//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // nav_node.h // Navigation Nodes are used when generating a Navigation Mesh by point sampling the map // Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003 #ifndef _CS_NAV_NODE_H_ #define _CS_NAV_NODE_H_ #include "cs_nav.h" // If DEBUG_NAV_NODES is true, nav_show_nodes controls drawing node positions, and // nav_show_node_id allows you to show the IDs of nodes that didn't get used to create areas. #ifdef _DEBUG #define DEBUG_NAV_NODES 1 #else #define DEBUG_NAV_NODES 0 #endif //-------------------------------------------------------------------------------------------------------------- /** * Navigation Nodes. * These Nodes encapsulate world locations, and ways to get from one location to an adjacent one. * Note that these links are not necessarily commutative (falling off of a ledge, for example). */ class CSNavNode { public: CSNavNode( const Vector &pos, const Vector &normal, CSNavNode *parent = NULL ); static CSNavNode *GetNode( const Vector &pos ); ///< return navigation node at the position, or NULL if none exists CSNavNode *GetConnectedNode( NavDirType dir ) const; ///< get navigation node connected in given direction, or NULL if cant go that way const Vector *GetPosition( void ) const; const Vector *GetNormal( void ) const { return &m_normal; } unsigned int GetID( void ) const { return m_id; } static CSNavNode *GetFirst( void ) { return m_list; } static unsigned int GetListLength( void ) { return m_listLength; } CSNavNode *GetNext( void ) { return m_next; } void Draw( void ); void ConnectTo( CSNavNode *node, NavDirType dir ); ///< create a connection FROM this node TO the given node, in the given direction CSNavNode *GetParent( void ) const; void MarkAsVisited( NavDirType dir ); ///< mark the given direction as having been visited BOOL HasVisited( NavDirType dir ); ///< return TRUE if the given direction has already been searched BOOL IsBiLinked( NavDirType dir ) const; ///< node is bidirectionally linked to another node in the given direction BOOL IsClosedCell( void ) const; ///< node is the NW corner of a bi-linked quad of nodes void Cover( void ) { m_isCovered = true; } ///< @todo Should pass in area that is covering BOOL IsCovered( void ) const { return m_isCovered; } ///< return true if this node has been covered by an area void AssignArea( CNavArea *area ); ///< assign the given area to this node CNavArea *GetArea( void ) const; ///< return associated area void SetAttributes( unsigned char bits ) { m_attributeFlags = bits; } unsigned char GetAttributes( void ) const { return m_attributeFlags; } private: friend class CNavMesh; void CheckCrouch( void ); Vector m_pos; ///< position of this node in the world Vector m_normal; ///< surface normal at this location CSNavNode *m_to[ NUM_DIRECTIONS ]; ///< links to north, south, east, and west. NULL if no link unsigned int m_id; ///< unique ID of this node unsigned char m_attributeFlags; ///< set of attribute bit flags (see NavAttributeType) static CSNavNode *m_list; ///< the master list of all nodes for this map static unsigned int m_listLength; static unsigned int m_nextID; CSNavNode *m_next; ///< next link in master list // below are only needed when generating unsigned char m_visited; ///< flags for automatic node generation. If direction bit is clear, that direction hasn't been explored yet. CSNavNode *m_parent; ///< the node prior to this in the search, which we pop back to when this node's search is done (a stack) bool m_isCovered; ///< true when this node is "covered" by a CNavArea CNavArea *m_area; ///< the area this node is contained within bool m_crouch[ NUM_CORNERS ]; }; //-------------------------------------------------------------------------------------------------------------- // // Inlines // inline CSNavNode *CSNavNode::GetConnectedNode( NavDirType dir ) const { return m_to[ dir ]; } inline const Vector *CSNavNode::GetPosition( void ) const { return &m_pos; } inline CSNavNode *CSNavNode::GetParent( void ) const { return m_parent; } inline void CSNavNode::MarkAsVisited( NavDirType dir ) { m_visited |= (1 << dir); } inline BOOL CSNavNode::HasVisited( NavDirType dir ) { if (m_visited & (1 << dir)) return true; return false; } inline void CSNavNode::AssignArea( CNavArea *area ) { m_area = area; } inline CNavArea *CSNavNode::GetArea( void ) const { return m_area; } #endif // _CS_NAV_NODE_H_