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