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hl2sdk/dlls/nav_area.cpp

3550 lines
91 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_area.cpp
// AI Navigation areas
// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
#include "cbase.h"
#include "nav_mesh.h"
#include "nav_node.h"
#include "nav_pathfind.h"
#include "nav_colors.h"
#include "fmtstr.h"
#include "props_shared.h"
#include "func_breakablesurf.h"
#include "Color.h"
#include "collisionutils.h"
#ifdef _WIN32
#pragma warning (disable:4701) // disable warning that variable *may* not be initialized
#endif
extern void HintMessageToAllPlayers( const char *message );
unsigned int CNavArea::m_nextID = 1;
NavAreaList TheNavAreaList;
unsigned int CNavArea::m_masterMarker = 1;
CNavArea *CNavArea::m_openList = NULL;
bool CNavArea::m_isReset = false;
ConVar nav_coplanar_slope_limit( "nav_coplanar_slope_limit", "0.99", FCVAR_GAMEDLL );
ConVar nav_split_place_on_ground( "nav_split_place_on_ground", "0", FCVAR_GAMEDLL, "If true, nav areas will be placed flush with the ground when split." );
ConVar nav_area_bgcolor( "nav_area_bgcolor", "0 0 0 30", FCVAR_GAMEDLL, "RGBA color to draw as the background color for nav areas while editing." );
ConVar nav_corner_adjust_adjacent( "nav_corner_adjust_adjacent", "18", FCVAR_GAMEDLL, "radius used to raise/lower corners in nearby areas when raising/lowering corners." );
//--------------------------------------------------------------------------------------------------------------
void CNavArea::CompressIDs( void )
{
m_nextID = 1;
FOR_EACH_LL( TheNavAreaList, id )
{
CNavArea *area = TheNavAreaList[id];
area->m_id = m_nextID++;
// remove and re-add the area from the nav mesh to update the hashed ID
TheNavMesh->RemoveNavArea( area );
TheNavMesh->AddNavArea( area );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* To keep constructors consistent
*/
void CNavArea::Initialize( void )
{
m_marker = 0;
m_parent = NULL;
m_parentHow = GO_NORTH;
m_attributeFlags = 0;
m_place = TheNavMesh->GetNavPlace();
m_isBlocked = false;
m_isUnderwater = false;
ResetNodes();
int i;
for ( i=0; i<MAX_NAV_TEAMS; ++i )
{
m_danger[i] = 0.0f;
m_dangerTimestamp[i] = 0.0f;
m_clearedTimestamp[i] = 0.0f;
m_earliestOccupyTime[i] = 0.0f;
m_playerCount[i] = 0;
}
m_approachCount = 0;
// set an ID for splitting and other interactive editing - loads will overwrite this
m_id = m_nextID++;
m_prevHash = NULL;
m_nextHash = NULL;
m_isBattlefront = false;
for( i = 0; i<NUM_DIRECTIONS; ++i )
{
m_connect[i].RemoveAll();
}
for( i=0; i<CNavLadder::NUM_LADDER_DIRECTIONS; ++i )
{
m_ladder[i].RemoveAll();
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Constructor used during normal runtime.
*/
CNavArea::CNavArea( void )
{
Initialize();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Assumes Z is flat
*/
CNavArea::CNavArea( const Vector &corner, const Vector &otherCorner )
{
Initialize();
if (corner.x < otherCorner.x)
{
m_extent.lo.x = corner.x;
m_extent.hi.x = otherCorner.x;
}
else
{
m_extent.hi.x = corner.x;
m_extent.lo.x = otherCorner.x;
}
if (corner.y < otherCorner.y)
{
m_extent.lo.y = corner.y;
m_extent.hi.y = otherCorner.y;
}
else
{
m_extent.hi.y = corner.y;
m_extent.lo.y = otherCorner.y;
}
m_extent.lo.z = corner.z;
m_extent.hi.z = corner.z;
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
m_neZ = corner.z;
m_swZ = otherCorner.z;
}
//--------------------------------------------------------------------------------------------------------------
/**
*
*/
CNavArea::CNavArea( const Vector &nwCorner, const Vector &neCorner, const Vector &seCorner, const Vector &swCorner )
{
Initialize();
m_extent.lo = nwCorner;
m_extent.hi = seCorner;
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
m_neZ = neCorner.z;
m_swZ = swCorner.z;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Constructor used during generation phase.
*/
CNavArea::CNavArea( CNavNode *nwNode, CNavNode *neNode, CNavNode *seNode, CNavNode *swNode )
{
Initialize();
m_extent.lo = *nwNode->GetPosition();
m_extent.hi = *seNode->GetPosition();
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
m_neZ = neNode->GetPosition()->z;
m_swZ = swNode->GetPosition()->z;
m_node[ NORTH_WEST ] = nwNode;
m_node[ NORTH_EAST ] = neNode;
m_node[ SOUTH_EAST ] = seNode;
m_node[ SOUTH_WEST ] = swNode;
// mark internal nodes as part of this area
AssignNodes( this );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Destructor
*/
CNavArea::~CNavArea()
{
// if we are resetting the system, don't bother cleaning up - all areas are being destroyed
if (m_isReset)
return;
// tell the other areas we are going away
FOR_EACH_LL( TheNavAreaList, it )
{
CNavArea *area = TheNavAreaList[ it ];
if (area == this)
continue;
area->OnDestroyNotify( this );
}
// unhook from ladders
{
FOR_EACH_LL( TheNavMesh->GetLadders(), it )
{
CNavLadder *ladder = TheNavMesh->GetLadders()[ it ];
ladder->OnDestroyNotify( this );
}
}
// remove the area from the grid
TheNavMesh->RemoveNavArea( this );
}
//--------------------------------------------------------------------------------------------------------------
/**
* This is invoked at the start of an incremental nav generation on pre-existing areas.
*/
void CNavArea::ResetNodes( void )
{
for ( int i=0; i<NUM_CORNERS; ++i )
{
m_node[i] = NULL;
}
}
//--------------------------------------------------------------------------------------------------------------
bool CNavArea::HasNodes( void ) const
{
for ( int i=0; i<NUM_CORNERS; ++i )
{
if ( m_node[i] )
{
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* This is invoked when an area is going away.
* Remove any references we have to it.
*/
void CNavArea::OnDestroyNotify( CNavArea *dead )
{
NavConnect con;
con.area = dead;
for( int d=0; d<NUM_DIRECTIONS; ++d )
m_connect[ d ].FindAndRemove( con );
m_overlapList.FindAndRemove( dead );
}
//--------------------------------------------------------------------------------------------------------------
/**
* This is invoked when a ladder is going away.
* Remove any references we have to it.
*/
void CNavArea::OnDestroyNotify( CNavLadder *dead )
{
Disconnect( dead );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Connect this area to given area in given direction
*/
void CNavArea::ConnectTo( CNavArea *area, NavDirType dir )
{
// don't allow self-referential connections
if ( area == this )
return;
// check if already connected
FOR_EACH_LL( m_connect[ dir ], it )
{
if (m_connect[ dir ][ it ].area == area)
return;
}
NavConnect con;
con.area = area;
m_connect[ dir ].AddToTail( con );
//static char *dirName[] = { "NORTH", "EAST", "SOUTH", "WEST" };
//CONSOLE_ECHO( " Connected area #%d to #%d, %s\n", m_id, area->m_id, dirName[ dir ] );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Connect this area to given ladder
*/
void CNavArea::ConnectTo( CNavLadder *ladder )
{
float center = (ladder->m_top.z + ladder->m_bottom.z) * 0.5f;
Disconnect( ladder ); // just in case
if ( GetCenter().z > center )
{
AddLadderDown( ladder );
}
else
{
AddLadderUp( ladder );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Disconnect this area from given area
*/
void CNavArea::Disconnect( CNavArea *area )
{
NavConnect connect;
connect.area = area;
for( int dir = 0; dir<NUM_DIRECTIONS; dir++ )
{
m_connect[ dir ].FindAndRemove( connect );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Disconnect this area from given ladder
*/
void CNavArea::Disconnect( CNavLadder *ladder )
{
NavLadderConnect con;
con.ladder = ladder;
for( int i=0; i<CNavLadder::NUM_LADDER_DIRECTIONS; ++i )
{
m_ladder[i].FindAndRemove( con );
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavArea::AddLadderUp( CNavLadder *ladder )
{
Disconnect( ladder ); // just in case
NavLadderConnect tmp;
tmp.ladder = ladder;
m_ladder[ CNavLadder::LADDER_UP ].AddToTail( tmp );
}
//--------------------------------------------------------------------------------------------------------------
void CNavArea::AddLadderDown( CNavLadder *ladder )
{
Disconnect( ladder ); // just in case
NavLadderConnect tmp;
tmp.ladder = ladder;
m_ladder[ CNavLadder::LADDER_DOWN ].AddToTail( tmp );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Recompute internal data once nodes have been adjusted during merge
* Destroy adjArea.
*/
void CNavArea::FinishMerge( CNavArea *adjArea )
{
// update extent
m_extent.lo = *m_node[ NORTH_WEST ]->GetPosition();
m_extent.hi = *m_node[ SOUTH_EAST ]->GetPosition();
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
m_neZ = m_node[ NORTH_EAST ]->GetPosition()->z;
m_swZ = m_node[ SOUTH_WEST ]->GetPosition()->z;
// reassign the adjacent area's internal nodes to the final area
adjArea->AssignNodes( this );
// merge adjacency links - we gain all the connections that adjArea had
MergeAdjacentConnections( adjArea );
// remove subsumed adjacent area
TheNavAreaList.FindAndRemove( adjArea );
delete adjArea;
}
//--------------------------------------------------------------------------------------------------------------
/**
* For merging with "adjArea" - pick up all of "adjArea"s connections
*/
void CNavArea::MergeAdjacentConnections( CNavArea *adjArea )
{
// merge adjacency links - we gain all the connections that adjArea had
int dir;
for( dir = 0; dir<NUM_DIRECTIONS; dir++ )
{
FOR_EACH_LL( adjArea->m_connect[ dir ], it )
{
NavConnect connect = adjArea->m_connect[ dir ][ it ];
if (connect.area != adjArea && connect.area != this)
ConnectTo( connect.area, (NavDirType)dir );
}
}
// remove any references from this area to the adjacent area, since it is now part of us
for( dir = 0; dir<NUM_DIRECTIONS; dir++ )
{
NavConnect connect;
connect.area = adjArea;
m_connect[dir].FindAndRemove( connect );
}
// Change other references to adjArea to refer instead to us
// We can't just replace existing connections, as several adjacent areas may have been merged into one,
// resulting in a large area adjacent to all of them ending up with multiple redunandant connections
// into the merged area, one for each of the adjacent subsumed smaller ones.
// If an area has a connection to the merged area, we must remove all references to adjArea, and add
// a single connection to us.
