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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_mesh.h
// The Navigation Mesh interface
// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
//
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
//
// NOTE: The Navigation code uses Doxygen-style comments. If you run Doxygen over this code, it will
// auto-generate documentation. Visit www.doxygen.org to download the system for free.
//
# ifndef _NAV_MESH_H_
# define _NAV_MESH_H_
# include "utlbuffer.h"
# include "filesystem.h"
# include "GameEventListener.h"
# include "nav.h"
# include "nav_area.h"
# include "nav_colors.h"
class CNavArea ;
class CBaseEntity ;
class CBreakable ;
extern ConVar nav_edit ;
extern ConVar nav_quicksave ;
extern ConVar nav_show_approach_points ;
extern ConVar nav_show_danger ;
//--------------------------------------------------------------------------------------------------------
class NavAreaCollector
{
bool m_checkForDuplicates ;
public :
NavAreaCollector ( bool checkForDuplicates = false )
{
m_checkForDuplicates = checkForDuplicates ;
}
bool operator ( ) ( CNavArea * area )
{
if ( m_checkForDuplicates & & m_area . HasElement ( area ) )
return true ;
m_area . AddToTail ( area ) ;
return true ;
}
CUtlVector < CNavArea * > m_area ;
} ;
//--------------------------------------------------------------------------------------------------------
class EditDestroyNotification
{
CNavArea * m_deadArea ;
public :
EditDestroyNotification ( CNavArea * deadArea )
{
m_deadArea = deadArea ;
}
bool operator ( ) ( CBaseCombatCharacter * actor )
{
actor - > OnNavAreaRemoved ( m_deadArea ) ;
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return true ;
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}
} ;
//--------------------------------------------------------------------------------------------------------
class NavAttributeClearer
{
public :
NavAttributeClearer ( NavAttributeType attribute )
{
m_attribute = attribute ;
}
bool operator ( ) ( CNavArea * area )
{
area - > SetAttributes ( area - > GetAttributes ( ) & ( ~ m_attribute ) ) ;
return true ;
}
NavAttributeType m_attribute ;
} ;
//--------------------------------------------------------------------------------------------------------
class NavAttributeSetter
{
public :
NavAttributeSetter ( NavAttributeType attribute )
{
m_attribute = attribute ;
}
bool operator ( ) ( CNavArea * area )
{
area - > SetAttributes ( area - > GetAttributes ( ) | m_attribute ) ;
return true ;
}
NavAttributeType m_attribute ;
} ;
//--------------------------------------------------------------------------------------------------------
class NavAttributeToggler
{
public :
NavAttributeToggler ( NavAttributeType attribute )
{
m_attribute = attribute ;
}
bool operator ( ) ( CNavArea * area ) ;
NavAttributeType m_attribute ;
} ;
//--------------------------------------------------------------------------------------------------------
struct NavAttributeLookup
{
const char * name ;
NavAttributeType attribute ;
} ;
extern NavAttributeLookup TheNavAttributeTable [ ] ;
//--------------------------------------------------------------------------------------------------------
class SelectOverlappingAreas
{
public :
bool operator ( ) ( CNavArea * area ) ;
} ;
//--------------------------------------------------------------------------------------------------------
abstract_class INavAvoidanceObstacle
{
public :
virtual bool IsPotentiallyAbleToObstructNavAreas ( void ) const = 0 ; // could we at some future time obstruct nav?
virtual float GetNavObstructionHeight ( void ) const = 0 ; // height at which to obstruct nav areas
virtual bool CanObstructNavAreas ( void ) const = 0 ; // can we obstruct nav right this instant?
virtual CBaseEntity * GetObstructingEntity ( void ) = 0 ;
virtual void OnNavMeshLoaded ( void ) = 0 ;
} ;
//--------------------------------------------------------------------------------------------------------
enum GetNavAreaFlags_t
{
GETNAVAREA_CHECK_LOS = 0x1 ,
GETNAVAREA_ALLOW_BLOCKED_AREAS = 0x2 ,
GETNAVAREA_CHECK_GROUND = 0x4 ,
} ;
//--------------------------------------------------------------------------------------------------------
// for nav mesh visibilty computation
struct NavVisPair_t
{
void SetPair ( CNavArea * pArea1 , CNavArea * pArea2 )
{
int iArea1 = ( int ) ( pArea1 > pArea2 ) ;
int iArea2 = ( iArea1 + 1 ) % 2 ;
pAreas [ iArea1 ] = pArea1 ;
pAreas [ iArea2 ] = pArea2 ;
}
CNavArea * pAreas [ 2 ] ;
} ;
// for nav mesh visibilty computation
class CVisPairHashFuncs
{
public :
CVisPairHashFuncs ( int ) { }
bool operator ( ) ( const NavVisPair_t & lhs , const NavVisPair_t & rhs ) const
{
return ( lhs . pAreas [ 0 ] = = rhs . pAreas [ 0 ] & & lhs . pAreas [ 1 ] = = rhs . pAreas [ 1 ] ) ;
}
unsigned int operator ( ) ( const NavVisPair_t & item ) const
{
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# if PLATFORM_64BITS
COMPILE_TIME_ASSERT ( sizeof ( CNavArea * ) = = 8 ) ;
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int64 key [ 2 ] = { ( int64 ) ( item . pAreas [ 0 ] + item . pAreas [ 1 ] - > GetID ( ) ) , ( int64 ) ( item . pAreas [ 1 ] + item . pAreas [ 0 ] - > GetID ( ) ) } ;
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return Hash16 ( key ) ;
# else
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COMPILE_TIME_ASSERT ( sizeof ( CNavArea * ) = = 4 ) ;
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int key [ 2 ] = { ( int ) ( item . pAreas [ 0 ] + item . pAreas [ 1 ] - > GetID ( ) ) , ( int ) ( item . pAreas [ 1 ] + item . pAreas [ 0 ] - > GetID ( ) ) } ;
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return Hash8 ( key ) ;
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# endif
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}
} ;
//--------------------------------------------------------------------------------------------------------------
//
// The 'place directory' is used to save and load places from
// nav files in a size-efficient manner that also allows for the
// order of the place ID's to change without invalidating the
// nav files.
//
// The place directory is stored in the nav file as a list of
// place name strings. Each nav area then contains an index
// into that directory, or zero if no place has been assigned to
// that area.
//
class PlaceDirectory
{
public :
typedef unsigned short IndexType ; // Loaded/Saved as UnsignedShort. Change this and you'll have to version.
