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1353 lines
49 KiB
C++
1353 lines
49 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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// nav_mesh.h
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// The Navigation Mesh interface
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// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
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//
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
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//
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// NOTE: The Navigation code uses Doxygen-style comments. If you run Doxygen over this code, it will
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// auto-generate documentation. Visit www.doxygen.org to download the system for free.
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//
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#ifndef _NAV_MESH_H_
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#define _NAV_MESH_H_
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#include "utlbuffer.h"
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#include "filesystem.h"
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#include "GameEventListener.h"
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#include "nav.h"
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#include "nav_area.h"
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#include "nav_colors.h"
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class CNavArea;
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class CBaseEntity;
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class CBreakable;
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extern ConVar nav_edit;
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extern ConVar nav_quicksave;
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extern ConVar nav_show_approach_points;
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extern ConVar nav_show_danger;
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//--------------------------------------------------------------------------------------------------------
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class NavAreaCollector
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{
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bool m_checkForDuplicates;
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public:
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NavAreaCollector( bool checkForDuplicates = false )
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{
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m_checkForDuplicates = checkForDuplicates;
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}
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bool operator() ( CNavArea *area )
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{
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if ( m_checkForDuplicates && m_area.HasElement( area ) )
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return true;
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m_area.AddToTail( area );
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return true;
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}
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CUtlVector< CNavArea * > m_area;
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};
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//--------------------------------------------------------------------------------------------------------
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class EditDestroyNotification
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{
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CNavArea *m_deadArea;
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public:
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EditDestroyNotification( CNavArea *deadArea )
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{
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m_deadArea = deadArea;
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}
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bool operator()( CBaseCombatCharacter *actor )
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{
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actor->OnNavAreaRemoved( m_deadArea );
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return true;
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}
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};
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//--------------------------------------------------------------------------------------------------------
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class NavAttributeClearer
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{
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public:
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NavAttributeClearer( NavAttributeType attribute )
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{
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m_attribute = attribute;
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}
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bool operator() ( CNavArea *area )
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{
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area->SetAttributes( area->GetAttributes() & (~m_attribute) );
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return true;
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}
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NavAttributeType m_attribute;
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};
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//--------------------------------------------------------------------------------------------------------
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class NavAttributeSetter
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{
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public:
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NavAttributeSetter( NavAttributeType attribute )
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{
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m_attribute = attribute;
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}
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bool operator() ( CNavArea *area )
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{
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area->SetAttributes( area->GetAttributes() | m_attribute );
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return true;
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}
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NavAttributeType m_attribute;
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};
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//--------------------------------------------------------------------------------------------------------
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class NavAttributeToggler
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{
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public:
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NavAttributeToggler( NavAttributeType attribute )
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{
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m_attribute = attribute;
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}
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bool operator() ( CNavArea *area );
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NavAttributeType m_attribute;
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};
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//--------------------------------------------------------------------------------------------------------
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struct NavAttributeLookup
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{
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const char *name;
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NavAttributeType attribute;
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};
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extern NavAttributeLookup TheNavAttributeTable[];
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//--------------------------------------------------------------------------------------------------------
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class SelectOverlappingAreas
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{
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public:
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bool operator()( CNavArea *area );
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};
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//--------------------------------------------------------------------------------------------------------
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abstract_class INavAvoidanceObstacle
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{
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public:
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virtual bool IsPotentiallyAbleToObstructNavAreas( void ) const = 0; // could we at some future time obstruct nav?
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virtual float GetNavObstructionHeight( void ) const = 0; // height at which to obstruct nav areas
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virtual bool CanObstructNavAreas( void ) const = 0; // can we obstruct nav right this instant?