FOR_EACH_LL( TheNavAreaList, it )
{
CNavArea *area = TheNavAreaList[ it ];
if (area == this || area == adjArea)
continue;
for( dir = 0; dir<NUM_DIRECTIONS; dir++ )
{
// check if there are any references to adjArea in this direction
bool connected = false;
FOR_EACH_LL( area->m_connect[ dir ], cit )
{
NavConnect connect = area->m_connect[ dir ][ cit ];
if (connect.area == adjArea)
{
connected = true;
break;
}
}
if (connected)
{
// remove all references to adjArea
NavConnect connect;
connect.area = adjArea;
area->m_connect[dir].FindAndRemove( connect );
// remove all references to the new area
connect.area = this;
area->m_connect[dir].FindAndRemove( connect );
// add a single connection to the new area
connect.area = this;
area->m_connect[dir].AddToTail( connect );
}
}
}
// We gain all ladder connections adjArea had
for( dir=0; dir<CNavLadder::NUM_LADDER_DIRECTIONS; ++dir )
{
FOR_EACH_LL( adjArea->m_ladder[ dir ], it )
{
ConnectTo( adjArea->m_ladder[ dir ][ it ].ladder );
}
}
// All ladders that point to adjArea should point to us now
FOR_EACH_LL( TheNavMesh->GetLadders(), lit )
{
CNavLadder *ladder = TheNavMesh->GetLadders()[lit];
if ( ladder->m_topForwardArea == adjArea )
ladder->m_topForwardArea = this;
if ( ladder->m_topRightArea == adjArea )
ladder->m_topRightArea = this;
if ( ladder->m_topLeftArea == adjArea )
ladder->m_topLeftArea = this;
if ( ladder->m_topBehindArea == adjArea )
ladder->m_topBehindArea = this;
if ( ladder->m_bottomArea == adjArea )
ladder->m_bottomArea = this;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Assign internal nodes to the given area
* NOTE: "internal" nodes do not include the east or south border nodes
*/
void CNavArea::AssignNodes( CNavArea *area )
{
CNavNode *horizLast = m_node[ NORTH_EAST ];
for( CNavNode *vertNode = m_node[ NORTH_WEST ]; vertNode != m_node[ SOUTH_WEST ]; vertNode = vertNode->GetConnectedNode( SOUTH ) )
{
for( CNavNode *horizNode = vertNode; horizNode != horizLast; horizNode = horizNode->GetConnectedNode( EAST ) )
{
horizNode->AssignArea( area );
}
horizLast = horizLast->GetConnectedNode( SOUTH );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Split this area into two areas at the given edge.
* Preserve all adjacency connections.
* NOTE: This does not update node connections, only areas.
*/
bool CNavArea::SplitEdit( bool splitAlongX, float splitEdge, CNavArea **outAlpha, CNavArea **outBeta )
{
CNavArea *alpha = NULL;
CNavArea *beta = NULL;
if (splitAlongX)
{
// +-----+->X
// | A |
// +-----+
// | B |
// +-----+
// |
// Y
// don't do split if at edge of area
if (splitEdge <= m_extent.lo.y + 1.0f)
return false;
if (splitEdge >= m_extent.hi.y - 1.0f)
return false;
alpha = new CNavArea;
alpha->m_extent.lo = m_extent.lo;
alpha->m_extent.hi.x = m_extent.hi.x;
alpha->m_extent.hi.y = splitEdge;
alpha->m_extent.hi.z = GetZ( alpha->m_extent.hi );
beta = new CNavArea;
beta->m_extent.lo.x = m_extent.lo.x;
beta->m_extent.lo.y = splitEdge;
beta->m_extent.lo.z = GetZ( beta->m_extent.lo );
beta->m_extent.hi = m_extent.hi;
alpha->ConnectTo( beta, SOUTH );
beta->ConnectTo( alpha, NORTH );
FinishSplitEdit( alpha, SOUTH );
FinishSplitEdit( beta, NORTH );
}
else
{
// +--+--+->X
// | | |
// | A|B |
// | | |
// +--+--+
// |
// Y
// don't do split if at edge of area
if (splitEdge <= m_extent.lo.x + 1.0f)
return false;
if (splitEdge >= m_extent.hi.x - 1.0f)
return false;
alpha = new CNavArea;
alpha->m_extent.lo = m_extent.lo;
alpha->m_extent.hi.x = splitEdge;
alpha->m_extent.hi.y = m_extent.hi.y;
alpha->m_extent.hi.z = GetZ( alpha->m_extent.hi );
beta = new CNavArea;
beta->m_extent.lo.x = splitEdge;
beta->m_extent.lo.y = m_extent.lo.y;
beta->m_extent.lo.z = GetZ( beta->m_extent.lo );
beta->m_extent.hi = m_extent.hi;
alpha->ConnectTo( beta, EAST );
beta->ConnectTo( alpha, WEST );
FinishSplitEdit( alpha, EAST );
FinishSplitEdit( beta, WEST );
}
if ( !TheNavMesh->IsGenerating() && nav_split_place_on_ground.GetBool() )
{
alpha->PlaceOnGround( NUM_CORNERS );
beta->PlaceOnGround( NUM_CORNERS );
}
// For every ladder we pointed to, alpha or beta should point to it, based on
// their distance to the ladder
int dir;
for( dir=0; dir<CNavLadder::NUM_LADDER_DIRECTIONS; ++dir )
{
FOR_EACH_LL( m_ladder[ dir ], it )
{
CNavLadder *ladder = m_ladder[ dir ][ it ].ladder;
Vector ladderPos = ladder->m_top; // doesn't matter if we choose top or bottom
float alphaDistance = alpha->GetDistanceSquaredToPoint( ladderPos );
float betaDistance = beta->GetDistanceSquaredToPoint( ladderPos );
if ( alphaDistance < betaDistance )
{
alpha->ConnectTo( ladder );
}
else
{
beta->ConnectTo( ladder );
}
}
}
// For every ladder that pointed to us, connect that ladder to the closer of alpha and beta
FOR_EACH_LL( TheNavMesh->GetLadders(), lit )
{
CNavLadder *ladder = TheNavMesh->GetLadders()[lit];
ladder->OnSplit( this, alpha, beta );
}
// new areas inherit attributes from original area
alpha->SetAttributes( GetAttributes() );
beta->SetAttributes( GetAttributes() );
// new areas inherit place from original area
alpha->SetPlace( GetPlace() );
beta->SetPlace( GetPlace() );
// return new areas
if (outAlpha)
*outAlpha = alpha;
if (outBeta)
*outBeta = beta;
// remove original area
TheNavAreaList.FindAndRemove( this );
delete this;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if given ladder is connected in given direction
* @todo Formalize "asymmetric" flag on connections
*/
bool CNavArea::IsConnected( const CNavLadder *ladder, CNavLadder::LadderDirectionType dir ) const
{
FOR_EACH_LL( m_ladder[ dir ], it )
{
if ( ladder == m_ladder[ dir ][ it ].ladder )
{
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if given area is connected in given direction
* if dir == NUM_DIRECTIONS, check all directions (direction is unknown)
* @todo Formalize "asymmetric" flag on connections
*/
bool CNavArea::IsConnected( const CNavArea *area, NavDirType dir ) const
{
// we are connected to ourself
if (area == this)
return true;
if (dir == NUM_DIRECTIONS)
{
// search all directions
for( int d=0; d<NUM_DIRECTIONS; ++d )
{
FOR_EACH_LL( m_connect[ d ], it )
{
if (area == m_connect[ d ][ it ].area)
return true;
}
}
// check ladder connections
FOR_EACH_LL( m_ladder[ CNavLadder::LADDER_UP ], it )
{
CNavLadder *ladder = m_ladder[ CNavLadder::LADDER_UP ][ it ].ladder;
if (ladder->m_topBehindArea == area ||
ladder->m_topForwardArea == area ||
ladder->m_topLeftArea == area ||
ladder->m_topRightArea == area)
return true;
}
FOR_EACH_LL( m_ladder[ CNavLadder::LADDER_DOWN ], dit )
{
CNavLadder *ladder = m_ladder[ CNavLadder::LADDER_DOWN ][ dit ].ladder;
if (ladder->m_bottomArea == area)
return true;
}
}
else
{
// check specific direction
FOR_EACH_LL( m_connect[ dir ], it )
{
if (area == m_connect[ dir ][ it ].area)
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Compute change in height from this area to given area
* @todo This is approximate for now
*/
float CNavArea::ComputeHeightChange( const CNavArea *area )
{
float ourZ = GetZ( GetCenter() );
float areaZ = area->GetZ( area->GetCenter() );
return areaZ - ourZ;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given the portion of the original area, update its internal data
* The "ignoreEdge" direction defines the side of the original area that the new area does not include
*/
void CNavArea::FinishSplitEdit( CNavArea *newArea, NavDirType ignoreEdge )
{
newArea->m_center.x = (newArea->m_extent.lo.x + newArea->m_extent.hi.x)/2.0f;
newArea->m_center.y = (newArea->m_extent.lo.y + newArea->m_extent.hi.y)/2.0f;
newArea->m_center.z = (newArea->m_extent.lo.z + newArea->m_extent.hi.z)/2.0f;
newArea->m_neZ = GetZ( newArea->m_extent.hi.x, newArea->m_extent.lo.y );
newArea->m_swZ = GetZ( newArea->m_extent.lo.x, newArea->m_extent.hi.y );
// connect to adjacent areas
for( int d=0; d<NUM_DIRECTIONS; ++d )
{
if (d == ignoreEdge)
continue;
int count = GetAdjacentCount( (NavDirType)d );
for( int a=0; a<count; ++a )
{
CNavArea *adj = GetAdjacentArea( (NavDirType)d, a );
switch( d )
{
case NORTH:
case SOUTH:
if (newArea->IsOverlappingX( adj ))
{
newArea->ConnectTo( adj, (NavDirType)d );
// add reciprocal connection if needed
if (adj->IsConnected( this, OppositeDirection( (NavDirType)d )))
adj->ConnectTo( newArea, OppositeDirection( (NavDirType)d ) );
}
break;
case EAST:
case WEST:
if (newArea->IsOverlappingY( adj ))
{
newArea->ConnectTo( adj, (NavDirType)d );
// add reciprocal connection if needed
if (adj->IsConnected( this, OppositeDirection( (NavDirType)d )))
adj->ConnectTo( newArea, OppositeDirection( (NavDirType)d ) );
}
break;
}
}
}
TheNavAreaList.AddToTail( newArea );
TheNavMesh->AddNavArea( newArea );
// Assign nodes
if ( HasNodes() )
{
// first give it all our nodes...
newArea->m_node[ NORTH_WEST ] = m_node[ NORTH_WEST ];
newArea->m_node[ NORTH_EAST ] = m_node[ NORTH_EAST ];
newArea->m_node[ SOUTH_EAST ] = m_node[ SOUTH_EAST ];
newArea->m_node[ SOUTH_WEST ] = m_node[ SOUTH_WEST ];
// ... then pull in one edge...