PlaceDirectory ( void ) ;
void Reset ( void ) ;
bool IsKnown ( Place place ) const ; /// return true if this place is already in the directory
IndexType GetIndex ( Place place ) const ; /// return the directory index corresponding to this Place (0 = no entry)
void AddPlace ( Place place ) ; /// add the place to the directory if not already known
Place IndexToPlace ( IndexType entry ) const ; /// given an index, return the Place
void Save ( CUtlBuffer & fileBuffer ) ; /// store the directory
void Load ( CUtlBuffer & fileBuffer , int version ) ; /// load the directory
const CUtlVector < Place > * GetPlaces ( void ) const
{
return & m_directory ;
}
bool HasUnnamedPlaces ( void ) const
{
return m_hasUnnamedAreas ;
}
private :
CUtlVector < Place > m_directory ;
bool m_hasUnnamedAreas ;
} ;
extern PlaceDirectory placeDirectory ;
//--------------------------------------------------------------------------------------------------------
/**
* The CNavMesh is the global interface to the Navigation Mesh .
* @ todo Make this an abstract base class interface , and derive mod - specific implementations .
*/
class CNavMesh : public CGameEventListener
{
public :
CNavMesh ( void ) ;
virtual ~ CNavMesh ( ) ;
virtual void PreLoadAreas ( int nAreas ) { }
virtual CNavArea * CreateArea ( void ) const ; // CNavArea factory
virtual void DestroyArea ( CNavArea * ) const ;
virtual HidingSpot * CreateHidingSpot ( void ) const ; // Hiding Spot factory
virtual void Reset ( void ) ; // destroy Navigation Mesh data and revert to initial state
virtual void Update ( void ) ; // invoked on each game frame
virtual void FireGameEvent ( IGameEvent * event ) ; // incoming event processing
virtual NavErrorType Load ( void ) ; // load navigation data from a file
virtual NavErrorType PostLoad ( unsigned int version ) ; // (EXTEND) invoked after all areas have been loaded - for pointer binding, etc
bool IsLoaded ( void ) const { return m_isLoaded ; } // return true if a Navigation Mesh has been loaded
bool IsAnalyzed ( void ) const { return m_isAnalyzed ; } // return true if a Navigation Mesh has been analyzed
/**
* Return true if nav mesh can be trusted for all climbing / jumping decisions because game environment is fairly simple .
* Authoritative meshes mean path followers can skip CPU intensive realtime scanning of unpredictable geometry .
*/
virtual bool IsAuthoritative ( void ) const { return false ; }
const CUtlVector < Place > * GetPlacesFromNavFile ( bool * hasUnnamedPlaces ) ; // Reads the used place names from the nav file (can be used to selectively precache before the nav is loaded)
virtual bool Save ( void ) const ; // store Navigation Mesh to a file
bool IsOutOfDate ( void ) const { return m_isOutOfDate ; } // return true if the Navigation Mesh is older than the current map version
virtual unsigned int GetSubVersionNumber ( void ) const ; // returns sub-version number of data format used by derived classes
virtual void SaveCustomData ( CUtlBuffer & fileBuffer ) const { } // store custom mesh data for derived classes
virtual void LoadCustomData ( CUtlBuffer & fileBuffer , unsigned int subVersion ) { } // load custom mesh data for derived classes
virtual void SaveCustomDataPreArea ( CUtlBuffer & fileBuffer ) const { } // store custom mesh data for derived classes that needs to be loaded before areas are read in
virtual void LoadCustomDataPreArea ( CUtlBuffer & fileBuffer , unsigned int subVersion ) { } // load custom mesh data for derived classes that needs to be loaded before areas are read in
// events
virtual void OnServerActivate ( void ) ; // (EXTEND) invoked when server loads a new map
virtual void OnRoundRestart ( void ) ; // invoked when a game round restarts
virtual void OnRoundRestartPreEntity ( void ) ; // invoked when a game round restarts, but before entities are deleted and recreated
virtual void OnBreakableCreated ( CBaseEntity * breakable ) { } // invoked when a breakable is created
virtual void OnBreakableBroken ( CBaseEntity * broken ) { } // invoked when a breakable is broken
virtual void OnAreaBlocked ( CNavArea * area ) ; // invoked when the area becomes blocked
virtual void OnAreaUnblocked ( CNavArea * area ) ; // invoked when the area becomes un-blocked
virtual void OnAvoidanceObstacleEnteredArea ( CNavArea * area ) ; // invoked when the area becomes obstructed
virtual void OnAvoidanceObstacleLeftArea ( CNavArea * area ) ; // invoked when the area becomes un-obstructed
virtual void OnEditCreateNotify ( CNavArea * newArea ) ; // invoked when given area has just been added to the mesh in edit mode
virtual void OnEditDestroyNotify ( CNavArea * deadArea ) ; // invoked when given area has just been deleted from the mesh in edit mode
virtual void OnEditDestroyNotify ( CNavLadder * deadLadder ) ; // invoked when given ladder has just been deleted from the mesh in edit mode
virtual void OnNodeAdded ( CNavNode * node ) { } ;
// Obstructions
void RegisterAvoidanceObstacle ( INavAvoidanceObstacle * obstruction ) ;
void UnregisterAvoidanceObstacle ( INavAvoidanceObstacle * obstruction ) ;
const CUtlVector < INavAvoidanceObstacle * > & GetObstructions ( void ) const { return m_avoidanceObstacles ; }
unsigned int GetNavAreaCount ( void ) const { return m_areaCount ; } // return total number of nav areas
// See GetNavAreaFlags_t for flags
CNavArea * GetNavArea ( const Vector & pos , float beneathLimt = 120.0f ) const ; // given a position, return the nav area that IsOverlapping and is *immediately* beneath it
CNavArea * GetNavArea ( CBaseEntity * pEntity , int nGetNavAreaFlags , float flBeneathLimit = 120.0f ) const ;
CNavArea * GetNavAreaByID ( unsigned int id ) const ;
CNavArea * GetNearestNavArea ( const Vector & pos , bool anyZ = false , float maxDist = 10000.0f , bool checkLOS = false , bool checkGround = true , int team = TEAM_ANY ) const ;
CNavArea * GetNearestNavArea ( CBaseEntity * pEntity , int nGetNavAreaFlags = GETNAVAREA_CHECK_GROUND , float maxDist = 10000.0f ) const ;
Place GetPlace ( const Vector & pos ) const ; // return Place at given coordinate
const char * PlaceToName ( Place place ) const ; // given a place, return its name
Place NameToPlace ( const char * name ) const ; // given a place name, return a place ID or zero if no place is defined
Place PartialNameToPlace ( const char * name ) const ; // given the first part of a place name, return a place ID or zero if no place is defined, or the partial match is ambiguous
void PrintAllPlaces ( void ) const ; // output a list of names to the console
int PlaceNameAutocomplete ( char const * partial , char commands [ COMMAND_COMPLETION_MAXITEMS ] [ COMMAND_COMPLETION_ITEM_LENGTH ] ) ; // Given a partial place name, fill in possible place names for ConCommand autocomplete
bool GetGroundHeight ( const Vector & pos , float * height , Vector * normal = NULL ) const ; // get the Z coordinate of the topmost ground level below the given point
bool GetSimpleGroundHeight ( const Vector & pos , float * height , Vector * normal = NULL ) const ; // get the Z coordinate of the ground level directly below the given point
/// increase "danger" weights in the given nav area and nearby ones
void IncreaseDangerNearby ( int teamID , float amount , CNavArea * area , const Vector & pos , float maxRadius , float dangerLimit = - 1.0f ) ;
void DrawDanger ( void ) const ; // draw the current danger levels
void DrawPlayerCounts ( void ) const ; // draw the current player counts for each area
void DrawFuncNavAvoid ( void ) const ; // draw bot avoidance areas from func_nav_avoid entities
void DrawFuncNavPrefer ( void ) const ; // draw bot preference areas from func_nav_prefer entities
# ifdef NEXT_BOT
void DrawFuncNavPrerequisite ( void ) const ; // draw bot prerequisite areas from func_nav_prerequisite entities
# endif
//-------------------------------------------------------------------------------------
// Auto-generation
//
# define INCREMENTAL_GENERATION true
void BeginGeneration ( bool incremental = false ) ; // initiate the generation process
void BeginAnalysis ( bool quitWhenFinished = false ) ; // re-analyze an existing Mesh. Determine Hiding Spots, Encounter Spots, etc.