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virtual CBaseEntity *GetObstructingEntity( void ) = 0;
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virtual void OnNavMeshLoaded( void ) = 0;
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};
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//--------------------------------------------------------------------------------------------------------
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enum GetNavAreaFlags_t
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{
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GETNAVAREA_CHECK_LOS = 0x1,
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GETNAVAREA_ALLOW_BLOCKED_AREAS = 0x2,
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GETNAVAREA_CHECK_GROUND = 0x4,
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};
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//--------------------------------------------------------------------------------------------------------
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// for nav mesh visibilty computation
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struct NavVisPair_t
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{
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void SetPair( CNavArea *pArea1, CNavArea *pArea2 )
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{
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int iArea1 = (int)( pArea1 > pArea2 );
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int iArea2 = ( iArea1 + 1 ) % 2;
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pAreas[iArea1] = pArea1;
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pAreas[iArea2] = pArea2;
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}
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CNavArea *pAreas[2];
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};
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// for nav mesh visibilty computation
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class CVisPairHashFuncs
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{
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public:
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CVisPairHashFuncs( int ) {}
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bool operator()( const NavVisPair_t &lhs, const NavVisPair_t &rhs ) const
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{
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return ( lhs.pAreas[0] == rhs.pAreas[0] && lhs.pAreas[1] == rhs.pAreas[1] );
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}
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unsigned int operator()( const NavVisPair_t &item ) const
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{
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#if PLATFORM_64BITS
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COMPILE_TIME_ASSERT( sizeof(CNavArea *) == 8 );
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int64 key[2] = { (int64)item.pAreas[0] + (int64)item.pAreas[1]->GetID(), (int64)item.pAreas[1] + (int64)item.pAreas[0]->GetID() };
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return Hash16( key );
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#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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}
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};
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//--------------------------------------------------------------------------------------------------------------
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//
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// The 'place directory' is used to save and load places from
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// nav files in a size-efficient manner that also allows for the
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// order of the place ID's to change without invalidating the
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// nav files.
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//
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// The place directory is stored in the nav file as a list of
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// place name strings. Each nav area then contains an index
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// into that directory, or zero if no place has been assigned to
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// that area.
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//
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class PlaceDirectory
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{
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public:
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typedef unsigned short IndexType; // Loaded/Saved as UnsignedShort. Change this and you'll have to version.
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PlaceDirectory( void );
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void Reset( void );
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bool IsKnown( Place place ) const; /// return true if this place is already in the directory
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IndexType GetIndex( Place place ) const; /// return the directory index corresponding to this Place (0 = no entry)
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void AddPlace( Place place ); /// add the place to the directory if not already known
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Place IndexToPlace( IndexType entry ) const; /// given an index, return the Place
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void Save( CUtlBuffer &fileBuffer ); /// store the directory
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void Load( CUtlBuffer &fileBuffer, int version ); /// load the directory
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const CUtlVector< Place > *GetPlaces( void ) const
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{
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return &m_directory;
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}
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bool HasUnnamedPlaces( void ) const
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{
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return m_hasUnnamedAreas;
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}
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private:
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CUtlVector< Place > m_directory;
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bool m_hasUnnamedAreas;
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};
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extern PlaceDirectory placeDirectory;
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//--------------------------------------------------------------------------------------------------------
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/**
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* The CNavMesh is the global interface to the Navigation Mesh.
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* @todo Make this an abstract base class interface, and derive mod-specific implementations.
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*/
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class CNavMesh : public CGameEventListener
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{
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public:
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CNavMesh( void );
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virtual ~CNavMesh();
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virtual void PreLoadAreas( int nAreas ) {}
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virtual CNavArea *CreateArea( void ) const; // CNavArea factory
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virtual void DestroyArea( CNavArea * ) const;
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virtual HidingSpot *CreateHidingSpot( void ) const; // Hiding Spot factory
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virtual void Reset( void ); // destroy Navigation Mesh data and revert to initial state
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virtual void Update( void ); // invoked on each game frame
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virtual void FireGameEvent( IGameEvent *event ); // incoming event processing
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virtual NavErrorType Load( void ); // load navigation data from a file
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virtual NavErrorType PostLoad( unsigned int version ); // (EXTEND) invoked after all areas have been loaded - for pointer binding, etc
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bool IsLoaded( void ) const { return m_isLoaded; } // return true if a Navigation Mesh has been loaded
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bool IsAnalyzed( void ) const { return m_isAnalyzed; } // return true if a Navigation Mesh has been analyzed
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/**
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* Return true if nav mesh can be trusted for all climbing/jumping decisions because game environment is fairly simple.
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* Authoritative meshes mean path followers can skip CPU intensive realtime scanning of unpredictable geometry.
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*/
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virtual bool IsAuthoritative( void ) const { return false; }
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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)
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virtual bool Save( void ) const; // store Navigation Mesh to a file
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bool IsOutOfDate( void ) const { return m_isOutOfDate; } // return true if the Navigation Mesh is older than the current map version
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virtual unsigned int GetSubVersionNumber( void ) const; // returns sub-version number of data format used by derived classes
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virtual void SaveCustomData( CUtlBuffer &fileBuffer ) const { } // store custom mesh data for derived classes
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virtual void LoadCustomData( CUtlBuffer &fileBuffer, unsigned int subVersion ) { } // load custom mesh data for derived classes
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virtual void SaveCustomDataPreArea( CUtlBuffer &fileBuffer ) const { } // store custom mesh data for derived classes that needs to be loaded before areas are read in
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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
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// events
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virtual void OnServerActivate( void ); // (EXTEND) invoked when server loads a new map
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virtual void OnRoundRestart( void ); // invoked when a game round restarts
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virtual void OnRoundRestartPreEntity( void ); // invoked when a game round restarts, but before entities are deleted and recreated
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virtual void OnBreakableCreated( CBaseEntity *breakable ) { } // invoked when a breakable is created
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virtual void OnBreakableBroken( CBaseEntity *broken ) { } // invoked when a breakable is broken
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virtual void OnAreaBlocked( CNavArea *area ); // invoked when the area becomes blocked
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virtual void OnAreaUnblocked( CNavArea *area ); // invoked when the area becomes un-blocked
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virtual void OnAvoidanceObstacleEnteredArea( CNavArea *area ); // invoked when the area becomes obstructed
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virtual void OnAvoidanceObstacleLeftArea( CNavArea *area ); // invoked when the area becomes un-obstructed
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virtual void OnEditCreateNotify( CNavArea *newArea ); // invoked when given area has just been added to the mesh in edit mode
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virtual void OnEditDestroyNotify( CNavArea *deadArea ); // invoked when given area has just been deleted from the mesh in edit mode
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virtual void OnEditDestroyNotify( CNavLadder *deadLadder ); // invoked when given ladder has just been deleted from the mesh in edit mode
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virtual void OnNodeAdded( CNavNode *node ) {};
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// Obstructions
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void RegisterAvoidanceObstacle( INavAvoidanceObstacle *obstruction );
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void UnregisterAvoidanceObstacle( INavAvoidanceObstacle *obstruction );
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const CUtlVector< INavAvoidanceObstacle * > &GetObstructions( void ) const { return m_avoidanceObstacles; }
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unsigned int GetNavAreaCount( void ) const { return m_areaCount; } // return total number of nav areas
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// See GetNavAreaFlags_t for flags
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CNavArea *GetNavArea( const Vector &pos, float beneathLimt = 120.0f ) const; // given a position, return the nav area that IsOverlapping and is *immediately* beneath it
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CNavArea *GetNavArea( CBaseEntity *pEntity, int nGetNavAreaFlags, float flBeneathLimit = 120.0f ) const;
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CNavArea *GetNavAreaByID( unsigned int id ) const;
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CNavArea *GetNearestNavArea( const Vector &pos, bool anyZ = false, float maxDist = 10000.0f, bool checkLOS = false, bool checkGround = true, int team = TEAM_ANY ) const;
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CNavArea *GetNearestNavArea( CBaseEntity *pEntity, int nGetNavAreaFlags = GETNAVAREA_CHECK_GROUND, float maxDist = 10000.0f ) const;
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Place GetPlace( const Vector &pos ) const; // return Place at given coordinate
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const char *PlaceToName( Place place ) const; // given a place, return its name
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Place NameToPlace( const char *name ) const; // given a place name, return a place ID or zero if no place is defined
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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
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void PrintAllPlaces( void ) const; // output a list of names to the console
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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
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bool GetGroundHeight( const Vector &pos, float *height, Vector *normal = NULL ) const; // get the Z coordinate of the topmost ground level below the given point
