mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
270 lines
6.8 KiB
C++
270 lines
6.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
// nav_generate.cpp
|
|
// Auto-generate a Navigation Mesh by sampling the current map
|
|
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
|
|
|
|
#include "cbase.h"
|
|
#include "util_shared.h"
|
|
#include "nav_mesh.h"
|
|
#include "cs_nav_area.h"
|
|
#include "cs_nav_node.h"
|
|
#include "cs_nav_pathfind.h"
|
|
#include "viewport_panel_names.h"
|
|
|
|
enum { MAX_BLOCKED_AREAS = 256 };
|
|
static unsigned int blockedID[ MAX_BLOCKED_AREAS ];
|
|
static int blockedIDCount = 0;
|
|
static float lastMsgTime = 0.0f;
|
|
|
|
|
|
//ConVar nav_slope_limit( "nav_slope_limit", "0.7", FCVAR_GAMEDLL, "The ground unit normal's Z component must be greater than this for nav areas to be generated." );
|
|
ConVar nav_restart_after_analysis( "nav_restart_after_analysis", "1", FCVAR_GAMEDLL, "When nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation." );
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Shortest path cost, paying attention to "blocked" areas
|
|
*/
|
|
class ApproachAreaCost
|
|
{
|
|
public:
|
|
// HPE_TODO[pmf]: check that these new parameters are okay to be ignored
|
|
float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length )
|
|
{
|
|
// check if this area is "blocked"
|
|
for( int i=0; i<blockedIDCount; ++i )
|
|
{
|
|
if (area->GetID() == blockedID[i])
|
|
{
|
|
return -1.0f;
|
|
}
|
|
}
|
|
|
|
if (fromArea == NULL)
|
|
{
|
|
// first area in path, no cost
|
|
return 0.0f;
|
|
}
|
|
else
|
|
{
|
|
// compute distance traveled along path so far
|
|
float dist;
|
|
|
|
if (ladder)
|
|
{
|
|
dist = ladder->m_length;
|
|
}
|
|
else
|
|
{
|
|
dist = (area->GetCenter() - fromArea->GetCenter()).Length();
|
|
}
|
|
|
|
float cost = dist + fromArea->GetCostSoFar();
|
|
|
|
return cost;
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
* Determine the set of "approach areas".
|
|
* An approach area is an area representing a place where players
|
|
* move into/out of our local neighborhood of areas.
|
|
* @todo Optimize by search from eye outward and modifying pathfinder to treat all links as bi-directional
|
|
*/
|
|
void CCSNavArea::ComputeApproachAreas( void )
|
|
{
|
|
m_approachCount = 0;
|
|
|
|
if (nav_quicksave.GetBool())
|
|
return;
|
|
|
|
// use the center of the nav area as the "view" point
|
|
Vector eye = m_center;
|
|
if (TheNavMesh->GetGroundHeight( eye, &eye.z ) == false)
|
|
return;
|
|
|
|
// approximate eye position
|
|
if (GetAttributes() & NAV_MESH_CROUCH)
|
|
eye.z += 0.9f * HalfHumanHeight;
|
|
else
|
|
eye.z += 0.9f * HumanHeight;
|
|
|
|
enum { MAX_PATH_LENGTH = 256 };
|
|
CNavArea *path[ MAX_PATH_LENGTH ];
|
|
ApproachAreaCost cost;
|
|
|
|
enum SearchType
|
|
{
|
|
FROM_EYE, ///< start search from our eyepoint outward to farArea
|
|
TO_EYE, ///< start search from farArea beack towards our eye
|
|
SEARCH_FINISHED
|
|
};
|
|
|
|
//
|
|
// In order to *completely* enumerate all of the approach areas, we
|
|
// need to search from our eyepoint outward, as well as from outwards
|
|
// towards our eyepoint
|
|
//
|
|
for( int searchType = FROM_EYE; searchType != SEARCH_FINISHED; ++searchType )
|
|
{
|
|
//
|
|
// In order to enumerate all of the approach areas, we need to
|
|
// run the algorithm many times, once for each "far away" area
|
|
// and keep the union of the approach area sets
|
|
//
|
|
int it;
|
|
for( it = 0; it < TheNavAreas.Count(); ++it )
|
|
{
|
|
CNavArea *farArea = TheNavAreas[ it ];
|
|
|
|
blockedIDCount = 0;
|
|
|
|
// skip the small areas
|
|
const float minSize = 200.0f; // 150
|
|
Extent extent;
|
|
farArea->GetExtent(&extent);
|
|
if (extent.SizeX() < minSize || extent.SizeY() < minSize)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if we can see 'farArea', try again - the whole point is to go "around the bend", so to speak
|
|
if (farArea->IsVisible( eye ))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//
|
|
// Keep building paths to farArea and blocking them off until we
|
|
// cant path there any more.