bool IsGenerating ( void ) const { return m_generationMode ! = GENERATE_NONE ; } // return true while a Navigation Mesh is being generated
const char * GetPlayerSpawnName ( void ) const ; // return name of player spawn entity
void SetPlayerSpawnName ( const char * name ) ; // define the name of player spawn entities
void AddWalkableSeed ( const Vector & pos , const Vector & normal ) ; // add given walkable position to list of seed positions for map sampling
virtual void AddWalkableSeeds ( void ) ; // adds walkable positions for any/all positions a mod specifies
void ClearWalkableSeeds ( void ) { m_walkableSeeds . RemoveAll ( ) ; } // erase all walkable seed positions
void MarkStairAreas ( void ) ;
virtual unsigned int GetGenerationTraceMask ( void ) const ; // return the mask used by traces when generating the mesh
//-------------------------------------------------------------------------------------
// Edit mode
//
unsigned int GetNavPlace ( void ) const { return m_navPlace ; }
void SetNavPlace ( unsigned int place ) { m_navPlace = place ; }
// Edit callbacks from ConCommands
void CommandNavDelete ( void ) ; // delete current area
void CommandNavDeleteMarked ( void ) ; // delete current marked area
virtual void CommandNavFloodSelect ( const CCommand & args ) ; // select current area and all connected areas, recursively
void CommandNavToggleSelectedSet ( void ) ; // toggles all areas into/out of the selected set
void CommandNavStoreSelectedSet ( void ) ; // stores the current selected set for later
void CommandNavRecallSelectedSet ( void ) ; // restores an older selected set
void CommandNavAddToSelectedSet ( void ) ; // add current area to selected set
void CommandNavAddToSelectedSetByID ( const CCommand & args ) ; // add specified area id to selected set
void CommandNavRemoveFromSelectedSet ( void ) ; // remove current area from selected set
void CommandNavToggleInSelectedSet ( void ) ; // add/remove current area from selected set
void CommandNavClearSelectedSet ( void ) ; // clear the selected set to empty
void CommandNavBeginSelecting ( void ) ; // start continuously selecting areas into the selected set
void CommandNavEndSelecting ( void ) ; // stop continuously selecting areas into the selected set
void CommandNavBeginDragSelecting ( void ) ; // start dragging a selection area
void CommandNavEndDragSelecting ( void ) ; // stop dragging a selection area
void CommandNavBeginDragDeselecting ( void ) ; // start dragging a deselection area
void CommandNavEndDragDeselecting ( void ) ; // stop dragging a deselection area
void CommandNavRaiseDragVolumeMax ( void ) ; // raise the top of the drag volume
void CommandNavLowerDragVolumeMax ( void ) ; // lower the top of the drag volume
void CommandNavRaiseDragVolumeMin ( void ) ; // raise the bottom of the drag volume
void CommandNavLowerDragVolumeMin ( void ) ; // lower the bottom of the drag volume
void CommandNavToggleSelecting ( bool playSound = true ) ; // start/stop continuously selecting areas into the selected set
void CommandNavBeginDeselecting ( void ) ; // start continuously de-selecting areas from the selected set
void CommandNavEndDeselecting ( void ) ; // stop continuously de-selecting areas from the selected set
void CommandNavToggleDeselecting ( bool playSound = true ) ; // start/stop continuously de-selecting areas from the selected set
void CommandNavSelectInvalidAreas ( void ) ; // adds invalid areas to the selected set
void CommandNavSelectBlockedAreas ( void ) ; // adds blocked areas to the selected set
void CommandNavSelectObstructedAreas ( void ) ; // adds obstructed areas to the selected set
void CommandNavSelectDamagingAreas ( void ) ; // adds damaging areas to the selected set
void CommandNavSelectHalfSpace ( const CCommand & args ) ; // selects all areas that intersect the half-space
void CommandNavSelectStairs ( void ) ; // adds stairs areas to the selected set
void CommandNavSelectOrphans ( void ) ; // adds areas not connected to mesh to the selected set
void CommandNavSplit ( void ) ; // split current area
void CommandNavMerge ( void ) ; // merge adjacent areas
void CommandNavMark ( const CCommand & args ) ; // mark an area for further operations
void CommandNavUnmark ( void ) ; // removes the mark
void CommandNavBeginArea ( void ) ; // begin creating a new nav area
void CommandNavEndArea ( void ) ; // end creation of the new nav area
void CommandNavBeginShiftXY ( void ) ; // begin shifting selected set in the XY plane
void CommandNavEndShiftXY ( void ) ; // end shifting selected set in the XY plane
void CommandNavConnect ( void ) ; // connect marked area to selected area
void CommandNavDisconnect ( void ) ; // disconnect marked area from selected area
void CommandNavDisconnectOutgoingOneWays ( void ) ; // disconnect all outgoing one-way connects from each area in the selected set
void CommandNavSplice ( void ) ; // create new area in between marked and selected areas
void CommandNavCrouch ( void ) ; // toggle crouch attribute on current area
void CommandNavTogglePlaceMode ( void ) ; // switch between normal and place editing
void CommandNavSetPlaceMode ( void ) ; // switch between normal and place editing
void CommandNavPlaceFloodFill ( void ) ; // floodfill areas out from current area
void CommandNavPlaceSet ( void ) ; // sets the Place for the selected set
void CommandNavPlacePick ( void ) ; // "pick up" the place at the current area
void CommandNavTogglePlacePainting ( void ) ; // switch between "painting" places onto areas
void CommandNavMarkUnnamed ( void ) ; // mark an unnamed area for further operations
void CommandNavCornerSelect ( void ) ; // select a corner on the current area
void CommandNavCornerRaise ( const CCommand & args ) ; // raise a corner on the current area
void CommandNavCornerLower ( const CCommand & args ) ; // lower a corner on the current area
void CommandNavCornerPlaceOnGround ( const CCommand & args ) ; // position a corner on the current area at ground height
void CommandNavWarpToMark ( void ) ; // warp a spectating local player to the selected mark
void CommandNavLadderFlip ( void ) ; // Flips the direction a ladder faces
void CommandNavToggleAttribute ( NavAttributeType attribute ) ; // toggle an attribute on current area
void CommandNavMakeSniperSpots ( void ) ; // cuts up the marked area into individual areas suitable for sniper spots
void CommandNavBuildLadder ( void ) ; // builds a nav ladder on the climbable surface under the cursor
void CommandNavRemoveJumpAreas ( void ) ; // removes jump areas, replacing them with connections
void CommandNavSubdivide ( const CCommand & args ) ; // subdivide each nav area in X and Y to create 4 new areas - limit min size
void CommandNavSaveSelected ( const CCommand & args ) ; // Save selected set to disk
void CommandNavMergeMesh ( const CCommand & args ) ; // Merge a saved selected set into the current mesh
void CommandNavMarkWalkable ( void ) ;
void AddToDragSelectionSet ( CNavArea * pArea ) ;
void RemoveFromDragSelectionSet ( CNavArea * pArea ) ;
void ClearDragSelectionSet ( void ) ;
CNavArea * GetMarkedArea ( void ) const ; // return area marked by user in edit mode
CNavLadder * GetMarkedLadder ( void ) const { return m_markedLadder ; } // return ladder marked by user in edit mode
CNavArea * GetSelectedArea ( void ) const { return m_selectedArea ; } // return area user is pointing at in edit mode
CNavLadder * GetSelectedLadder ( void ) const { return m_selectedLadder ; } // return ladder user is pointing at in edit mode
void SetMarkedLadder ( CNavLadder * ladder ) ; // mark ladder for further edit operations
void SetMarkedArea ( CNavArea * area ) ; // mark area for further edit operations
bool IsContinuouslySelecting ( void ) const
{
return m_isContinuouslySelecting ;
}
bool IsContinuouslyDeselecting ( void ) const
{
return m_isContinuouslyDeselecting ;
}
void CreateLadder ( const Vector & mins , const Vector & maxs , float maxHeightAboveTopArea ) ;
void CreateLadder ( const Vector & top , const Vector & bottom , float width , const Vector2D & ladderDir , float maxHeightAboveTopArea ) ;
float SnapToGrid ( float x , bool forceGrid = false ) const ; // snap given coordinate to generation grid boundary
Vector SnapToGrid ( const Vector & in , bool snapX = true , bool snapY = true , bool forceGrid = false ) const ; // snap given vector's X & Y coordinates to generation grid boundary
const Vector & GetEditCursorPosition ( void ) const { return m_editCursorPos ; } // return position of edit cursor
void StripNavigationAreas ( void ) ;
const char * GetFilename ( void ) const ; // return the filename for this map's "nav" file
/// @todo Remove old select code and make all commands use this selected set
void AddToSelectedSet ( CNavArea * area ) ; // add area to the currently selected set
void RemoveFromSelectedSet ( CNavArea * area ) ; // remove area from the currently selected set
void ClearSelectedSet ( void ) ; // clear the currently selected set to empty
bool IsSelectedSetEmpty ( void ) const ; // return true if the selected set is empty
bool IsInSelectedSet ( const CNavArea * area ) const ; // return true if the given area is in the selected set
int GetSelecteSetSize ( void ) const ;
const NavAreaVector & GetSelectedSet ( void ) const ; // return the selected set
/**
* Apply the functor to all navigation areas in the Selected Set ,
* or the current selected area .
* If functor returns false , stop processing and return false .
*/
template < typename Functor >
bool ForAllSelectedAreas ( Functor & func )
{
if ( IsSelectedSetEmpty ( ) )
{
CNavArea * area = GetSelectedArea ( ) ;
if ( area )
{
if ( func ( area ) = = false )
return false ;
}
}
else
{
FOR_EACH_VEC ( m_selectedSet , it )
{
CNavArea * area = m_selectedSet [ it ] ;
if ( func ( area ) = = false )
return false ;
}
}
return true ;
}
//-------------------------------------------------------------------------------------
/**
* Apply the functor to all navigation areas .
* If functor returns false , stop processing and return false .
*/
template < typename Functor >
bool ForAllAreas ( Functor & func )
{
FOR_EACH_VEC ( TheNavAreas , it )
{
CNavArea * area = TheNavAreas [ it ] ;
if ( func ( area ) = = false )
return false ;
}
return true ;
}
// const version of the above
template < typename Functor >
bool ForAllAreas ( Functor & func ) const
{
FOR_EACH_VEC ( TheNavAreas , it )
{
const CNavArea * area = TheNavAreas [ it ] ;
if ( func ( area ) = = false )
return false ;
}
return true ;
}
//-------------------------------------------------------------------------------------
/**
* Apply the functor to all navigation areas that overlap the given extent .
* If functor returns false , stop processing and return false .