NavDirType dir = NUM_DIRECTIONS;
NavCornerType corner[2] = { NUM_CORNERS, NUM_CORNERS };
switch ( ignoreEdge )
{
case NORTH:
dir = SOUTH;
corner[0] = NORTH_WEST;
corner[1] = NORTH_EAST;
break;
case SOUTH:
dir = NORTH;
corner[0] = SOUTH_WEST;
corner[1] = SOUTH_EAST;
break;
case EAST:
dir = WEST;
corner[0] = NORTH_EAST;
corner[1] = SOUTH_EAST;
break;
case WEST:
dir = EAST;
corner[0] = NORTH_WEST;
corner[1] = SOUTH_WEST;
break;
default:
break;
}
while ( !newArea->IsOverlapping( *newArea->m_node[ corner[0] ]->GetPosition(), GenerationStepSize/2 ) )
{
for ( int i=0; i<2; ++i )
{
Assert( newArea->m_node[ corner[i] ] );
Assert( newArea->m_node[ corner[i] ]->GetConnectedNode( dir ) );
newArea->m_node[ corner[i] ] = newArea->m_node[ corner[i] ]->GetConnectedNode( dir );
}
}
// assign internal nodes...
newArea->AssignNodes( newArea );
// ... and grab the node heights for our corner heights.
newArea->m_neZ = newArea->m_node[ NORTH_EAST ]->GetPosition()->z;
newArea->m_extent.lo.z = newArea->m_node[ NORTH_WEST ]->GetPosition()->z;
newArea->m_swZ = newArea->m_node[ SOUTH_WEST ]->GetPosition()->z;
newArea->m_extent.hi.z = newArea->m_node[ SOUTH_EAST ]->GetPosition()->z;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Create a new area between this area and given area
*/
bool CNavArea::SpliceEdit( CNavArea *other )
{
CNavArea *newArea = NULL;
Vector nw, ne, se, sw;
if (m_extent.lo.x > other->m_extent.hi.x)
{
// 'this' is east of 'other'
float top = MAX( m_extent.lo.y, other->m_extent.lo.y );
float bottom = MIN( m_extent.hi.y, other->m_extent.hi.y );
nw.x = other->m_extent.hi.x;
nw.y = top;
nw.z = other->GetZ( nw );
se.x = m_extent.lo.x;
se.y = bottom;
se.z = GetZ( se );
ne.x = se.x;
ne.y = nw.y;
ne.z = GetZ( ne );
sw.x = nw.x;
sw.y = se.y;
sw.z = other->GetZ( sw );
newArea = new CNavArea( nw, ne, se, sw );
this->ConnectTo( newArea, WEST );
newArea->ConnectTo( this, EAST );
other->ConnectTo( newArea, EAST );
newArea->ConnectTo( other, WEST );
}
else if (m_extent.hi.x < other->m_extent.lo.x)
{
// 'this' is west of 'other'
float top = MAX( m_extent.lo.y, other->m_extent.lo.y );
float bottom = MIN( m_extent.hi.y, other->m_extent.hi.y );
nw.x = m_extent.hi.x;
nw.y = top;
nw.z = GetZ( nw );
se.x = other->m_extent.lo.x;
se.y = bottom;
se.z = other->GetZ( se );
ne.x = se.x;
ne.y = nw.y;
ne.z = other->GetZ( ne );
sw.x = nw.x;
sw.y = se.y;
sw.z = GetZ( sw );
newArea = new CNavArea( nw, ne, se, sw );
this->ConnectTo( newArea, EAST );
newArea->ConnectTo( this, WEST );
other->ConnectTo( newArea, WEST );
newArea->ConnectTo( other, EAST );
}
else // 'this' overlaps in X
{
if (m_extent.lo.y > other->m_extent.hi.y)
{
// 'this' is south of 'other'
float left = MAX( m_extent.lo.x, other->m_extent.lo.x );
float right = MIN( m_extent.hi.x, other->m_extent.hi.x );
nw.x = left;
nw.y = other->m_extent.hi.y;
nw.z = other->GetZ( nw );
se.x = right;
se.y = m_extent.lo.y;
se.z = GetZ( se );
ne.x = se.x;
ne.y = nw.y;
ne.z = other->GetZ( ne );
sw.x = nw.x;
sw.y = se.y;
sw.z = GetZ( sw );
newArea = new CNavArea( nw, ne, se, sw );
this->ConnectTo( newArea, NORTH );
newArea->ConnectTo( this, SOUTH );
other->ConnectTo( newArea, SOUTH );
newArea->ConnectTo( other, NORTH );
}
else if (m_extent.hi.y < other->m_extent.lo.y)
{
// 'this' is north of 'other'
float left = MAX( m_extent.lo.x, other->m_extent.lo.x );
float right = MIN( m_extent.hi.x, other->m_extent.hi.x );
nw.x = left;
nw.y = m_extent.hi.y;
nw.z = GetZ( nw );
se.x = right;
se.y = other->m_extent.lo.y;
se.z = other->GetZ( se );
ne.x = se.x;
ne.y = nw.y;
ne.z = GetZ( ne );
sw.x = nw.x;
sw.y = se.y;
sw.z = other->GetZ( sw );
newArea = new CNavArea( nw, ne, se, sw );
this->ConnectTo( newArea, SOUTH );
newArea->ConnectTo( this, NORTH );
other->ConnectTo( newArea, NORTH );
newArea->ConnectTo( other, SOUTH );
}
else
{
// areas overlap
return false;
}
}
// if both areas have the same place, the new area inherits it
if (GetPlace() == other->GetPlace())
{
newArea->SetPlace( GetPlace() );
}
else if (GetPlace() == UNDEFINED_PLACE)
{
newArea->SetPlace( other->GetPlace() );
}
else if (other->GetPlace() == UNDEFINED_PLACE)
{
newArea->SetPlace( GetPlace() );
}
else
{
// both have valid, but different places - pick on at random
if (RandomInt( 0, 100 ) < 50)
newArea->SetPlace( GetPlace() );
else
newArea->SetPlace( other->GetPlace() );
}
TheNavAreaList.AddToTail( newArea );
TheNavMesh->AddNavArea( newArea );
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Merge this area and given adjacent area
*/
bool CNavArea::MergeEdit( CNavArea *adj )
{
// can only merge if attributes of both areas match
// check that these areas can be merged
const float tolerance = 1.0f;
bool merge = false;
if (fabs( m_extent.lo.x - adj->m_extent.lo.x ) < tolerance &&
fabs( m_extent.hi.x - adj->m_extent.hi.x ) < tolerance)
merge = true;
if (fabs( m_extent.lo.y - adj->m_extent.lo.y ) < tolerance &&
fabs( m_extent.hi.y - adj->m_extent.hi.y ) < tolerance)
merge = true;
if (merge == false)
return false;
Extent origExtent = m_extent;
// update extent
if (m_extent.lo.x > adj->m_extent.lo.x || m_extent.lo.y > adj->m_extent.lo.y)
m_extent.lo = adj->m_extent.lo;
if (m_extent.hi.x < adj->m_extent.hi.x || m_extent.hi.y < adj->m_extent.hi.y)
m_extent.hi = adj->m_extent.hi;
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
if (m_extent.hi.x > origExtent.hi.x || m_extent.lo.y < origExtent.lo.y)
m_neZ = adj->GetZ( m_extent.hi.x, m_extent.lo.y );
else
m_neZ = GetZ( m_extent.hi.x, m_extent.lo.y );
if (m_extent.lo.x < origExtent.lo.x || m_extent.hi.y > origExtent.hi.y)
m_swZ = adj->GetZ( m_extent.lo.x, m_extent.hi.y );
else
m_swZ = GetZ( m_extent.lo.x, m_extent.hi.y );
// merge adjacency links - we gain all the connections that adjArea had
MergeAdjacentConnections( adj );
// remove subsumed adjacent area
TheNavAreaList.FindAndRemove( adj );
delete adj;
return true;
}
//--------------------------------------------------------------------------------------------------------------
void ApproachAreaAnalysisPrep( void )
{
}
//--------------------------------------------------------------------------------------------------------------
void CleanupApproachAreaAnalysisPrep( void )
{
}
//--------------------------------------------------------------------------------------------------------------
/**
* Remove "analyzed" data from nav area
*/
void CNavArea::Strip( void )
{
m_approachCount = 0;
m_spotEncounterList.PurgeAndDeleteElements(); // this calls delete on each element
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if area is more or less square.
* This is used when merging to prevent long, thin, areas being created.
*/
bool CNavArea::IsRoughlySquare( void ) const
{
float aspect = GetSizeX() / GetSizeY();
const float maxAspect = 3.01;
const float minAspect = 1.0f / maxAspect;
if (aspect < minAspect || aspect > maxAspect)
return false;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'pos' is within 2D extents of area.
*/
bool CNavArea::IsOverlapping( const Vector &pos, float tolerance ) const
{
if (pos.x + tolerance >= m_extent.lo.x && pos.x - tolerance <= m_extent.hi.x &&
pos.y + tolerance >= m_extent.lo.y && pos.y - tolerance <= m_extent.hi.y)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'area' overlaps our 2D extents
*/
bool CNavArea::IsOverlapping( const CNavArea *area ) const
{
if (area->m_extent.lo.x < m_extent.hi.x && area->m_extent.hi.x > m_extent.lo.x &&
area->m_extent.lo.y < m_extent.hi.y && area->m_extent.hi.y > m_extent.lo.y)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'area' overlaps our X extent
*/
bool CNavArea::IsOverlappingX( const CNavArea *area ) const
{
if (area->m_extent.lo.x < m_extent.hi.x && area->m_extent.hi.x > m_extent.lo.x)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'area' overlaps our Y extent
*/
bool CNavArea::IsOverlappingY( const CNavArea *area ) const
{
if (area->m_extent.lo.y < m_extent.hi.y && area->m_extent.hi.y > m_extent.lo.y)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if given point is on or above this area, but no others
*/
bool CNavArea::Contains( const Vector &pos ) const
{
// check 2D overlap
if (!IsOverlapping( pos ))
return false;
// the point overlaps us, check that it is above us, but not above any areas that overlap us
float myZ = GetZ( pos );
// if the nav area is above the given position, fail
if (myZ > pos.z)
return false;
FOR_EACH_LL( m_overlapList, it )
{
const CNavArea *area = m_overlapList[ it ];
// skip self
if (area == this)
continue;
// check 2D overlap
if (!area->IsOverlapping( pos ))
continue;
float theirZ = area->GetZ( pos );
if (theirZ > pos.z)
{
// they are above the point
continue;
}
if (theirZ > myZ)
{
// we are below an area that is beneath the given position
return false;
}
}
return true;
}
//--------------------------------------------------------------------------------------------------------------
void CNavArea::ComputeNormal( Vector *normal, bool alternate ) const
{
if ( !normal )
return;
Vector u, v;
if ( !alternate )
{
u.x = m_extent.hi.x - m_extent.lo.x;
u.y = 0.0f;
u.z = m_neZ - m_extent.lo.z;
v.x = 0.0f;
v.y = m_extent.hi.y - m_extent.lo.y;
v.z = m_swZ - m_extent.lo.z;
}
else
{
u.x = m_extent.lo.x - m_extent.hi.x;
u.y = 0.0f;
u.z = m_swZ - m_extent.hi.z;
v.x = 0.0f;
v.y = m_extent.lo.y - m_extent.hi.y;
v.z = m_neZ - m_extent.hi.z;
}
*normal = CrossProduct( u, v );
normal->NormalizeInPlace();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if the area is approximately flat, using normals computed from opposite corners
*/
bool CNavArea::IsFlat( void ) const
{
Vector normal, otherNormal;
ComputeNormal( &normal );
ComputeNormal( &otherNormal, true );
const float tolerance = nav_coplanar_slope_limit.GetFloat();
if (DotProduct( normal, otherNormal ) > tolerance)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if this area and given area are approximately co-planar
*/
bool CNavArea::IsCoplanar( const CNavArea *area ) const
{
Vector u, v;
if ( !IsFlat() )
return false;
if ( !area->IsFlat() )
return false;
// compute our unit surface normal
Vector normal, otherNormal;
ComputeNormal( &normal );
area->ComputeNormal( &otherNormal );
// can only merge areas that are nearly planar, to ensure areas do not differ from underlying geometry much
const float tolerance = nav_coplanar_slope_limit.GetFloat(); //0.99f; // 0.7071f; // 0.9
if (DotProduct( normal, otherNormal ) > tolerance)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return Z of area at (x,y) of 'pos'
* Trilinear interpolation of Z values at quad edges.
* NOTE: pos->z is not used.