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bool GetSimpleGroundHeight( const Vector &pos, float *height, Vector *normal = NULL ) const;// get the Z coordinate of the ground level directly below the given point
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/// increase "danger" weights in the given nav area and nearby ones
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void IncreaseDangerNearby( int teamID, float amount, CNavArea *area, const Vector &pos, float maxRadius, float dangerLimit = -1.0f );
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void DrawDanger( void ) const; // draw the current danger levels
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void DrawPlayerCounts( void ) const; // draw the current player counts for each area
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void DrawFuncNavAvoid( void ) const; // draw bot avoidance areas from func_nav_avoid entities
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void DrawFuncNavPrefer( void ) const; // draw bot preference areas from func_nav_prefer entities
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#ifdef NEXT_BOT
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void DrawFuncNavPrerequisite( void ) const; // draw bot prerequisite areas from func_nav_prerequisite entities
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#endif
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//-------------------------------------------------------------------------------------
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// Auto-generation
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//
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#define INCREMENTAL_GENERATION true
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void BeginGeneration( bool incremental = false ); // initiate the generation process
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void BeginAnalysis( bool quitWhenFinished = false ); // re-analyze an existing Mesh. Determine Hiding Spots, Encounter Spots, etc.
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bool IsGenerating( void ) const { return m_generationMode != GENERATE_NONE; } // return true while a Navigation Mesh is being generated
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const char *GetPlayerSpawnName( void ) const; // return name of player spawn entity
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void SetPlayerSpawnName( const char *name ); // define the name of player spawn entities
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void AddWalkableSeed( const Vector &pos, const Vector &normal ); // add given walkable position to list of seed positions for map sampling
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virtual void AddWalkableSeeds( void ); // adds walkable positions for any/all positions a mod specifies
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void ClearWalkableSeeds( void ) { m_walkableSeeds.RemoveAll(); } // erase all walkable seed positions
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void MarkStairAreas( void );
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virtual unsigned int GetGenerationTraceMask( void ) const; // return the mask used by traces when generating the mesh
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//-------------------------------------------------------------------------------------
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// Edit mode
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//
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unsigned int GetNavPlace( void ) const { return m_navPlace; }
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void SetNavPlace( unsigned int place ) { m_navPlace = place; }
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// Edit callbacks from ConCommands
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void CommandNavDelete( void ); // delete current area
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void CommandNavDeleteMarked( void ); // delete current marked area
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virtual void CommandNavFloodSelect( const CCommand &args ); // select current area and all connected areas, recursively
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void CommandNavToggleSelectedSet( void ); // toggles all areas into/out of the selected set
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void CommandNavStoreSelectedSet( void ); // stores the current selected set for later
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void CommandNavRecallSelectedSet( void ); // restores an older selected set
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void CommandNavAddToSelectedSet( void ); // add current area to selected set
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void CommandNavAddToSelectedSetByID( const CCommand &args ); // add specified area id to selected set
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void CommandNavRemoveFromSelectedSet( void ); // remove current area from selected set
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void CommandNavToggleInSelectedSet( void ); // add/remove current area from selected set
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void CommandNavClearSelectedSet( void ); // clear the selected set to empty
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void CommandNavBeginSelecting( void ); // start continuously selecting areas into the selected set
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void CommandNavEndSelecting( void ); // stop continuously selecting areas into the selected set
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void CommandNavBeginDragSelecting( void ); // start dragging a selection area
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void CommandNavEndDragSelecting( void ); // stop dragging a selection area
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void CommandNavBeginDragDeselecting( void ); // start dragging a deselection area
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void CommandNavEndDragDeselecting( void ); // stop dragging a deselection area
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void CommandNavRaiseDragVolumeMax( void ); // raise the top of the drag volume
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void CommandNavLowerDragVolumeMax( void ); // lower the top of the drag volume