*/
template < typename Functor >
bool ForAllAreasOverlappingExtent ( Functor & func , const Extent & extent )
{
if ( ! m_grid . Count ( ) )
{
# if _DEBUG
Warning ( " Query before nav mesh is loaded! %d \n " , TheNavAreas . Count ( ) ) ;
# endif
return true ;
}
static unsigned int searchMarker = RandomInt ( 0 , 1024 * 1024 ) ;
if ( + + searchMarker = = 0 )
{
+ + searchMarker ;
}
Extent areaExtent ;
// get list in cell that contains position
int startX = WorldToGridX ( extent . lo . x ) ;
int endX = WorldToGridX ( extent . hi . x ) ;
int startY = WorldToGridY ( extent . lo . y ) ;
int endY = WorldToGridY ( extent . hi . y ) ;
for ( int x = startX ; x < = endX ; + + x )
{
for ( int y = startY ; y < = endY ; + + y )
{
int iGrid = x + y * m_gridSizeX ;
if ( iGrid > = m_grid . Count ( ) )
{
ExecuteNTimes ( 10 , Warning ( " ** Walked off of the CNavMesh::m_grid in ForAllAreasOverlappingExtent() \n " ) ) ;
return true ;
}
NavAreaVector * areaVector = & m_grid [ iGrid ] ;
// find closest area in this cell
FOR_EACH_VEC ( ( * areaVector ) , it )
{
CNavArea * area = ( * areaVector ) [ it ] ;
// skip if we've already visited this area
if ( area - > m_nearNavSearchMarker = = searchMarker )
continue ;
// mark as visited
area - > m_nearNavSearchMarker = searchMarker ;
area - > GetExtent ( & areaExtent ) ;
if ( extent . IsOverlapping ( areaExtent ) )
{
if ( func ( area ) = = false )
return false ;
}
}
}
}
return true ;
}
//-------------------------------------------------------------------------------------
/**
* Populate the given vector with all navigation areas that overlap the given extent .
*/
template < typename NavAreaType >
void CollectAreasOverlappingExtent ( const Extent & extent , CUtlVector < NavAreaType * > * outVector )
{
if ( ! m_grid . Count ( ) )
{
return ;
}
static unsigned int searchMarker = RandomInt ( 0 , 1024 * 1024 ) ;
if ( + + searchMarker = = 0 )
{
+ + searchMarker ;
}
Extent areaExtent ;
// get list in cell that contains position
int startX = WorldToGridX ( extent . lo . x ) ;
int endX = WorldToGridX ( extent . hi . x ) ;
int startY = WorldToGridY ( extent . lo . y ) ;
int endY = WorldToGridY ( extent . hi . y ) ;
for ( int x = startX ; x < = endX ; + + x )
{
for ( int y = startY ; y < = endY ; + + y )
{
int iGrid = x + y * m_gridSizeX ;
if ( iGrid > = m_grid . Count ( ) )
{
ExecuteNTimes ( 10 , Warning ( " ** Walked off of the CNavMesh::m_grid in CollectAreasOverlappingExtent() \n " ) ) ;
return ;
}
NavAreaVector * areaVector = & m_grid [ iGrid ] ;
// find closest area in this cell
for ( int v = 0 ; v < areaVector - > Count ( ) ; + + v )
{
CNavArea * area = areaVector - > Element ( v ) ;
// skip if we've already visited this area
if ( area - > m_nearNavSearchMarker = = searchMarker )
continue ;
// mark as visited
area - > m_nearNavSearchMarker = searchMarker ;
area - > GetExtent ( & areaExtent ) ;
if ( extent . IsOverlapping ( areaExtent ) )
{
outVector - > AddToTail ( ( NavAreaType * ) area ) ;
}
}
}
}
}
template < typename Functor >
bool ForAllAreasInRadius ( Functor & func , const Vector & pos , float radius )
{
// use a unique marker for this method, so it can be used within a SearchSurroundingArea() call
static unsigned int searchMarker = RandomInt ( 0 , 1024 * 1024 ) ;
+ + searchMarker ;
if ( searchMarker = = 0 )
{
+ + searchMarker ;
}
// get list in cell that contains position
int originX = WorldToGridX ( pos . x ) ;
int originY = WorldToGridY ( pos . y ) ;
int shiftLimit = ceil ( radius / m_gridCellSize ) ;
float radiusSq = radius * radius ;
if ( radius = = 0.0f )
{
shiftLimit = MAX ( m_gridSizeX , m_gridSizeY ) ; // range 0 means all areas
}
for ( int x = originX - shiftLimit ; x < = originX + shiftLimit ; + + x )
{
if ( x < 0 | | x > = m_gridSizeX )
continue ;
for ( int y = originY - shiftLimit ; y < = originY + shiftLimit ; + + y )
{
if ( y < 0 | | y > = m_gridSizeY )
continue ;
NavAreaVector * areaVector = & m_grid [ x + y * m_gridSizeX ] ;
// find closest area in this cell
FOR_EACH_VEC ( ( * areaVector ) , it )
{
CNavArea * area = ( * areaVector ) [ it ] ;
// skip if we've already visited this area
if ( area - > m_nearNavSearchMarker = = searchMarker )
continue ;
// mark as visited
area - > m_nearNavSearchMarker = searchMarker ;
float distSq = ( area - > GetCenter ( ) - pos ) . LengthSqr ( ) ;
if ( ( distSq < = radiusSq ) | | ( radiusSq = = 0 ) )
{
if ( func ( area ) = = false )
return false ;
}
}
}
}
return true ;
}
//---------------------------------------------------------------------------------------------------------------
/*
* Step through nav mesh along line between startArea and endArea .
