//========= 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; } 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; } 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; } 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; } // 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), 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, newZ - nw.z ); } if ( corner == NORTH_EAST || corner == NUM_CORNERS ) { float newZ = FindGroundZ( ne, nw, se ); RaiseCorner( NORTH_EAST, newZ - ne.z ); } if ( corner == SOUTH_WEST || corner == NUM_CORNERS ) { float newZ = FindGroundZ( sw, nw, se ); RaiseCorner( SOUTH_WEST, newZ - sw.z ); } if ( corner == SOUTH_EAST || corner == NUM_CORNERS ) { float newZ = FindGroundZ( se, ne, sw ); RaiseCorner( SOUTH_EAST, 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 ); //--------------------------------------------------------------------------------------------------------------
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |