//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // nav_node.cpp // AI Navigation Nodes // Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003 #include "cbase.h" #include "nav_node.h" #include "nav_colors.h" #include "nav_mesh.h" #include "tier1/utlhash.h" #include "tier1/generichash.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" NavDirType Opposite[ NUM_DIRECTIONS ] = { SOUTH, WEST, NORTH, EAST }; CNavNode *CNavNode::m_list = NULL; unsigned int CNavNode::m_listLength = 0; unsigned int CNavNode::m_nextID = 1; extern Vector NavTraceMins; extern Vector NavTraceMaxs; //-------------------------------------------------------------------------------------------------------------- // Node hash class CNodeHashFuncs { public: CNodeHashFuncs( int ) {} bool operator()( const CNavNode *pLhs, const CNavNode *pRhs ) const { return pRhs->GetPosition()->AsVector2D() == pLhs->GetPosition()->AsVector2D(); } unsigned int operator()( const CNavNode *pItem ) const { return Hash8( &pItem->GetPosition()->AsVector2D() ); } }; CUtlHash *g_pNavNodeHash; //-------------------------------------------------------------------------------------------------------------- /** * Constructor */ CNavNode::CNavNode( const Vector &pos, const Vector &normal, CNavNode *parent, bool isOnDisplacement ) { m_pos = pos; m_normal = normal; m_id = m_nextID++; int i; for( i=0; i( 16*1024 ); } bool bDidInsert; UtlHashHandle_t hHash = g_pNavNodeHash->Insert( this, &bDidInsert ); if ( !bDidInsert ) { CNavNode *pExistingNode = g_pNavNodeHash->Element( hHash ); m_nextAtXY = pExistingNode; g_pNavNodeHash->Element( hHash ) = this; } else { m_nextAtXY = NULL; } } CNavNode::~CNavNode() { } //-------------------------------------------------------------------------------------------------------------- void CNavNode::CleanupGeneration() { delete g_pNavNodeHash; g_pNavNodeHash = NULL; CNavNode *node, *next; for( node = CNavNode::m_list; node; node = next ) { next = node->m_next; delete node; } CNavNode::m_list = NULL; CNavNode::m_listLength = 0; CNavNode::m_nextID = 1; } //-------------------------------------------------------------------------------------------------------------- #if DEBUG_NAV_NODES ConVar nav_show_nodes( "nav_show_nodes", "0", FCVAR_CHEAT ); ConVar nav_show_node_id( "nav_show_node_id", "0", FCVAR_CHEAT ); ConVar nav_test_node( "nav_test_node", "0", FCVAR_CHEAT ); ConVar nav_test_node_crouch( "nav_test_node_crouch", "0", FCVAR_CHEAT ); ConVar nav_test_node_crouch_dir( "nav_test_node_crouch_dir", "4", FCVAR_CHEAT ); ConVar nav_show_node_grid( "nav_show_node_grid", "0", FCVAR_CHEAT ); #endif // DEBUG_NAV_NODES //-------------------------------------------------------------------------------------------------------------- void CNavNode::Draw( void ) { #if DEBUG_NAV_NODES if ( !nav_show_nodes.GetBool() ) return; int r = 0, g = 0, b = 0; if ( m_isCovered ) { if ( GetAttributes() & NAV_MESH_CROUCH ) { b = 255; } else { r = 255; } } else { if ( GetAttributes() & NAV_MESH_CROUCH ) { b = 255; } g = 255; } NDebugOverlay::Cross3D( m_pos, 2, r, g, b, true, 0.1f ); if ( (!m_isCovered && nav_show_node_id.GetBool()) || (m_isCovered && nav_show_node_id.GetInt() < 0) ) { char text[16]; Q_snprintf( text, sizeof( text ), "%d", m_id ); NDebugOverlay::Text( m_pos, text, true, 0.1f ); } if ( (unsigned int)(nav_test_node.GetInt()) == m_id ) { TheNavMesh->TestArea( this, 1, 1 ); nav_test_node.SetValue( 0 ); } if ( (unsigned int)(nav_test_node_crouch.GetInt()) == m_id ) { CheckCrouch(); nav_test_node_crouch.SetValue( 0 ); } if ( GetAttributes() & NAV_MESH_CROUCH ) { int i; for( i=0; iGetPosition(), 255, 255, 0, false, 0.1f ); float obstacleHeight = m_obstacleHeight[i]; if ( obstacleHeight > 0 ) { float z = GetPosition()->z + obstacleHeight; Vector from = *GetPosition(); Vector to = from; AddDirectionVector( &to, (NavDirType) i, m_obstacleStartDist[i] ); NDebugOverlay::Line( from, to, 255, 0, 255, false, 0.1f ); from = to; to.z = z; NDebugOverlay::Line( from, to, 255, 0, 255, false, 0.1f ); from = to; to = *GetPosition(); to.z = z; AddDirectionVector( &to, (NavDirType) i, m_obstacleEndDist[i] ); NDebugOverlay::Line( from, to, 255, 0, 255, false, 0.1f ); } } } } #endif // DEBUG_NAV_NODES } //-------------------------------------------------------------------------------------------------------- // return ground height above node in given corner direction (NUM_CORNERS for highest in any direction) float CNavNode::GetGroundHeightAboveNode( NavCornerType cornerType ) const { if ( cornerType >= 0 && cornerType < NUM_CORNERS ) return m_groundHeightAboveNode[ cornerType ]; float blockedHeight = 0.0f; for ( int i=0; i 0 ) { maxs.x = HalfHumanWidth; } if ( cornerVec.y < 0 ) { mins.y = -HalfHumanWidth; } else if ( cornerVec.y > 0 ) { maxs.y = HalfHumanWidth; } maxs.z = HumanHeight; // now make sure that mins is smaller than maxs for ( int j=0; j<3; ++j ) { if ( mins[j] > maxs[j] ) { float tmp = mins[j]; mins[j] = maxs[j]; maxs[j] = tmp; } } if ( !TestForCrouchArea( corner, mins, maxs, &m_groundHeightAboveNode[i] ) ) { SetAttributes( NAV_MESH_CROUCH ); m_crouch[corner] = true; } } } //-------------------------------------------------------------------------------------------------------------- /** * Create a connection FROM this node TO the given node, in the given direction */ void CNavNode::ConnectTo( CNavNode *node, NavDirType dir, float obstacleHeight, float obstacleStartDist, float obstacleEndDist ) { Assert( obstacleStartDist >= 0 && obstacleStartDist <= GenerationStepSize ); Assert( obstacleEndDist >= 0 && obstacleStartDist <= GenerationStepSize ); Assert( obstacleStartDist < obstacleEndDist ); m_to[ dir ] = node; m_obstacleHeight[ dir ] = obstacleHeight; m_obstacleStartDist[ dir ] = obstacleStartDist; m_obstacleEndDist[ dir ] = obstacleEndDist; } //-------------------------------------------------------------------------------------------------------------- /** * Return node at given position. * @todo Need a hash table to make this lookup fast */ CNavNode *CNavNode::GetNode( const Vector &pos ) { const float tolerance = 0.45f * GenerationStepSize; // 1.0f CNavNode *pNode = NULL; if ( g_pNavNodeHash ) { static CNavNode lookup; lookup.m_pos = pos; UtlHashHandle_t hNode = g_pNavNodeHash->Find( &lookup ); if ( hNode != g_pNavNodeHash->InvalidHandle() ) { for( pNode = g_pNavNodeHash->Element( hNode ); pNode; pNode = pNode->m_nextAtXY ) { float dz = fabs( pNode->m_pos.z - pos.z ); if (dz < tolerance) { break; } } } } #ifdef DEBUG_NODE_HASH CNavNode *pTestNode = NULL; for( CNavNode *node = m_list; node; node = node->m_next ) { float dx = fabs( node->m_pos.x - pos.x ); float dy = fabs( node->m_pos.y - pos.y ); float dz = fabs( node->m_pos.z - pos.z ); if (dx < tolerance && dy < tolerance && dz < tolerance) { pTestNode = node; break; } } AssertFatal( pTestNode == pNode ); #endif return pNode; } //-------------------------------------------------------------------------------------------------------------- /** * Return true if this node is bidirectionally linked to * another node in the given direction */ BOOL CNavNode::IsBiLinked( NavDirType dir ) const { if (m_to[ dir ] && m_to[ dir ]->m_to[ Opposite[dir] ] == this) { return true; } return false; } //-------------------------------------------------------------------------------------------------------------- /** * Return true if this node is the NW corner of a quad of nodes * that are all bidirectionally linked. */ BOOL CNavNode::IsClosedCell( void ) const { if (IsBiLinked( SOUTH ) && IsBiLinked( EAST ) && m_to[ EAST ]->IsBiLinked( SOUTH ) && m_to[ SOUTH ]->IsBiLinked( EAST ) && m_to[ EAST ]->m_to[ SOUTH ] == m_to[ SOUTH ]->m_to[ EAST ]) { return true; } return false; }