* Return true if enumeration reached endArea , false if doesn ' t reach it ( no mesh between , bad connection , etc )
*/
template < typename Functor >
bool ForAllAreasAlongLine ( Functor & func , CNavArea * startArea , CNavArea * endArea )
{
if ( ! startArea | | ! endArea )
return false ;
if ( startArea = = endArea )
{
func ( startArea ) ;
return true ;
}
Vector start = startArea - > GetCenter ( ) ;
Vector end = endArea - > GetCenter ( ) ;
Vector to = end - start ;
float range = to . NormalizeInPlace ( ) ;
const float epsilon = 0.00001f ;
if ( range < epsilon )
{
func ( startArea ) ;
return true ;
}
if ( abs ( to . x ) < epsilon )
{
NavDirType dir = ( to . y < 0.0f ) ? NORTH : SOUTH ;
CNavArea * area = startArea ;
while ( area )
{
func ( area ) ;
if ( area = = endArea )
return true ;
const NavConnectVector * adjVector = area - > GetAdjacentAreas ( dir ) ;
area = NULL ;
for ( int i = 0 ; i < adjVector - > Count ( ) ; + + i )
{
CNavArea * adjArea = adjVector - > Element ( i ) . area ;
const Vector & adjOrigin = adjArea - > GetCorner ( NORTH_WEST ) ;
if ( adjOrigin . x < = start . x & & adjOrigin . x + adjArea - > GetSizeX ( ) > = start . x )
{
area = adjArea ;
break ;
}
}
}
return false ;
}
else if ( abs ( to . y ) < epsilon )
{
NavDirType dir = ( to . x < 0.0f ) ? WEST : EAST ;
CNavArea * area = startArea ;
while ( area )
{
func ( area ) ;
if ( area = = endArea )
return true ;
const NavConnectVector * adjVector = area - > GetAdjacentAreas ( dir ) ;
area = NULL ;
for ( int i = 0 ; i < adjVector - > Count ( ) ; + + i )
{
CNavArea * adjArea = adjVector - > Element ( i ) . area ;
const Vector & adjOrigin = adjArea - > GetCorner ( NORTH_WEST ) ;
if ( adjOrigin . y < = start . y & & adjOrigin . y + adjArea - > GetSizeY ( ) > = start . y )
{
area = adjArea ;
break ;
}
}
}
return false ;
}
CNavArea * area = startArea ;
while ( area )
{
func ( area ) ;
if ( area = = endArea )
return true ;
const Vector & origin = area - > GetCorner ( NORTH_WEST ) ;
float xMin = origin . x ;
float xMax = xMin + area - > GetSizeX ( ) ;
float yMin = origin . y ;
float yMax = yMin + area - > GetSizeY ( ) ;
// clip ray to area
Vector exit ;
NavDirType edge = NUM_DIRECTIONS ;
if ( to . x < 0.0f )
{
// find Y at west edge intersection
float t = ( xMin - start . x ) / ( end . x - start . x ) ;
if ( t > 0.0f & & t < 1.0f )
{
float y = start . y + t * ( end . y - start . y ) ;
if ( y > = yMin & & y < = yMax )
{
// intersects this edge
exit . x = xMin ;
exit . y = y ;
edge = WEST ;
}
}
}
else
{
// find Y at east edge intersection
float t = ( xMax - start . x ) / ( end . x - start . x ) ;
if ( t > 0.0f & & t < 1.0f )
{
float y = start . y + t * ( end . y - start . y ) ;
if ( y > = yMin & & y < = yMax )
{
// intersects this edge
exit . x = xMax ;
exit . y = y ;
edge = EAST ;
}
}
}
if ( edge = = NUM_DIRECTIONS )
{
if ( to . y < 0.0f )
{
// find X at north edge intersection
float t = ( yMin - start . y ) / ( end . y - start . y ) ;
if ( t > 0.0f & & t < 1.0f )
{
float x = start . x + t * ( end . x - start . x ) ;
if ( x > = xMin & & x < = xMax )
{
// intersects this edge
exit . x = x ;
exit . y = yMin ;
edge = NORTH ;
}
}
}
else
{
// find X at south edge intersection
float t = ( yMax - start . y ) / ( end . y - start . y ) ;
if ( t > 0.0f & & t < 1.0f )
{
float x = start . x + t * ( end . x - start . x ) ;
if ( x > = xMin & & x < = xMax )
{
// intersects this edge
exit . x = x ;
exit . y = yMax ;
edge = SOUTH ;
}
}
}
}
if ( edge = = NUM_DIRECTIONS )
break ;
const NavConnectVector * adjVector = area - > GetAdjacentAreas ( edge ) ;
area = NULL ;
for ( int i = 0 ; i < adjVector - > Count ( ) ; + + i )
{
CNavArea * adjArea = adjVector - > Element ( i ) . area ;
const Vector & adjOrigin = adjArea - > GetCorner ( NORTH_WEST ) ;
if ( edge = = NORTH | | edge = = SOUTH )
{
if ( adjOrigin . x < = exit . x & & adjOrigin . x + adjArea - > GetSizeX ( ) > = exit . x )
{
area = adjArea ;
break ;
}
}
else
{
if ( adjOrigin . y < = exit . y & & adjOrigin . y + adjArea - > GetSizeY ( ) > = exit . y )
{
area = adjArea ;
break ;
}
}
}
}
return false ;
}
//-------------------------------------------------------------------------------------
/**
* Apply the functor to all navigation ladders .
* If functor returns false , stop processing and return false .
*/
template < typename Functor >
bool ForAllLadders ( Functor & func )
{
for ( int i = 0 ; i < m_ladders . Count ( ) ; + + i )
{
CNavLadder * ladder = m_ladders [ i ] ;
if ( func ( ladder ) = = false )
return false ;
}
return true ;
}
//-------------------------------------------------------------------------------------
/**
* Apply the functor to all navigation ladders .
* If functor returns false , stop processing and return false .
*/
template < typename Functor >
bool ForAllLadders ( Functor & func ) const
{
for ( int i = 0 ; i < m_ladders . Count ( ) ; + + i )
{
const CNavLadder * ladder = m_ladders [ i ] ;
if ( func ( ladder ) = = false )
return false ;
}
return true ;
}
//-------------------------------------------------------------------------------------
/**
* tests a new area for connections to adjacent pre - existing areas
*/
template < typename Functor > void StitchAreaIntoMesh ( CNavArea * area , NavDirType dir , Functor & func ) ;
//-------------------------------------------------------------------------------------
/**
* Use the functor to test if an area is needing stitching into the existing nav mesh .
* The functor is different from how we normally use functors - it does no processing ,
* and it ' s return value is true if the area is in the new set to be stiched , and false
* if it ' s a pre - existing area .
*/
template < typename Functor >
bool StitchMesh ( Functor & func )
{
FOR_EACH_VEC ( TheNavAreas , it )
{
CNavArea * area = TheNavAreas [ it ] ;
if ( func ( area ) )
{
StitchAreaIntoMesh ( area , NORTH , func ) ;
StitchAreaIntoMesh ( area , SOUTH , func ) ;
StitchAreaIntoMesh ( area , EAST , func ) ;
StitchAreaIntoMesh ( area , WEST , func ) ;
}
}
return true ;
}
NavLadderVector & GetLadders ( void ) { return m_ladders ; } // Returns the list of ladders
CNavLadder * GetLadderByID ( unsigned int id ) const ;
CUtlVector < CNavArea * > & GetTransientAreas ( void ) { return m_transientAreas ; }
enum EditModeType
{
NORMAL , // normal mesh editing
PLACE_PAINTING , // in place painting mode
CREATING_AREA , // creating a new nav area
CREATING_LADDER , // creating a nav ladder
DRAG_SELECTING , // drag selecting a set of areas
SHIFTING_XY , // shifting selected set in XY plane
SHIFTING_Z , // shifting selected set in Z plane
} ;
EditModeType GetEditMode ( void ) const ; // return the current edit mode
void SetEditMode ( EditModeType mode ) ; // change the edit mode
bool IsEditMode ( EditModeType mode ) const ; // return true if current mode matches given mode
bool FindNavAreaOrLadderAlongRay ( const Vector & start , const Vector & end , CNavArea * * area , CNavLadder * * ladder , CNavArea * ignore = NULL ) ;
void PostProcessCliffAreas ( ) ;
void SimplifySelectedAreas ( void ) ; // Simplifies the selected set by reducing to 1x1 areas and re-merging them up with loosened tolerances
protected :
virtual void PostCustomAnalysis ( void ) { } // invoked when custom analysis step is complete
bool FindActiveNavArea ( void ) ; // Finds the area or ladder the local player is currently pointing at. Returns true if a surface was hit by the traceline.