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void CommandNavRaiseDragVolumeMin( void ); // raise the bottom of the drag volume
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void CommandNavLowerDragVolumeMin( void ); // lower the bottom of the drag volume
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void CommandNavToggleSelecting( bool playSound = true ); // start/stop continuously selecting areas into the selected set
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void CommandNavBeginDeselecting( void ); // start continuously de-selecting areas from the selected set
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void CommandNavEndDeselecting( void ); // stop continuously de-selecting areas from the selected set
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void CommandNavToggleDeselecting( bool playSound = true ); // start/stop continuously de-selecting areas from the selected set
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void CommandNavSelectInvalidAreas( void ); // adds invalid areas to the selected set
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void CommandNavSelectBlockedAreas( void ); // adds blocked areas to the selected set
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void CommandNavSelectObstructedAreas( void ); // adds obstructed areas to the selected set
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void CommandNavSelectDamagingAreas( void ); // adds damaging areas to the selected set
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void CommandNavSelectHalfSpace( const CCommand &args ); // selects all areas that intersect the half-space
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void CommandNavSelectStairs( void ); // adds stairs areas to the selected set
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void CommandNavSelectOrphans( void ); // adds areas not connected to mesh to the selected set
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void CommandNavSplit( void ); // split current area
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void CommandNavMerge( void ); // merge adjacent areas
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void CommandNavMark( const CCommand &args ); // mark an area for further operations
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void CommandNavUnmark( void ); // removes the mark
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void CommandNavBeginArea( void ); // begin creating a new nav area
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void CommandNavEndArea( void ); // end creation of the new nav area
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void CommandNavBeginShiftXY( void ); // begin shifting selected set in the XY plane
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void CommandNavEndShiftXY( void ); // end shifting selected set in the XY plane
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void CommandNavConnect( void ); // connect marked area to selected area
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void CommandNavDisconnect( void ); // disconnect marked area from selected area
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void CommandNavDisconnectOutgoingOneWays( void ); // disconnect all outgoing one-way connects from each area in the selected set
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void CommandNavSplice( void ); // create new area in between marked and selected areas
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void CommandNavCrouch( void ); // toggle crouch attribute on current area
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void CommandNavTogglePlaceMode( void ); // switch between normal and place editing
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void CommandNavSetPlaceMode( void ); // switch between normal and place editing
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void CommandNavPlaceFloodFill( void ); // floodfill areas out from current area
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void CommandNavPlaceSet( void ); // sets the Place for the selected set
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void CommandNavPlacePick( void ); // "pick up" the place at the current area
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void CommandNavTogglePlacePainting( void ); // switch between "painting" places onto areas
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void CommandNavMarkUnnamed( void ); // mark an unnamed area for further operations
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void CommandNavCornerSelect( void ); // select a corner on the current area
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void CommandNavCornerRaise( const CCommand &args ); // raise a corner on the current area
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void CommandNavCornerLower( const CCommand &args ); // lower a corner on the current area
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void CommandNavCornerPlaceOnGround( const CCommand &args ); // position a corner on the current area at ground height
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void CommandNavWarpToMark( void ); // warp a spectating local player to the selected mark
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void CommandNavLadderFlip( void ); // Flips the direction a ladder faces
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void CommandNavToggleAttribute( NavAttributeType attribute ); // toggle an attribute on current area
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void CommandNavMakeSniperSpots( void ); // cuts up the marked area into individual areas suitable for sniper spots
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void CommandNavBuildLadder( void ); // builds a nav ladder on the climbable surface under the cursor
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void CommandNavRemoveJumpAreas( void ); // removes jump areas, replacing them with connections
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void CommandNavSubdivide( const CCommand &args ); // subdivide each nav area in X and Y to create 4 new areas - limit min size
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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_
|