collector.m_area[i];
area->GetExtent( &areaExtent );
areaExtent.lo.z -= HalfHumanHeight;
areaExtent.hi.z += 2 * HumanHeight;
bounds.Encompass( areaExtent );
Vector center = area->GetCenter();
center.x = SnapToGrid( center.x );
center.y = SnapToGrid( center.y );
Vector normal;
if ( FindGroundForNode( &center, &normal ) )
{
AddWalkableSeed( center, normal );
center.z += HumanHeight;
bounds.Encompass( center );
}
}
RemoveNodes();
GenerateNodes( bounds );
ClearWalkableSeeds();
// Split nav areas up into 1x1 component areas
for ( int i=0; i<collector.m_area.Count(); ++i )
{
ReduceToComponentAreas( collector.m_area[i], true );
}
// Assign nodes to each component area
FOR_EACH_VEC( m_selectedSet, it )
{
CNavArea *area = m_selectedSet[ it ];
Vector corner = area->GetCorner( NORTH_EAST );
Vector normal;
if ( FindGroundForNode( &corner, &normal ) )
{
area->m_node[ NORTH_EAST ] = CNavNode::GetNode( corner );
if ( area->m_node[ NORTH_EAST ] )
{
area->m_node[ NORTH_WEST ] = area->m_node[ NORTH_EAST ]->GetConnectedNode( WEST );
area->m_node[ SOUTH_EAST ] = area->m_node[ NORTH_EAST ]->GetConnectedNode( SOUTH );
if ( area->m_node[ SOUTH_EAST ] )
{
area->m_node[ SOUTH_WEST ] = area->m_node[ SOUTH_EAST ]->GetConnectedNode( WEST );
if ( area->m_node[ NORTH_WEST ] && area->m_node[ SOUTH_WEST ] )
{
area->AssignNodes( area );
}
}
}
}
Assert ( area->m_node[ NORTH_EAST ] && area->m_node[ NORTH_WEST ] && area->m_node[ SOUTH_EAST ] && area->m_node[ SOUTH_WEST ] );
if ( !( area->m_node[ NORTH_EAST ] && area->m_node[ NORTH_WEST ] && area->m_node[ SOUTH_EAST ] && area->m_node[ SOUTH_WEST ] ) )
{
Warning( "Area %d didn't get any nodes!\n", area->GetID() );
}
}
// Run a subset of incremental generation on the component areas
MergeGeneratedAreas();
SquareUpAreas();
MarkJumpAreas();
SplitAreasUnderOverhangs();
MarkStairAreas();
StichAndRemoveJumpAreas();
HandleObstacleTopAreas();
FixUpGeneratedAreas();
// Re-select the new areas
ClearSelectedSet();
FOR_EACH_VEC( TheNavAreas, i )
{
CNavArea *area = TheNavAreas[i];
if ( area->HasNodes() )
{
AddToSelectedSet( area );
}
}
#ifndef _DEBUG
// leave nodes in debug for testing
RemoveNodes();
#endif
m_generationMode = GENERATE_NONE;
nav_split_place_on_ground.SetValue( savedSplitPlaceOnGround );
nav_coplanar_slope_limit_displacement.SetValue( savedCoplanarSlopeDisplacementLimit );
nav_coplanar_slope_limit.SetValue( savedCoplanarSlopeLimit );
nav_snap_to_grid.SetValue( savedGrid );
}
//--------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_simplify_selected, "Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas", FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() || engine->IsDedicatedServer() )
return;
int selectedSetSize = TheNavMesh->GetSelecteSetSize();
if ( selectedSetSize == 0 )
{
Msg( "nav_simplify_selected only works on the selected set\n" );
return;
}
TheNavMesh->SimplifySelectedAreas();
Msg( "%d areas simplified - %d remain\n", selectedSetSize, TheNavMesh->GetSelecteSetSize() );
}