virtual void RemoveNavArea ( CNavArea * area ) ; // remove an area from the grid
bool FindGroundForNode ( Vector * pos , Vector * normal ) ;
void GenerateNodes ( const Extent & bounds ) ;
void RemoveNodes ( void ) ;
private :
friend class CNavArea ;
friend class CNavNode ;
friend class CNavUIBasePanel ;
mutable CUtlVector < NavAreaVector > m_grid ;
float m_gridCellSize ; // the width/height of a grid cell for spatially partitioning nav areas for fast access
int m_gridSizeX ;
int m_gridSizeY ;
float m_minX ;
float m_minY ;
unsigned int m_areaCount ; // total number of nav areas
bool m_isLoaded ; // true if a Navigation Mesh has been loaded
bool m_isOutOfDate ; // true if the Navigation Mesh is older than the actual BSP
bool m_isAnalyzed ; // true if the Navigation Mesh needs analysis
enum { HASH_TABLE_SIZE = 256 } ;
CNavArea * m_hashTable [ HASH_TABLE_SIZE ] ; // hash table to optimize lookup by ID
int ComputeHashKey ( unsigned int id ) const ; // returns a hash key for the given nav area ID
int WorldToGridX ( float wx ) const ; // given X component, return grid index
int WorldToGridY ( float wy ) const ; // given Y component, return grid index
void AllocateGrid ( float minX , float maxX , float minY , float maxY ) ; // clear and reset the grid to the given extents
void GridToWorld ( int gridX , int gridY , Vector * pos ) const ;
void AddNavArea ( CNavArea * area ) ; // add an area to the grid
void DestroyNavigationMesh ( bool incremental = false ) ; // free all resources of the mesh and reset it to empty state
void DestroyHidingSpots ( void ) ;
void ComputeBattlefrontAreas ( void ) ; // determine areas where rushing teams will first meet
//----------------------------------------------------------------------------------
// Place directory
//
char * * m_placeName ; // master directory of place names (ie: "places")
unsigned int m_placeCount ; // number of "places" defined in placeName[]
void LoadPlaceDatabase ( void ) ; // load the place names from a file
//----------------------------------------------------------------------------------
// Edit mode
//
EditModeType m_editMode ; // the current edit mode
bool m_isEditing ; // true if in edit mode
unsigned int m_navPlace ; // current navigation place for editing
void OnEditModeStart ( void ) ; // called when edit mode has just been enabled
void DrawEditMode ( void ) ; // draw navigation areas
void OnEditModeEnd ( void ) ; // called when edit mode has just been disabled
void UpdateDragSelectionSet ( void ) ; // update which areas are overlapping the drag selected bounds
Vector m_editCursorPos ; // current position of the cursor
CNavArea * m_markedArea ; // currently marked area for edit operations
CNavArea * m_selectedArea ; // area that is selected this frame
CNavArea * m_lastSelectedArea ; // area that was selected last frame
NavCornerType m_markedCorner ; // currently marked corner for edit operations
Vector m_anchor ; // first corner of an area being created
bool m_isPlacePainting ; // if true, we set an area's place by pointing at it
bool m_splitAlongX ; // direction the selected nav area would be split
float m_splitEdge ; // location of the possible split
bool m_climbableSurface ; // if true, the cursor is pointing at a climable surface
Vector m_surfaceNormal ; // Normal of the surface the cursor is pointing at
Vector m_ladderAnchor ; // first corner of a ladder being created
Vector m_ladderNormal ; // Normal of the surface of the ladder being created
CNavLadder * m_selectedLadder ; // ladder that is selected this frame
CNavLadder * m_lastSelectedLadder ; // ladder that was selected last frame
CNavLadder * m_markedLadder ; // currently marked ladder for edit operations
bool FindLadderCorners ( Vector * c1 , Vector * c2 , Vector * c3 ) ; // computes the other corners of a ladder given m_ladderAnchor, m_editCursorPos, and m_ladderNormal
void GetEditVectors ( Vector * pos , Vector * forward ) ; // Gets the eye position and view direction of the editing player
CountdownTimer m_showAreaInfoTimer ; // Timer that controls how long area info is displayed
NavAreaVector m_selectedSet ; // all currently selected areas
NavAreaVector m_dragSelectionSet ; // all areas in the current drag selection
bool m_isContinuouslySelecting ; // if true, we are continuously adding to the selected set
bool m_isContinuouslyDeselecting ; // if true, we are continuously removing from the selected set
bool m_bIsDragDeselecting ;
int m_nDragSelectionVolumeZMax ;
int m_nDragSelectionVolumeZMin ;
void DoToggleAttribute ( CNavArea * area , NavAttributeType attribute ) ; // toggle an attribute on given area
//----------------------------------------------------------------------------------
// Auto-generation
//
bool UpdateGeneration ( float maxTime = 0.25f ) ; // process the auto-generation for 'maxTime' seconds. return false if generation is complete.