*/
float CNavArea::GetZ( const Vector &pos ) const
{
float dx = m_extent.hi.x - m_extent.lo.x;
float dy = m_extent.hi.y - m_extent.lo.y;
// guard against division by zero due to degenerate areas
if (dx == 0.0f || dy == 0.0f)
return m_neZ;
float u = (pos.x - m_extent.lo.x) / dx;
float v = (pos.y - m_extent.lo.y) / dy;
// clamp Z values to (x,y) volume
if (u < 0.0f)
u = 0.0f;
else if (u > 1.0f)
u = 1.0f;
if (v < 0.0f)
v = 0.0f;
else if (v > 1.0f)
v = 1.0f;
float northZ = m_extent.lo.z + u * (m_neZ - m_extent.lo.z);
float southZ = m_swZ + u * (m_extent.hi.z - m_swZ);
return northZ + v * (southZ - northZ);
}
float CNavArea::GetZ( float x, float y ) const
{
Vector pos( x, y, 0.0f );
return GetZ( pos );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return closest point to 'pos' on 'area'.
* Returned point is in 'close'.
*/
void CNavArea::GetClosestPointOnArea( const Vector &pos, Vector *close ) const
{
const Extent &extent = GetExtent();
if (pos.x < extent.lo.x)
{
if (pos.y < extent.lo.y)
{
// position is north-west of area
*close = extent.lo;
}
else if (pos.y > extent.hi.y)
{
// position is south-west of area
close->x = extent.lo.x;
close->y = extent.hi.y;
}
else
{
// position is west of area
close->x = extent.lo.x;
close->y = pos.y;
}
}
else if (pos.x > extent.hi.x)
{
if (pos.y < extent.lo.y)
{
// position is north-east of area
close->x = extent.hi.x;
close->y = extent.lo.y;
}
else if (pos.y > extent.hi.y)
{
// position is south-east of area
*close = extent.hi;
}
else
{
// position is east of area
close->x = extent.hi.x;
close->y = pos.y;
}
}
else if (pos.y < extent.lo.y)
{
// position is north of area
close->x = pos.x;
close->y = extent.lo.y;
}
else if (pos.y > extent.hi.y)
{
// position is south of area
close->x = pos.x;
close->y = extent.hi.y;
}
else
{
// position is inside of area - it is the 'closest point' to itself
*close = pos;
}
close->z = GetZ( *close );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return shortest distance squared between point and this area
*/
float CNavArea::GetDistanceSquaredToPoint( const Vector &pos ) const
{
const Extent &extent = GetExtent();
if (pos.x < extent.lo.x)
{
if (pos.y < extent.lo.y)
{
// position is north-west of area
return (extent.lo - pos).LengthSqr();
}
else if (pos.y > extent.hi.y)
{
// position is south-west of area
Vector d;
d.x = extent.lo.x - pos.x;
d.y = extent.hi.y - pos.y;
d.z = m_swZ - pos.z;
return d.LengthSqr();
}
else
{
// position is west of area
float d = extent.lo.x - pos.x;
return d * d;
}
}
else if (pos.x > extent.hi.x)
{
if (pos.y < extent.lo.y)
{
// position is north-east of area
Vector d;
d.x = extent.hi.x - pos.x;
d.y = extent.lo.y - pos.y;
d.z = m_neZ - pos.z;
return d.LengthSqr();
}
else if (pos.y > extent.hi.y)
{
// position is south-east of area
return (extent.hi - pos).LengthSqr();
}
else
{
// position is east of area
float d = pos.z - extent.hi.x;
return d * d;
}
}
else if (pos.y < extent.lo.y)
{
// position is north of area
float d = extent.lo.y - pos.y;
return d * d;
}
else if (pos.y > extent.hi.y)
{
// position is south of area
float d = pos.y - extent.hi.y;
return d * d;
}
else
{
// position is inside of 2D extent of area - find delta Z
float z = GetZ( pos );
float d = z - pos.z;
return d * d;
}
}
//--------------------------------------------------------------------------------------------------------------
CNavArea *CNavArea::GetRandomAdjacentArea( NavDirType dir ) const
{
int count = m_connect[ dir ].Count();
int which = RandomInt( 0, count-1 );
int i = 0;
FOR_EACH_LL( m_connect[ dir ], it )
{
if (i == which)
return m_connect[ dir ][ it ].area;
++i;
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Compute "portal" between to adjacent areas.
* Return center of portal opening, and half-width defining sides of portal from center.
* NOTE: center->z is unset.
*/
void CNavArea::ComputePortal( const CNavArea *to, NavDirType dir, Vector *center, float *halfWidth ) const
{
if (dir == NORTH || dir == SOUTH)
{
if (dir == NORTH)
center->y = m_extent.lo.y;
else
center->y = m_extent.hi.y;
float left = MAX( m_extent.lo.x, to->m_extent.lo.x );
float right = MIN( m_extent.hi.x, to->m_extent.hi.x );
// clamp to our extent in case areas are disjoint
if (left < m_extent.lo.x)
left = m_extent.lo.x;
else if (left > m_extent.hi.x)
left = m_extent.hi.x;
if (right < m_extent.lo.x)
right = m_extent.lo.x;
else if (right > m_extent.hi.x)
right = m_extent.hi.x;
center->x = (left + right)/2.0f;
*halfWidth = (right - left)/2.0f;
}
else // EAST or WEST
{
if (dir == WEST)
center->x = m_extent.lo.x;
else
center->x = m_extent.hi.x;
float top = MAX( m_extent.lo.y, to->m_extent.lo.y );
float bottom = MIN( m_extent.hi.y, to->m_extent.hi.y );
// clamp to our extent in case areas are disjoint
if (top < m_extent.lo.y)
top = m_extent.lo.y;
else if (top > m_extent.hi.y)
top = m_extent.hi.y;
if (bottom < m_extent.lo.y)
bottom = m_extent.lo.y;
else if (bottom > m_extent.hi.y)
bottom = m_extent.hi.y;
center->y = (top + bottom)/2.0f;
*halfWidth = (bottom - top)/2.0f;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Compute closest point within the "portal" between to adjacent areas.
*/
void CNavArea::ComputeClosestPointInPortal( const CNavArea *to, NavDirType dir, const Vector &fromPos, Vector *closePos ) const
{
const float margin = GenerationStepSize/2.0f;
if (dir == NORTH || dir == SOUTH)
{
if (dir == NORTH)
closePos->y = m_extent.lo.y;
else
closePos->y = m_extent.hi.y;
float left = MAX( m_extent.lo.x, to->m_extent.lo.x );
float right = MIN( m_extent.hi.x, to->m_extent.hi.x );
// clamp to our extent in case areas are disjoint
if (left < m_extent.lo.x)
left = m_extent.lo.x;
else if (left > m_extent.hi.x)
left = m_extent.hi.x;
if (right < m_extent.lo.x)
right = m_extent.lo.x;
else if (right > m_extent.hi.x)
right = m_extent.hi.x;
// keep margin if against edge
const float leftMargin = (to->IsEdge( WEST )) ? (left + margin) : left;
const float rightMargin = (to->IsEdge( EAST )) ? (right - margin) : right;
// limit x to within portal
if (fromPos.x < leftMargin)
closePos->x = leftMargin;
else if (fromPos.x > rightMargin)
closePos->x = rightMargin;
else
closePos->x = fromPos.x;
}
else // EAST or WEST
{
if (dir == WEST)
closePos->x = m_extent.lo.x;
else
closePos->x = m_extent.hi.x;
float top = MAX( m_extent.lo.y, to->m_extent.lo.y );
float bottom = MIN( m_extent.hi.y, to->m_extent.hi.y );
// clamp to our extent in case areas are disjoint
if (top < m_extent.lo.y)
top = m_extent.lo.y;
else if (top > m_extent.hi.y)
top = m_extent.hi.y;
if (bottom < m_extent.lo.y)
bottom = m_extent.lo.y;
else if (bottom > m_extent.hi.y)
bottom = m_extent.hi.y;
// keep margin if against edge
const float topMargin = (to->IsEdge( NORTH )) ? (top + margin) : top;
const float bottomMargin = (to->IsEdge( SOUTH )) ? (bottom - margin) : bottom;
// limit y to within portal
if (fromPos.y < topMargin)
closePos->y = topMargin;
else if (fromPos.y > bottomMargin)
closePos->y = bottomMargin;
else
closePos->y = fromPos.y;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if there are no bi-directional links on the given side
*/
bool CNavArea::IsEdge( NavDirType dir ) const
{
FOR_EACH_LL( m_connect[ dir ], it )
{
const NavConnect connect = m_connect[ dir ][ it ];
if (connect.area->IsConnected( this, OppositeDirection( dir ) ))
return false;
}
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return direction from this area to the given point
*/
NavDirType CNavArea::ComputeDirection( Vector *point ) const
{
if (point->x >= m_extent.lo.x && point->x <= m_extent.hi.x)
{
if (point->y < m_extent.lo.y)
return NORTH;
else if (point->y > m_extent.hi.y)
return SOUTH;
}
else if (point->y >= m_extent.lo.y && point->y <= m_extent.hi.y)
{
if (point->x < m_extent.lo.x)
return WEST;
else if (point->x > m_extent.hi.x)
return EAST;
}
// find closest direction
Vector to = *point - m_center;
if (fabs(to.x) > fabs(to.y))
{
if (to.x > 0.0f)
return EAST;
return WEST;
}
else
{
if (to.y > 0.0f)
return SOUTH;
return NORTH;
}
return NUM_DIRECTIONS;
}
//--------------------------------------------------------------------------------------------------------------
bool CNavArea::GetCornerHotspot( NavCornerType corner, Vector hotspot[NUM_CORNERS] ) const
{
Vector nw = GetCorner( NORTH_WEST );
Vector ne = GetCorner( NORTH_EAST );
Vector sw = GetCorner( SOUTH_WEST );
Vector se = GetCorner( SOUTH_EAST );
float size = 9.0f;
size = MIN( size, GetSizeX()/3 ); // make sure the hotspot doesn't extend outside small areas
size = MIN( size, GetSizeY()/3 );
switch ( corner )
{
case NORTH_WEST:
hotspot[0] = nw;
hotspot[1] = hotspot[0] + Vector( size, 0, 0 );
hotspot[2] = hotspot[0] + Vector( size, size, 0 );
hotspot[3] = hotspot[0] + Vector( 0, size, 0 );
break;
case NORTH_EAST:
hotspot[0] = ne;
hotspot[1] = hotspot[0] + Vector( -size, 0, 0 );
hotspot[2] = hotspot[0] + Vector( -size, size, 0 );
hotspot[3] = hotspot[0] + Vector( 0, size, 0 );
break;
case SOUTH_WEST:
hotspot[0] = sw;
hotspot[1] = hotspot[0] + Vector( size, 0, 0 );
hotspot[2] = hotspot[0] + Vector( size, -size, 0 );
hotspot[3] = hotspot[0] + Vector( 0, -size, 0 );
break;
case SOUTH_EAST:
hotspot[0] = se;
hotspot[1] = hotspot[0] + Vector( -size, 0, 0 );
hotspot[2] = hotspot[0] + Vector( -size, -size, 0 );
hotspot[3] = hotspot[0] + Vector( 0, -size, 0 );
break;
default:
return false;
}
for ( int i=1; i<NUM_CORNERS; ++i )
{
hotspot[i].z = GetZ( hotspot[i] );
}
Vector eyePos, eyeForward;
TheNavMesh->GetEditVectors( &eyePos, &eyeForward );
Ray_t ray;
ray.Init( eyePos, eyePos + 10000.0f * eyeForward, vec3_origin, vec3_origin );
float dist = IntersectRayWithTriangle( ray, hotspot[0], hotspot[1], hotspot[2], false );
if ( dist > 0 )
{
return true;
}
dist = IntersectRayWithTriangle( ray, hotspot[2], hotspot[3], hotspot[0], false );
if ( dist > 0 )
{
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
NavCornerType CNavArea::GetCornerUnderCursor( void ) const
{
Vector eyePos, eyeForward;
TheNavMesh->GetEditVectors( &eyePos, &eyeForward );
for ( int i=0; i<NUM_CORNERS; ++i )
{
Vector hotspot[NUM_CORNERS];
if ( GetCornerHotspot( (NavCornerType)i, hotspot ) )
{
return (NavCornerType)i;
}
}
return NUM_CORNERS;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Draw area for debugging
*/
void CNavArea::Draw( void ) const
{
NavEditColor color;
bool useAttributeColors = true;
if ( TheNavMesh->IsPlaceMode() )
{
useAttributeColors = false;
if ( m_place == UNDEFINED_PLACE )
{
color = NavNoPlaceColor;
}
else if ( TheNavMesh->GetNavPlace() == m_place )
{
color = NavSamePlaceColor;
}
else
{
color = NavDifferentPlaceColor;
}
}
else
{
// normal edit mode
if ( this == TheNavMesh->GetMarkedArea() )
{
useAttributeColors = false;
color = NavMarkedColor;
}
else if ( this == TheNavMesh->GetSelectedArea() )
{
color = NavSelectedColor;