|
|
// As areas are blocked off, all exits will be enumerated.
|
|
//
|
|
while( m_approachCount < MAX_APPROACH_AREAS )
|
|
{
|
|
CNavArea *from, *to;
|
|
|
|
if (searchType == FROM_EYE)
|
|
{
|
|
// find another path *to* 'farArea'
|
|
// we must pathfind from us in order to pick up one-way paths OUT OF our area
|
|
from = this;
|
|
to = farArea;
|
|
}
|
|
else // TO_EYE
|
|
{
|
|
// find another path *from* 'farArea'
|
|
// we must pathfind to us in order to pick up one-way paths INTO our area
|
|
from = farArea;
|
|
to = this;
|
|
}
|
|
|
|
// build the actual path
|
|
if (NavAreaBuildPath( from, to, NULL, cost ) == false)
|
|
{
|
|
break;
|
|
}
|
|
|
|
// find number of areas on path
|
|
int count = 0;
|
|
CNavArea *area;
|
|
for( area = to; area; area = area->GetParent() )
|
|
{
|
|
++count;
|
|
}
|
|
|
|
if (count > MAX_PATH_LENGTH)
|
|
{
|
|
count = MAX_PATH_LENGTH;
|
|
}
|
|
|
|
// if the path is only two areas long, there can be no approach points
|
|
if (count <= 2)
|
|
{
|
|
break;
|
|
}
|
|
|
|
// build path starting from eye
|
|
int i = 0;
|
|
|
|
if (searchType == FROM_EYE)
|
|
{
|
|
for( area = to; i < count && area; area = area->GetParent() )
|
|
{
|
|
path[ count-i-1 ] = area;
|
|
++i;
|
|
}
|
|
}
|
|
else // TO_EYE
|
|
{
|
|
for( area = to; i < count && area; area = area->GetParent() )
|
|
{
|
|
path[ i++ ] = area;
|
|
}
|
|
}
|
|
|
|
// traverse path to find first area we cannot see (skip the first area)
|
|
for( i=1; i<count; ++i )
|
|
{
|
|
// if we see this area, continue on
|
|
if (path[i]->IsVisible( eye ))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// we can't see this area - mark this area as "blocked" and unusable by subsequent approach paths
|
|
if (blockedIDCount == MAX_BLOCKED_AREAS)
|
|
{
|
|
Msg( "Overflow computing approach areas for area #%d.\n", GetID());
|
|
return;
|
|
}
|
|
|
|
// if the area to be blocked is actually farArea, block the one just prior
|
|
// (blocking farArea will cause all subsequent pathfinds to fail)
|
|
int block = (path[i] == farArea) ? i-1 : i;
|
|
|
|
// dont block the start area, or all subsequence pathfinds will fail
|
|
if (block == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
blockedID[ blockedIDCount++ ] = path[ block ]->GetID();
|
|
|
|
// store new approach area if not already in set
|
|
int a;
|
|
for( a=0; a<m_approachCount; ++a )
|
|
{
|
|
if (m_approach[a].here.area == path[block-1])
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (a == m_approachCount)
|
|
{
|
|
m_approach[ m_approachCount ].prev.area = (block >= 2) ? path[block-2] : NULL;
|
|
|
|
m_approach[ m_approachCount ].here.area = path[block-1];
|
|
m_approach[ m_approachCount ].prevToHereHow = path[block-1]->GetParentHow();
|
|
|
|
m_approach[ m_approachCount ].next.area = path[block];
|
|
m_approach[ m_approachCount ].hereToNextHow = path[block]->GetParentHow();
|
|
|
|
++m_approachCount;
|
|
}
|
|
|
|
// we are done with this path
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|