virtual void BeginCustomAnalysis ( bool bIncremental ) { }
virtual void EndCustomAnalysis ( ) { }
CNavNode * m_currentNode ; // the current node we are sampling from
NavDirType m_generationDir ;
CNavNode * AddNode ( const Vector & destPos , const Vector & destNormal , NavDirType dir , CNavNode * source , bool isOnDisplacement , float obstacleHeight , float flObstacleStartDist , float flObstacleEndDist ) ; // add a nav node and connect it, update current node
NavLadderVector m_ladders ; // list of ladder navigation representations
void BuildLadders ( void ) ;
void DestroyLadders ( void ) ;
bool SampleStep ( void ) ; // sample the walkable areas of the map
void CreateNavAreasFromNodes ( void ) ; // cover all of the sampled nodes with nav areas
bool TestArea ( CNavNode * node , int width , int height ) ; // check if an area of size (width, height) can fit, starting from node as upper left corner
int BuildArea ( CNavNode * node , int width , int height ) ; // create a CNavArea of size (width, height) starting fom node at upper left corner
bool CheckObstacles ( CNavNode * node , int width , int height , int x , int y ) ;
void MarkPlayerClipAreas ( void ) ;
void MarkJumpAreas ( void ) ;
void StichAndRemoveJumpAreas ( void ) ;
void RemoveJumpAreas ( void ) ;
void SquareUpAreas ( void ) ;
void MergeGeneratedAreas ( void ) ;
void ConnectGeneratedAreas ( void ) ;
void FixUpGeneratedAreas ( void ) ;
void FixCornerOnCornerAreas ( void ) ;
void FixConnections ( void ) ;
void SplitAreasUnderOverhangs ( void ) ;
void ValidateNavAreaConnections ( void ) ;
void StitchGeneratedAreas ( void ) ; // Stitches incrementally-generated areas into the existing mesh
void StitchAreaSet ( CUtlVector < CNavArea * > * areas ) ; // Stitches an arbitrary set of areas into the existing mesh
void HandleObstacleTopAreas ( void ) ; // Handles fixing/generating areas on top of slim obstacles such as fences and railings
void RaiseAreasWithInternalObstacles ( ) ;
void CreateObstacleTopAreas ( ) ;
bool CreateObstacleTopAreaIfNecessary ( CNavArea * area , CNavArea * areaOther , NavDirType dir , bool bMultiNode ) ;
void RemoveOverlappingObstacleTopAreas ( ) ;
enum GenerationStateType
{
SAMPLE_WALKABLE_SPACE ,
CREATE_AREAS_FROM_SAMPLES ,
FIND_HIDING_SPOTS ,
FIND_ENCOUNTER_SPOTS ,
FIND_SNIPER_SPOTS ,
FIND_EARLIEST_OCCUPY_TIMES ,
FIND_LIGHT_INTENSITY ,
COMPUTE_MESH_VISIBILITY ,
CUSTOM , // mod-specific generation step
SAVE_NAV_MESH ,
NUM_GENERATION_STATES
}
m_generationState ; // the state of the generation process
enum GenerationModeType
{
GENERATE_NONE ,
GENERATE_FULL ,
GENERATE_INCREMENTAL ,
GENERATE_SIMPLIFY ,
GENERATE_ANALYSIS_ONLY ,
}
m_generationMode ; // true while a Navigation Mesh is being generated
int m_generationIndex ; // used for iterating nav areas during generation process
int m_sampleTick ; // counter for displaying pseudo-progress while sampling walkable space
bool m_bQuitWhenFinished ;
float m_generationStartTime ;
Extent m_simplifyGenerationExtent ;
char * m_spawnName ; // name of player spawn entity, used to initiate sampling
struct WalkableSeedSpot
{
Vector pos ;
Vector normal ;
} ;
CUtlVector < WalkableSeedSpot > m_walkableSeeds ; // list of walkable seed spots for sampling
CNavNode * GetNextWalkableSeedNode ( void ) ; // return the next walkable seed as a node
int m_seedIdx ;
int m_hostThreadModeRestoreValue ; // stores the value of host_threadmode before we changed it
void BuildTransientAreaList ( void ) ;
CUtlVector < CNavArea * > m_transientAreas ;
void UpdateAvoidanceObstacleAreas ( void ) ;
CUtlVector < CNavArea * > m_avoidanceObstacleAreas ;
CUtlVector < INavAvoidanceObstacle * > m_avoidanceObstacles ;
void UpdateBlockedAreas ( void ) ;
CUtlVector < CNavArea * > m_blockedAreas ;
CUtlVector < int > m_storedSelectedSet ; // "Stored" selected set, so we can do some editing and then restore the old selected set. Done by ID, so we don't have to worry about split/delete/etc.
void BeginVisibilityComputations ( void ) ;
void EndVisibilityComputations ( void ) ;
void TestAllAreasForBlockedStatus ( void ) ; // Used to update blocked areas after a round restart. Need to delay so the map logic has all fired.
CountdownTimer m_updateBlockedAreasTimer ;
} ;
// the global singleton interface
extern CNavMesh * TheNavMesh ;
// factory for creating the Navigation Mesh
extern CNavMesh * NavMeshFactory ( void ) ;
// for debugging the A* algorithm, if nonzero, show debug display and decrement for each pathfind
extern int g_DebugPathfindCounter ;
//--------------------------------------------------------------------------------------------------------------
inline bool CNavMesh : : IsEditMode ( EditModeType mode ) const
{
return m_editMode = = mode ;
}
//--------------------------------------------------------------------------------------------------------------
inline CNavMesh : : EditModeType CNavMesh : : GetEditMode ( void ) const
{
return m_editMode ;
}
//--------------------------------------------------------------------------------------------------------------
inline unsigned int CNavMesh : : GetSubVersionNumber ( void ) const
{
return 0 ;
}
//--------------------------------------------------------------------------------------------------------------
inline CNavArea * CNavMesh : : CreateArea ( void ) const
{
return new CNavArea ;
}
//--------------------------------------------------------------------------------------------------------------
inline void CNavMesh : : DestroyArea ( CNavArea * pArea ) const
{
delete pArea ;
}
//--------------------------------------------------------------------------------------------------------------
inline int CNavMesh : : ComputeHashKey ( unsigned int id ) const
{
return id & 0xFF ;
}
//--------------------------------------------------------------------------------------------------------------
inline int CNavMesh : : WorldToGridX ( float wx ) const
{
int x = ( int ) ( ( wx - m_minX ) / m_gridCellSize ) ;
if ( x < 0 )
x = 0 ;
else if ( x > = m_gridSizeX )
x = m_gridSizeX - 1 ;
return x ;
}
//--------------------------------------------------------------------------------------------------------------
inline int CNavMesh : : WorldToGridY ( float wy ) const
{
int y = ( int ) ( ( wy - m_minY ) / m_gridCellSize ) ;
if ( y < 0 )
y = 0 ;
else if ( y > = m_gridSizeY )
y = m_gridSizeY - 1 ;
return y ;
}
//--------------------------------------------------------------------------------------------------------------
inline unsigned int CNavMesh : : GetGenerationTraceMask ( void ) const
{
return MASK_NPCSOLID_BRUSHONLY ;
}
//--------------------------------------------------------------------------------------------------------------
//
// Function prototypes
//
extern void ApproachAreaAnalysisPrep ( void ) ;
extern void CleanupApproachAreaAnalysisPrep ( void ) ;
extern bool IsHeightDifferenceValid ( float test , float other1 , float other2 , float other3 ) ;
# endif // _NAV_MESH_H_