}
else if ( m_isBlocked )
{
color = NavBlockedColor;
}
else
{
color = NavNormalColor;
}
}
if ( IsDegenerate() )
{
static IntervalTimer blink;
static bool blinkOn = false;
if (blink.GetElapsedTime() > 1.0f)
{
blink.Reset();
blinkOn = !blinkOn;
}
useAttributeColors = false;
if (blinkOn)
color = NavDegenerateFirstColor;
else
color = NavDegenerateSecondColor;
NDebugOverlay::Text( GetCenter(), UTIL_VarArgs( "Degenerate area %d", GetID() ), true, 0.1f );
}
Vector nw, ne, sw, se;
nw = m_extent.lo;
se = m_extent.hi;
ne.x = se.x;
ne.y = nw.y;
ne.z = m_neZ;
sw.x = nw.x;
sw.y = se.y;
sw.z = m_swZ;
int bgcolor[4];
if ( 4 == sscanf( nav_area_bgcolor.GetString(), "%d %d %d %d", &(bgcolor[0]), &(bgcolor[1]), &(bgcolor[2]), &(bgcolor[3]) ) )
{
for ( int i=0; i<4; ++i )
bgcolor[i] = clamp( bgcolor[i], 0, 255 );
if ( bgcolor[3] > 0 )
{
const Vector offset( 0, 0, 0.8f );
NDebugOverlay::Triangle( nw+offset, se+offset, ne+offset, bgcolor[0], bgcolor[1], bgcolor[2], bgcolor[3], true, 0.15f );
NDebugOverlay::Triangle( se+offset, nw+offset, sw+offset, bgcolor[0], bgcolor[1], bgcolor[2], bgcolor[3], true, 0.15f );
}
}
const float inset = 0.2f;
nw.x += inset;
nw.y += inset;
ne.x -= inset;
ne.y += inset;
sw.x += inset;
sw.y -= inset;
se.x -= inset;
se.y -= inset;
if ( GetAttributes() & NAV_MESH_TRANSIENT )
{
NavDrawDashedLine( nw, ne, color );
NavDrawDashedLine( ne, se, color );
NavDrawDashedLine( se, sw, color );
NavDrawDashedLine( sw, nw, color );
}
else
{
NavDrawLine( nw, ne, color );
NavDrawLine( ne, se, color );
NavDrawLine( se, sw, color );
NavDrawLine( sw, nw, color );
}
if ( this == TheNavMesh->GetMarkedArea() && TheNavMesh->m_markedCorner != NUM_CORNERS )
{
Vector p[NUM_CORNERS];
GetCornerHotspot( TheNavMesh->m_markedCorner, p );
NavDrawLine( p[1], p[2], NavMarkedColor );
NavDrawLine( p[2], p[3], NavMarkedColor );
}
if ( this != TheNavMesh->GetMarkedArea() && this == TheNavMesh->GetSelectedArea() && TheNavMesh->m_navEditMode == CNavMesh::NAV_EDIT_NORMAL )
{
NavCornerType bestCorner = GetCornerUnderCursor();
Vector p[NUM_CORNERS];
GetCornerHotspot( bestCorner, p );
NavDrawLine( p[1], p[2], NavSelectedColor );
NavDrawLine( p[2], p[3], NavSelectedColor );
}
if (GetAttributes() & NAV_MESH_CROUCH)
{
if ( useAttributeColors )
color = NavAttributeCrouchColor;
NavDrawLine( nw, se, color );
}
if (GetAttributes() & NAV_MESH_JUMP)
{
if ( useAttributeColors )
color = NavAttributeJumpColor;
if ( !(GetAttributes() & NAV_MESH_CROUCH) )
{
NavDrawLine( nw, se, color );
}
NavDrawLine( ne, sw, color );
}
if (GetAttributes() & NAV_MESH_PRECISE)
{
if ( useAttributeColors )
color = NavAttributePreciseColor;
float size = 8.0f;
Vector up( m_center.x, m_center.y - size, m_center.z );
Vector down( m_center.x, m_center.y + size, m_center.z );
NavDrawLine( up, down, color );
Vector left( m_center.x - size, m_center.y, m_center.z );
Vector right( m_center.x + size, m_center.y, m_center.z );
NavDrawLine( left, right, color );
}
if (GetAttributes() & NAV_MESH_NO_JUMP)
{
if ( useAttributeColors )
color = NavAttributeNoJumpColor;
float size = 8.0f;
Vector up( m_center.x, m_center.y - size, m_center.z );
Vector down( m_center.x, m_center.y + size, m_center.z );
Vector left( m_center.x - size, m_center.y, m_center.z );
Vector right( m_center.x + size, m_center.y, m_center.z );
NavDrawLine( up, right, color );
NavDrawLine( right, down, color );
NavDrawLine( down, left, color );
NavDrawLine( left, up, color );
}
// Stop is represented by an octogon
if (GetAttributes() & NAV_MESH_STOP)
{
if ( useAttributeColors )
color = NavAttributeStopColor;
float dist = 8.0f;
float length = dist/2.5f;
Vector start, end;
start = m_center + Vector( dist, -length, 0 );
end = m_center + Vector( dist, length, 0 );
NavDrawLine( start, end, color );
start = m_center + Vector( dist, length, 0 );
end = m_center + Vector( length, dist, 0 );
NavDrawLine( start, end, color );
start = m_center + Vector( -dist, -length, 0 );
end = m_center + Vector( -dist, length, 0 );
NavDrawLine( start, end, color );
start = m_center + Vector( -dist, length, 0 );
end = m_center + Vector( -length, dist, 0 );
NavDrawLine( start, end, color );
start = m_center + Vector( -length, dist, 0 );
end = m_center + Vector( length, dist, 0 );
NavDrawLine( start, end, color );
start = m_center + Vector( -dist, -length, 0 );
end = m_center + Vector( -length, -dist, 0 );
NavDrawLine( start, end, color );
start = m_center + Vector( -length, -dist, 0 );
end = m_center + Vector( length, -dist, 0 );
NavDrawLine( start, end, color );
start = m_center + Vector( length, -dist, 0 );
end = m_center + Vector( dist, -length, 0 );
NavDrawLine( start, end, color );
}
// Walk is represented by an arrow
if (GetAttributes() & NAV_MESH_WALK)
{
if ( useAttributeColors )
color = NavAttributeWalkColor;
float size = 8.0f;
NavDrawHorizontalArrow( m_center + Vector( -size, 0, 0 ), m_center + Vector( size, 0, 0 ), 4, color );
}
// Walk is represented by a double arrow
if (GetAttributes() & NAV_MESH_RUN)
{
if ( useAttributeColors )
color = NavAttributeRunColor;
float size = 8.0f;
float dist = 4.0f;
NavDrawHorizontalArrow( m_center + Vector( -size, dist, 0 ), m_center + Vector( size, dist, 0 ), 4, color );
NavDrawHorizontalArrow( m_center + Vector( -size, -dist, 0 ), m_center + Vector( size, -dist, 0 ), 4, color );
}
// Avoid is represented by an exclamation point
if (GetAttributes() & NAV_MESH_AVOID)
{
if ( useAttributeColors )
color = NavAttributeAvoidColor;
float topHeight = 8.0f;
float topWidth = 3.0f;
float bottomHeight = 3.0f;
float bottomWidth = 2.0f;
NavDrawTriangle( m_center, m_center + Vector( -topWidth, topHeight, 0 ), m_center + Vector( +topWidth, topHeight, 0 ), color );
NavDrawTriangle( m_center + Vector( 0, -bottomHeight, 0 ), m_center + Vector( -bottomWidth, -bottomHeight*2, 0 ), m_center + Vector( bottomWidth, -bottomHeight*2, 0 ), color );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Draw navigation areas and edit them
*/
void CNavArea::DrawHidingSpots( void ) const
{
const HidingSpotList *list = GetHidingSpotList();
FOR_EACH_LL( (*list), it )
{
const HidingSpot *spot = (*list)[ it ];
NavEditColor color;
if (spot->IsIdealSniperSpot())
{
color = NavIdealSniperColor;
}
else if (spot->IsGoodSniperSpot())
{
color = NavGoodSniperColor;
}
else if (spot->HasGoodCover())
{
color = NavGoodCoverColor;
}
else
{
color = NavExposedColor;
}
NavDrawLine( spot->GetPosition(), spot->GetPosition() + Vector( 0, 0, 50 ), color );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Draw ourselves and adjacent areas
*/
void CNavArea::DrawConnectedAreas( void ) const
{
int i;
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
// draw self
if (TheNavMesh->IsPlaceMode())
{
Draw();
}
else
{
Draw();
DrawHidingSpots();
}
// draw connected ladders
{
FOR_EACH_LL( m_ladder[ CNavLadder::LADDER_UP ], it )
{
CNavLadder *ladder = m_ladder[ CNavLadder::LADDER_UP ][ it ].ladder;
ladder->DrawLadder();
if ( !ladder->IsConnected( this, CNavLadder::LADDER_DOWN ) )
{
NavDrawLine( m_center, ladder->m_bottom + Vector( 0, 0, GenerationStepSize ), NavConnectedOneWayColor );
}
}
}
{
FOR_EACH_LL( m_ladder[ CNavLadder::LADDER_DOWN ], it )
{
CNavLadder *ladder = m_ladder[ CNavLadder::LADDER_DOWN ][ it ].ladder;
ladder->DrawLadder();
if ( !ladder->IsConnected( this, CNavLadder::LADDER_UP ) )
{
NavDrawLine( m_center, ladder->m_top, NavConnectedOneWayColor );
}
}
}
// draw connected areas
for( i=0; i<NUM_DIRECTIONS; ++i )
{
NavDirType dir = (NavDirType)i;
int count = GetAdjacentCount( dir );
for( int a=0; a<count; ++a )
{
CNavArea *adj = GetAdjacentArea( dir, a );
adj->Draw();
if ( !TheNavMesh->IsPlaceMode() )
{
adj->DrawHidingSpots();
Vector from, to;
Vector hookPos;
float halfWidth;
float size = 5.0f;
ComputePortal( adj, dir, &hookPos, &halfWidth );
switch( dir )
{
case NORTH:
from = hookPos + Vector( 0.0f, size, 0.0f );
to = hookPos + Vector( 0.0f, -size, 0.0f );
break;
case SOUTH:
from = hookPos + Vector( 0.0f, -size, 0.0f );
to = hookPos + Vector( 0.0f, size, 0.0f );
break;
case EAST:
from = hookPos + Vector( -size, 0.0f, 0.0f );
to = hookPos + Vector( +size, 0.0f, 0.0f );
break;
case WEST:
from = hookPos + Vector( size, 0.0f, 0.0f );
to = hookPos + Vector( -size, 0.0f, 0.0f );
break;
default:
break;
}
from.z = GetZ( from );
to.z = adj->GetZ( to );
Vector drawTo;
adj->GetClosestPointOnArea( to, &drawTo );
if (adj->IsConnected( this, OppositeDirection( dir ) ) )
NavDrawLine( from, drawTo, NavConnectedTwoWaysColor );
else
NavDrawLine( from, drawTo, NavConnectedOneWayColor );
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add to open list in decreasing value order
*/
void CNavArea::AddToOpenList( void )
{
// mark as being on open list for quick check
m_openMarker = m_masterMarker;
// if list is empty, add and return
if (m_openList == NULL)
{
m_openList = this;
this->m_prevOpen = NULL;
this->m_nextOpen = NULL;
return;
}
// insert self in ascending cost order
CNavArea *area, *last = NULL;
for( area = m_openList; area; area = area->m_nextOpen )
{
if (this->GetTotalCost() < area->GetTotalCost())
break;
last = area;
}
if (area)
{
// insert before this area
this->m_prevOpen = area->m_prevOpen;
if (this->m_prevOpen)
this->m_prevOpen->m_nextOpen = this;
else
m_openList = this;
this->m_nextOpen = area;
area->m_prevOpen = this;
}
else
{
// append to end of list
last->m_nextOpen = this;
this->m_prevOpen = last;
this->m_nextOpen = NULL;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* A smaller value has been found, update this area on the open list
* @todo "bubbling" does unnecessary work, since the order of all other nodes will be unchanged - only this node is altered
*/
void CNavArea::UpdateOnOpenList( void )
{
// since value can only decrease, bubble this area up from current spot
while( m_prevOpen &&
this->GetTotalCost() < m_prevOpen->GetTotalCost() )
{
// swap position with predecessor
CNavArea *other = m_prevOpen;
CNavArea *before = other->m_prevOpen;
CNavArea *after = this->m_nextOpen;
this->m_nextOpen = other;
this->m_prevOpen = before;
other->m_prevOpen = this;
other->m_nextOpen = after;
if (before)
before->m_nextOpen = this;
else
m_openList = this;
if (after)
after->m_prevOpen = other;
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavArea::RemoveFromOpenList( void )
{
if (m_prevOpen)
m_prevOpen->m_nextOpen = m_nextOpen;
else
m_openList = m_nextOpen;
if (m_nextOpen)
m_nextOpen->m_prevOpen = m_prevOpen;
// zero is an invalid marker
m_openMarker = 0;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Clears the open and closed lists for a new search
*/
void CNavArea::ClearSearchLists( void )
{
// effectively clears all open list pointers and closed flags
CNavArea::MakeNewMarker();
m_openList = NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the coordinates of the area's corner.
