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127 lines
2.8 KiB
C++
127 lines
2.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// NavMesh.cpp
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// Implementation of Navigation Mesh interface
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// Author: Michael S. Booth, 2003-2004
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#include "cbase.h"
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#include "filesystem.h"
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#include "cs_nav_mesh.h"
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#include "cs_nav_node.h"
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#include "cs_nav_area.h"
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#include "fmtstr.h"
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#include "utlbuffer.h"
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#include "tier0/vprof.h"
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//--------------------------------------------------------------------------------------------------------------
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CSNavMesh::CSNavMesh( void )
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{
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}
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//--------------------------------------------------------------------------------------------------------------
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CSNavMesh::~CSNavMesh()
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{
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}
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CNavArea * CSNavMesh::CreateArea( void ) const
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{
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return new CCSNavArea;
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}
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//-------------------------------------------------------------------------
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void CSNavMesh::BeginCustomAnalysis( bool bIncremental )
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{
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}
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//-------------------------------------------------------------------------
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// invoked when custom analysis step is complete
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void CSNavMesh::PostCustomAnalysis( void )
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{
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}
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//-------------------------------------------------------------------------
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void CSNavMesh::EndCustomAnalysis()
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{
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}
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//-------------------------------------------------------------------------
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/**
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* Returns sub-version number of data format used by derived classes
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*/
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unsigned int CSNavMesh::GetSubVersionNumber( void ) const
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{
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// 1: initial implementation - added ApproachArea data
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return 1;
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}
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//-------------------------------------------------------------------------
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/**
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* Store custom mesh data for derived classes
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*/
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void CSNavMesh::SaveCustomData( CUtlBuffer &fileBuffer ) const
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{
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}
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//-------------------------------------------------------------------------
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/**
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* Load custom mesh data for derived classes
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*/
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void CSNavMesh::LoadCustomData( CUtlBuffer &fileBuffer, unsigned int subVersion )
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{
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Reset the Navigation Mesh to initial values
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*/
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void CSNavMesh::Reset( void )
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{
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CNavMesh::Reset();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Zero player counts in all areas
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*/
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void CSNavMesh::ClearPlayerCounts( void )
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{
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FOR_EACH_VEC( TheNavAreas, it )
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{
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CCSNavArea *area = (CCSNavArea*)TheNavAreas[ it ];
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area->ClearPlayerCount();
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}
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}
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void CSNavMesh::Update( void )
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{
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CNavMesh::Update();
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}
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NavErrorType CSNavMesh::Load( void )
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{
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return CNavMesh::Load();
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}
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bool CSNavMesh::Save( void ) const
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{
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return CNavMesh::Save();
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}
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NavErrorType CSNavMesh::PostLoad( unsigned int version )
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{
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return CNavMesh::PostLoad(version);
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} |