* NOTE: Do not retain the returned pointer - it is temporary.
*/
const Vector &CNavArea::GetCorner( NavCornerType corner ) const
{
static Vector pos;
switch( corner )
{
default:
Assert( false && "GetCorner: Invalid type" );
case NORTH_WEST:
return m_extent.lo;
case NORTH_EAST:
pos.x = m_extent.hi.x;
pos.y = m_extent.lo.y;
pos.z = m_neZ;
return pos;
case SOUTH_WEST:
pos.x = m_extent.lo.x;
pos.y = m_extent.hi.y;
pos.z = m_swZ;
return pos;
case SOUTH_EAST:
return m_extent.hi;
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavArea::SetCorner( NavCornerType corner, const Vector& newPosition )
{
switch( corner )
{
case NORTH_WEST:
m_extent.lo = newPosition;
break;
case NORTH_EAST:
m_extent.hi.x = newPosition.x;
m_extent.lo.y = newPosition.y;
m_neZ = newPosition.z;
break;
case SOUTH_WEST:
m_extent.lo.x = newPosition.x;
m_extent.hi.y = newPosition.y;
m_swZ = newPosition.z;
break;
case SOUTH_EAST:
m_extent.hi = newPosition;
break;
default:
{
Vector oldPosition = GetCenter();
Vector delta = newPosition - oldPosition;
m_extent.lo += delta;
m_extent.hi += delta;
m_neZ += delta.z;
m_swZ += delta.z;
}
}
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if an existing hiding spot is too close to given position
*/
bool CNavArea::IsHidingSpotCollision( const Vector &pos ) const
{
const float collisionRange = 30.0f;
FOR_EACH_LL( m_hidingSpotList, it )
{
const HidingSpot *spot = m_hidingSpotList[ it ];
if ((spot->GetPosition() - pos).IsLengthLessThan( collisionRange ))
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
bool IsHidingSpotInCover( const Vector &spot )
{
int coverCount = 0;
trace_t result;
Vector from = spot;
from.z += HalfHumanHeight;
Vector to;
// if we are crouched underneath something, that counts as good cover
to = from + Vector( 0, 0, 20.0f );
UTIL_TraceLine( from, to, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
if (result.fraction != 1.0f)
return true;
const float coverRange = 100.0f;
const float inc = M_PI / 8.0f;
for( float angle = 0.0f; angle < 2.0f * M_PI; angle += inc )
{
to = from + Vector( coverRange * (float)cos(angle), coverRange * (float)sin(angle), HalfHumanHeight );
UTIL_TraceLine( from, to, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
// if traceline hit something, it hit "cover"
if (result.fraction != 1.0f)
++coverCount;
}
// if more than half of the circle has no cover, the spot is not "in cover"
const int halfCover = 8;
if (coverCount < halfCover)
return false;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Finds the hiding spot position in a corner's area. If the typical inset is off the nav area (small
* hand-constructed areas), it tries to fit the position inside the area.
*/
static Vector FindPositionInArea( CNavArea *area, NavCornerType corner )
{
int multX = 1, multY = 1;
switch ( corner )
{
case NORTH_WEST:
break;
case NORTH_EAST:
multX = -1;
break;
case SOUTH_WEST:
multY = -1;
break;
case SOUTH_EAST:
multX = -1;
multY = -1;
break;
default:
break;
}
const float offset = 12.5f;
Vector cornerPos = area->GetCorner( corner );
// Try the basic inset
Vector pos = cornerPos + Vector( offset*multX, offset*multY, 0.0f );
if ( !area->IsOverlapping( pos ) )
{
// Try pulling the Y offset to the area's center
pos = cornerPos + Vector( offset*multX, area->GetSizeY()*0.5f*multY, 0.0f );
if ( !area->IsOverlapping( pos ) )
{
// Try pulling the X offset to the area's center
pos = cornerPos + Vector( area->GetSizeX()*0.5f*multX, offset*multY, 0.0f );
if ( !area->IsOverlapping( pos ) )
{
// Try pulling the X and Y offsets to the area's center
pos = cornerPos + Vector( area->GetSizeX()*0.5f*multX, area->GetSizeY()*0.5f*multY, 0.0f );
if ( !area->IsOverlapping( pos ) )
{
AssertMsg( false, UTIL_VarArgs( "A Hiding Spot can't be placed on its area at (%.0f %.0f %.0f)", cornerPos.x, cornerPos.y, cornerPos.z) );
// Just pull the position to a small offset
pos = cornerPos + Vector( 1.0f*multX, 1.0f*multY, 0.0f );
if ( !area->IsOverlapping( pos ) )
{
// Nothing is working (degenerate area?), so just put it directly on the corner
pos = cornerPos;
}
}
}
}
}
return pos;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Analyze local area neighborhood to find "hiding spots" for this area
*/
void CNavArea::ComputeHidingSpots( void )
{
struct
{
float lo, hi;
}
extent;
m_hidingSpotList.PurgeAndDeleteElements();
// "jump areas" cannot have hiding spots
if ( GetAttributes() & NAV_MESH_JUMP )
return;
// "don't hide areas" cannot have hiding spots
if ( GetAttributes() & NAV_MESH_DONT_HIDE )
return;
int cornerCount[NUM_CORNERS];
for( int i=0; i<NUM_CORNERS; ++i )
cornerCount[i] = 0;
const float cornerSize = 20.0f;
// for each direction, find extents of adjacent areas along the wall
for( int d=0; d<NUM_DIRECTIONS; ++d )
{
extent.lo = 999999.9f;
extent.hi = -999999.9f;
bool isHoriz = (d == NORTH || d == SOUTH) ? true : false;
FOR_EACH_LL( m_connect[d], it )
{
NavConnect connect = m_connect[ d ][ it ];
// if connection is only one-way, it's a "jump down" connection (ie: a discontinuity that may mean cover)
// ignore it
if (connect.area->IsConnected( this, OppositeDirection( static_cast<NavDirType>( d ) ) ) == false)
continue;
// ignore jump areas
if (connect.area->GetAttributes() & NAV_MESH_JUMP)
continue;
if (isHoriz)
{
if (connect.area->m_extent.lo.x < extent.lo)
extent.lo = connect.area->m_extent.lo.x;
if (connect.area->m_extent.hi.x > extent.hi)
extent.hi = connect.area->m_extent.hi.x;
}
else
{
if (connect.area->m_extent.lo.y < extent.lo)
extent.lo = connect.area->m_extent.lo.y;
if (connect.area->m_extent.hi.y > extent.hi)
extent.hi = connect.area->m_extent.hi.y;
}
}
switch( d )
{
case NORTH:
if (extent.lo - m_extent.lo.x >= cornerSize)
++cornerCount[ NORTH_WEST ];
if (m_extent.hi.x - extent.hi >= cornerSize)
++cornerCount[ NORTH_EAST ];
break;
case SOUTH:
if (extent.lo - m_extent.lo.x >= cornerSize)
++cornerCount[ SOUTH_WEST ];
if (m_extent.hi.x - extent.hi >= cornerSize)
++cornerCount[ SOUTH_EAST ];
break;
case EAST:
if (extent.lo - m_extent.lo.y >= cornerSize)
++cornerCount[ NORTH_EAST ];
if (m_extent.hi.y - extent.hi >= cornerSize)
++cornerCount[ SOUTH_EAST ];
break;
case WEST:
if (extent.lo - m_extent.lo.y >= cornerSize)
++cornerCount[ NORTH_WEST ];
if (m_extent.hi.y - extent.hi >= cornerSize)
++cornerCount[ SOUTH_WEST ];
break;
}
}
for ( int c=0; c<NUM_CORNERS; ++c )
{
// if a corner count is 2, then it really is a corner (walls on both sides)
if (cornerCount[c] == 2)
{
Vector pos = FindPositionInArea( this, (NavCornerType)c );
if ( !c || !IsHidingSpotCollision( pos ) )
{
HidingSpot *spot = TheNavMesh->CreateHidingSpot();
spot->SetPosition( pos );
spot->SetFlags( IsHidingSpotInCover( pos ) ? HidingSpot::IN_COVER : HidingSpot::EXPOSED );
m_hidingSpotList.AddToTail( spot );
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Determine how much walkable area we can see from the spot, and how far away we can see.
*/
void ClassifySniperSpot( HidingSpot *spot )
{
Vector eye = spot->GetPosition();
CNavArea *hidingArea = TheNavMesh->GetNavArea( spot->GetPosition() );
if (hidingArea && (hidingArea->GetAttributes() & NAV_MESH_STAND))
{
// we will be standing at this hiding spot
eye += Vector( 0, 0, 0.8f * HumanHeight );
}
else
{
// we are crouching when at this hiding spot
eye += Vector( 0, 0, HalfHumanHeight );
}
Vector walkable;
trace_t result;
Extent sniperExtent;
float farthestRangeSq = 0.0f;
const float minSniperRangeSq = 1000.0f * 1000.0f;
bool found = false;
// to make compiler stop warning me
sniperExtent.lo = Vector( 0.0f, 0.0f, 0.0f );
sniperExtent.hi = Vector( 0.0f, 0.0f, 0.0f );
FOR_EACH_LL( TheNavAreaList, it )
{
CNavArea *area = TheNavAreaList[ it ];
const Extent &extent = area->GetExtent();
// scan this area
for( walkable.y = extent.lo.y + GenerationStepSize/2.0f; walkable.y < extent.hi.y; walkable.y += GenerationStepSize )
{
for( walkable.x = extent.lo.x + GenerationStepSize/2.0f; walkable.x < extent.hi.x; walkable.x += GenerationStepSize )
{
walkable.z = area->GetZ( walkable ) + HalfHumanHeight;
// check line of sight
UTIL_TraceLine( eye, walkable, CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP, NULL, COLLISION_GROUP_NONE, &result );
if (result.fraction == 1.0f && !result.startsolid)
{
// can see this spot
// keep track of how far we can see
float rangeSq = (eye - walkable).LengthSqr();
if (rangeSq > farthestRangeSq)
{
farthestRangeSq = rangeSq;
if (rangeSq >= minSniperRangeSq)
{
// this is a sniper spot
// determine how good of a sniper spot it is by keeping track of the snipable area
if (found)
{
if (walkable.x < sniperExtent.lo.x)
sniperExtent.lo.x = walkable.x;
if (walkable.x > sniperExtent.hi.x)
sniperExtent.hi.x = walkable.x;
if (walkable.y < sniperExtent.lo.y)
sniperExtent.lo.y = walkable.y;
if (walkable.y > sniperExtent.hi.y)
sniperExtent.hi.y = walkable.y;
}
else
{
sniperExtent.lo = walkable;
sniperExtent.hi = walkable;
found = true;
}
}
}
}
}
}
}
if (found)
{
// if we can see a large snipable area, it is an "ideal" spot
float snipableArea = sniperExtent.Area();
const float minIdealSniperArea = 200.0f * 200.0f;
const float longSniperRangeSq = 1500.0f * 1500.0f;
if (snipableArea >= minIdealSniperArea || farthestRangeSq >= longSniperRangeSq)
spot->m_flags |= HidingSpot::IDEAL_SNIPER_SPOT;
else
spot->m_flags |= HidingSpot::GOOD_SNIPER_SPOT;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Analyze local area neighborhood to find "sniper spots" for this area
*/
void CNavArea::ComputeSniperSpots( void )
{
if (nav_quicksave.GetBool())
return;
FOR_EACH_LL( m_hidingSpotList, it )
{
HidingSpot *spot = m_hidingSpotList[ it ];
ClassifySniperSpot( spot );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given the areas we are moving between, return the spots we will encounter
*/
SpotEncounter *CNavArea::GetSpotEncounter( const CNavArea *from, const CNavArea *to )
{
if (from && to)
{
SpotEncounter *e;
FOR_EACH_LL( m_spotEncounterList, it )
{
e = m_spotEncounterList[ it ];
if (e->from.area == from && e->to.area == to)
return e;
}
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add spot encounter data when moving from area to area
*/
void CNavArea::AddSpotEncounters( const CNavArea *from, NavDirType fromDir, const CNavArea *to, NavDirType toDir )
{
SpotEncounter *e = new SpotEncounter;
e->from.area = const_cast<CNavArea *>( from );
e->fromDir = fromDir;
e->to.area = const_cast<CNavArea *>( to );
e->toDir = toDir;
float halfWidth;
ComputePortal( to, toDir, &e->path.to, &halfWidth );
ComputePortal( from, fromDir, &e->path.from, &halfWidth );
const float eyeHeight = HalfHumanHeight;
e->path.from.z = from->GetZ( e->path.from ) + eyeHeight;
e->path.to.z = to->GetZ( e->path.to ) + eyeHeight;
// step along ray and track which spots can be seen
Vector dir = e->path.to - e->path.from;
float length = dir.NormalizeInPlace();
// create unique marker to flag used spots
HidingSpot::ChangeMasterMarker();
const float stepSize = 25.0f; // 50
const float seeSpotRange = 2000.0f; // 3000
trace_t result;
Vector eye, delta;
HidingSpot *spot;
SpotOrder spotOrder;
// step along path thru this area
bool done = false;
for( float along = 0.0f; !done; along += stepSize )
{
// make sure we check the endpoint of the path segment
if (along >= length)
{
along = length;
done = true;
}
// move the eyepoint along the path segment
eye = e->path.from + along * dir;
// check each hiding spot for visibility
FOR_EACH_LL( TheHidingSpotList, it )
{
spot = TheHidingSpotList[ it ];
// only look at spots with cover (others are out in the open and easily seen)
if (!spot->HasGoodCover())
continue;
if (spot->IsMarked())
continue;
const Vector &spotPos = spot->GetPosition();
delta.x = spotPos.x - eye.x;
delta.y = spotPos.y - eye.y;
delta.z = (spotPos.z + eyeHeight) - eye.z;
// check if in range
if (delta.IsLengthGreaterThan( seeSpotRange ))
continue;
// check if we have LOS
// BOTPORT: ignore glass here
UTIL_TraceLine( eye, Vector( spotPos.x, spotPos.y, spotPos.z + HalfHumanHeight ), MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
if (result.fraction != 1.0f)
continue;
// if spot is in front of us along our path, ignore it
delta.NormalizeInPlace();
float dot = DotProduct( dir, delta );
if (dot < 0.7071f && dot > -0.7071f)
{
// we only want to keep spots that BECOME visible as we walk past them
// therefore, skip ALL visible spots at the start of the path segment
if (along > 0.0f)
{
// add spot to encounter
spotOrder.spot = spot;
spotOrder.t = along/length;
e->spotList.AddToTail( spotOrder );
}
}
// mark spot as encountered
spot->Mark();
}
}
// add encounter to list
m_spotEncounterList.AddToTail( e );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Compute "spot encounter" data. This is an ordered list of spots to look at
* for each possible path thru a nav area.
*/
void CNavArea::ComputeSpotEncounters( void )
{
m_spotEncounterList.RemoveAll();
if (nav_quicksave.GetBool())
return;
// for each adjacent area
for( int fromDir=0; fromDir<NUM_DIRECTIONS; ++fromDir )
{
FOR_EACH_LL( m_connect[ fromDir ], it )
{
NavConnect *fromCon = &(m_connect[ fromDir ][ it ]);
// compute encounter data for path to each adjacent area
for( int toDir=0; toDir<NUM_DIRECTIONS; ++toDir )
{
FOR_EACH_LL( m_connect[ toDir ], ot )
{
NavConnect *toCon = &(m_connect[ toDir ][ ot ]);
if (toCon == fromCon)
continue;
// just do our direction, as we'll loop around for other direction
AddSpotEncounters( fromCon->area, (NavDirType)fromDir, toCon->area, (NavDirType)toDir );
}
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Decay the danger values
*/
void CNavArea::DecayDanger( void )
{
// one kill == 1.0, which we will forget about in two minutes
const float decayRate = 1.0f / 120.0f;
for( int i=0; i<MAX_NAV_TEAMS; ++i )
{
float deltaT = gpGlobals->curtime - m_dangerTimestamp[i];
float decayAmount = decayRate * deltaT;
m_danger[i] -= decayAmount;
if (m_danger[i] < 0.0f)
m_danger[i] = 0.0f;
// update timestamp
m_dangerTimestamp[i] = gpGlobals->curtime;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Increase the danger of this area for the given team
*/
void CNavArea::IncreaseDanger( int teamID, float amount )
{
// before we add the new value, decay what's there
DecayDanger();
int teamIdx = teamID % MAX_NAV_TEAMS;
m_danger[ teamIdx ] += amount;
m_dangerTimestamp[ teamIdx ] = gpGlobals->curtime;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the danger of this area (decays over time)
*/
float CNavArea::GetDanger( int teamID )
{
DecayDanger();
int teamIdx = teamID % MAX_NAV_TEAMS;
return m_danger[ teamIdx ];
}
//--------------------------------------------------------------------------------------------------------------
/**
* Raise/lower a corner
*/
void CNavArea::RaiseCorner( NavCornerType corner, int amount, bool raiseAdjacentCorners )
{
if ( corner == NUM_CORNERS )
{
RaiseCorner( NORTH_WEST, amount, raiseAdjacentCorners );
RaiseCorner( NORTH_EAST, amount, raiseAdjacentCorners );
RaiseCorner( SOUTH_WEST, amount, raiseAdjacentCorners );
RaiseCorner( SOUTH_EAST, amount, raiseAdjacentCorners );
return;
}
// Move the corner
switch (corner)
{
case NORTH_WEST:
m_extent.lo.z += amount;
break;
case NORTH_EAST:
m_neZ += amount;
break;
case SOUTH_WEST:
m_swZ += amount;
break;
case SOUTH_EAST:
m_extent.hi.z += amount;
break;
default:
break;
}
// Recompute the center
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
if ( !raiseAdjacentCorners || nav_corner_adjust_adjacent.GetFloat() <= 0.0f )
{
return;
}
// Find nearby areas that share the corner
CNavArea::MakeNewMarker();
Mark();
const float tolerance = nav_corner_adjust_adjacent.GetFloat();
Vector cornerPos = GetCorner( corner );
cornerPos.z -= amount; // use the pre-adjustment corner for adjacency checks
int gridX = TheNavMesh->WorldToGridX( cornerPos.x );
int gridY = TheNavMesh->WorldToGridY( cornerPos.y );
const int shift = 1; // try a 3x3 set of grids in case we're on the edge
for( int x = gridX - shift; x <= gridX + shift; ++x )
{
if (x < 0 || x >= TheNavMesh->m_gridSizeX)
continue;
for( int y = gridY - shift; y <= gridY + shift; ++y )
{
if (y < 0 || y >= TheNavMesh->m_gridSizeY)
continue;
NavAreaList *list = &TheNavMesh->m_grid[ x + y*TheNavMesh->m_gridSizeX ];
// find closest area in this cell
FOR_EACH_LL( (*list), it )
{
CNavArea *area = (*list)[ it ];
// skip if we've already visited this area
if (area->IsMarked())
continue;
area->Mark();
Vector areaPos;
for ( int i=0; i<NUM_CORNERS; ++i )
{
areaPos = area->GetCorner( NavCornerType(i) );
if ( areaPos.DistTo( cornerPos ) < tolerance )
{
float heightDiff = (cornerPos.z + amount ) - areaPos.z;
area->RaiseCorner( NavCornerType(i), static_cast<int>(heightDiff), false );
}
}
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* FindGroundZFromPoint walks from the start position to the end position in GenerationStepSize increments,
* checking the ground height along the way.
*/
float FindGroundZFromPoint( const Vector& end, const Vector& start )
{
Vector step( 0, 0, StepHeight );
if ( fabs( end.x - start.x ) > fabs( end.y - start.y ) )
{
step.x = GenerationStepSize;
if ( end.x < start.x )
{
step.x = -step.x;
}
}
else
{
step.y = GenerationStepSize;
if ( end.y < start.y )
{
step.y = -step.y;
}
}
// step towards our end point
Vector point = start;
float z;
while ( point.AsVector2D().DistTo( end.AsVector2D() ) > GenerationStepSize )
{
point = point + step;
z = point.z;
if ( TheNavMesh->GetGroundHeight( point, &z ) )
{
point.z = z;
}
else
{
point.z -= step.z;
}
}
// now do the exact one once we're within GenerationStepSize of it
z = point.z + step.z;
point = end;
point.z = z;
if ( TheNavMesh->GetGroundHeight( point, &z ) )
{
point.z = z;
}
else
{
point.z -= step.z;
}
return point.z;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Finds the Z value for a corner given two other corner points. This walks along the edges of the nav area
* in GenerationStepSize increments, to increase accuracy.
*/
float FindGroundZ( const Vector& original, const Vector& corner1, const Vector& corner2 )
{
float first = FindGroundZFromPoint( original, corner1 );
float second = FindGroundZFromPoint( original, corner2 );
if ( fabs( first - second ) > StepHeight )
{
// approaching the point from the two directions didn't agree. Take the one closest to the original z.
if ( fabs( original.z - first ) > fabs( original.z - second ) )
{
return second;
}
else
{
return first;
}
}
return first;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Places a corner (or all corners if corner == NUM_CORNERS) on the ground
*/
void CNavArea::PlaceOnGround( NavCornerType corner, float inset )
{
trace_t result;
Vector from, to;
Vector nw = m_extent.lo + Vector ( inset, inset, 0 );
Vector se = m_extent.hi + Vector ( -inset, -inset, 0 );
Vector ne, sw;
ne.x = se.x;
ne.y = nw.y;
ne.z = m_neZ;
sw.x = nw.x;
sw.y = se.y;
sw.z = m_swZ;
if ( corner == NORTH_WEST || corner == NUM_CORNERS )
{
float newZ = FindGroundZ( nw, ne, sw );
RaiseCorner( NORTH_WEST, static_cast<int>(newZ - nw.z) );
}
if ( corner == NORTH_EAST || corner == NUM_CORNERS )
{
float newZ = FindGroundZ( ne, nw, se );
RaiseCorner( NORTH_EAST, static_cast<int>(newZ - ne.z) );
}
if ( corner == SOUTH_WEST || corner == NUM_CORNERS )
{
float newZ = FindGroundZ( sw, nw, se );
RaiseCorner( SOUTH_WEST, static_cast<int>(newZ - sw.z) );
}
if ( corner == SOUTH_EAST || corner == NUM_CORNERS )
{
float newZ = FindGroundZ( se, ne, sw );
RaiseCorner( SOUTH_EAST, static_cast<int>(newZ - se.z) );
}
}
//--------------------------------------------------------------------------------------------------------------
static void CommandNavUpdateBlocked( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if ( TheNavMesh->GetMarkedArea() )
{
CNavArea *area = TheNavMesh->GetMarkedArea();
area->UpdateBlocked();
if ( area->IsBlocked() )
{
DevMsg( "Area #%d %s is blocked\n", area->GetID(), VecToString( area->GetCenter() + Vector( 0, 0, HalfHumanHeight ) ) );
}
}
else
{
float start = engine->Time();
CNavArea *blockedArea = NULL;
FOR_EACH_LL( TheNavAreaList, nit )
{
CNavArea *area = TheNavAreaList[ nit ];
area->UpdateBlocked();
if ( area->IsBlocked() )
{
DevMsg( "Area #%d %s is blocked\n", area->GetID(), VecToString( area->GetCenter() + Vector( 0, 0, HalfHumanHeight ) ) );
if ( !blockedArea )
{
blockedArea = area;
}
}
}
float end = engine->Time();
float time = (end - start) * 1000.0f;
DevMsg( "nav_update_blocked took %2.2f ms\n", time );
if ( blockedArea )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if ( player )
{
if ( ( player->IsDead() || player->IsObserver() ) && player->GetObserverMode() == OBS_MODE_ROAMING )
{
Vector origin = blockedArea->GetCenter() + Vector( 0, 0, 0.75f * HumanHeight );
UTIL_SetOrigin( player, origin );
}
}
}
}
}
static ConCommand nav_update_blocked( "nav_update_blocked", CommandNavUpdateBlocked, "Updates the blocked/unblocked status for every nav area.", FCVAR_GAMEDLL );
//-----------------------------------------------------------------------------------------------------
class CNavBlockerEnumerator : public IPartitionEnumerator
{
public:
// Forced constructor
CNavBlockerEnumerator(CBaseEntity **ents, int nMaxEnts)
{
m_nAlreadyHit = 0;
m_AlreadyHit = ents;
m_nMaxHits = nMaxEnts;
}
// Actual work code
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
{
CBaseEntity *pEnt = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
if ( pEnt == NULL )
return ITERATION_CONTINUE;
if ( pEnt->GetCollisionGroup() != COLLISION_GROUP_PUSHAWAY && pEnt->GetCollisionGroup() != COLLISION_GROUP_BREAKABLE_GLASS && pEnt->GetCollisionGroup() != COLLISION_GROUP_PLAYER && pEnt->GetCollisionGroup() != COLLISION_GROUP_NONE )
return ITERATION_CONTINUE;
IMultiplayerPhysics *pInterface = dynamic_cast<IMultiplayerPhysics*>( pEnt );
if ( pInterface )
{
if ( pInterface->GetMultiplayerPhysicsMode() != PHYSICS_MULTIPLAYER_SOLID )
return ITERATION_CONTINUE;
}
else
{
if ((FClassnameIs( pEnt, "func_breakable" ) || FClassnameIs( pEnt, "func_breakable_surf" )))
{
bool isBreakable = true;
// If we won't be able to break it, don't try
if ( pEnt->m_takedamage != DAMAGE_YES )
{
isBreakable = false;
}
if ( !isBreakable )
return ITERATION_CONTINUE;
}
else if ( FClassnameIs( pEnt, "func_door*" ) ) // doors
{
}
else if ( FClassnameIs( pEnt, "prop_door*" ) ) // doors
{
}
else
{
return ITERATION_CONTINUE;
}
}
if ( m_nAlreadyHit < m_nMaxHits )
{
m_AlreadyHit[m_nAlreadyHit] = pEnt;
m_nAlreadyHit++;
}
return ITERATION_CONTINUE;
}
public:
CBaseEntity **m_AlreadyHit;
int m_nAlreadyHit;
int m_nMaxHits;
};
//-----------------------------------------------------------------------------------------------------
/*static int GetPushawayEntsInVolume( const Vector& origin, const Vector& mins, const Vector& maxs, CBaseEntity **ents, int nMaxEnts, int PartitionMask, CNavBlockerEnumerator *enumerator )
{
Ray_t ray;
ray.Init( origin, origin, mins, maxs );
CNavBlockerEnumerator *physPropEnum = NULL;
if ( !enumerator )
{
physPropEnum = new CNavBlockerEnumerator( ents, nMaxEnts );
enumerator = physPropEnum;
}
partition->EnumerateElementsAlongRay( PartitionMask, ray, false, enumerator );
int numHit = enumerator->m_nAlreadyHit;
if ( physPropEnum )
delete physPropEnum;
return numHit;
}*/
//--------------------------------------------------------------------------------------------------------------
/**
* Updates the (un)blocked status of the nav area
*/
void CNavArea::UpdateBlocked( void )
{
Vector origin = GetCenter();
origin.z += HalfHumanHeight;
const float sizeX = MAX( 1, MIN( GetSizeX()/2 - 5, HalfHumanWidth ) );
const float sizeY = MAX( 1, MIN( GetSizeY()/2 - 5, HalfHumanWidth ) );
Vector mins( -sizeX, -sizeY, 0 );
Vector maxs( sizeX, sizeY, VEC_DUCK_HULL_MAX.z );
maxs.z -= HalfHumanHeight;
bool wasBlocked = m_isBlocked;
// See if spot is valid
CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT, WALK_THRU_DOORS | WALK_THRU_BREAKABLES );
trace_t tr;
UTIL_TraceHull(
origin,
origin,
mins,
maxs,
MASK_PLAYERSOLID_BRUSHONLY,
&filter,
&tr );
m_isBlocked = tr.startsolid;
if ( wasBlocked != m_isBlocked )
{
IGameEvent * event = gameeventmanager->CreateEvent( "nav_blocked" );
if ( event )
{
event->SetInt( "area", m_id );
event->SetInt( "blocked", m_isBlocked );
gameeventmanager->FireEvent( event );
}
}
/*
if ( m_isBlocked )
{
NDebugOverlay::Box( origin, mins, maxs, 255, 0, 0, 64, 3.0f );
}
else
{
NDebugOverlay::Box( origin, mins, maxs, 0, 255, 0, 64, 3.0f );
}
*/
}
//--------------------------------------------------------------------------------------------------------------
/**
* Checks if there is a floor under the nav area, in case a breakable floor is gone
*/
void CNavArea::CheckFloor( CBaseEntity *ignore )
{
if ( m_isBlocked )
return;
Vector origin = GetCenter();
origin.z -= JumpCrouchHeight;
const float size = GenerationStepSize * 0.5f;
Vector mins = Vector( -size, -size, 0 );
Vector maxs = Vector( size, size, JumpCrouchHeight + 10.0f );
bool wasBlocked = m_isBlocked;
// See if spot is valid
trace_t tr;
UTIL_TraceHull(
origin,
origin,
mins,
maxs,
MASK_PLAYERSOLID_BRUSHONLY,
ignore,
COLLISION_GROUP_PLAYER_MOVEMENT,
&tr );
// If the center is open space, we're effectively blocked
m_isBlocked = !tr.startsolid;
if ( wasBlocked != m_isBlocked )
{
IGameEvent * event = gameeventmanager->CreateEvent( "nav_blocked" );
if ( event )
{
event->SetInt( "area", m_id );
event->SetInt( "blocked", m_isBlocked );
gameeventmanager->FireEvent( event );
}
}
/*
if ( m_isBlocked )
{
NDebugOverlay::Box( origin, mins, maxs, 255, 0, 0, 64, 3.0f );
}
else
{
NDebugOverlay::Box( origin, mins, maxs, 0, 255, 0, 64, 3.0f );
}
*/
}
//--------------------------------------------------------------------------------------------------------------
void CNavArea::CheckWaterLevel( void )
{
Vector pos( GetCenter() );
if ( !TheNavMesh->GetGroundHeight( pos, &pos.z ) )
{
m_isUnderwater = false;
return;
}
pos.z += 1;
m_isUnderwater = (enginetrace->GetPointContents( pos ) & MASK_WATER) != 0;
}
//--------------------------------------------------------------------------------------------------------------
static void CommandNavCheckFloor( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if ( TheNavMesh->GetMarkedArea() )
{
CNavArea *area = TheNavMesh->GetMarkedArea();
area->CheckFloor( NULL );
if ( area->IsBlocked() )
{
DevMsg( "Area #%d %s is blocked\n", area->GetID(), VecToString( area->GetCenter() + Vector( 0, 0, HalfHumanHeight ) ) );
}
}
else
{
float start = engine->Time();
FOR_EACH_LL( TheNavAreaList, nit )
{
CNavArea *area = TheNavAreaList[ nit ];
area->CheckFloor( NULL );
if ( area->IsBlocked() )
{
DevMsg( "Area #%d %s is blocked\n", area->GetID(), VecToString( area->GetCenter() + Vector( 0, 0, HalfHumanHeight ) ) );
}
}
float end = engine->Time();
float time = (end - start) * 1000.0f;
DevMsg( "nav_check_floor took %2.2f ms\n", time );
}
}
static ConCommand nav_check_floor( "nav_check_floor", CommandNavCheckFloor, "Updates the blocked/unblocked status for every nav area.", FCVAR_GAMEDLL );
//--------------------------------------------------------------------------------------------------------------