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151 lines
6.0 KiB
151 lines
6.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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// nav_node.h |
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// Navigation Nodes are used when generating a Navigation Mesh by point sampling the map |
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// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003 |
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#ifndef _NAV_NODE_H_ |
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#define _NAV_NODE_H_ |
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#include "nav.h" |
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// If DEBUG_NAV_NODES is true, nav_show_nodes controls drawing node positions, and |
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// nav_show_node_id allows you to show the IDs of nodes that didn't get used to create areas. |
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#define DEBUG_NAV_NODES 1 |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Navigation Nodes. |
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* These Nodes encapsulate world locations, and ways to get from one location to an adjacent one. |
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* Note that these links are not necessarily commutative (falling off of a ledge, for example). |
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*/ |
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class CNavNode |
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{ |
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public: |
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CNavNode( const Vector &pos, const Vector &normal, CNavNode *parent, bool onDisplacement ); |
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~CNavNode(); |
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static CNavNode *GetNode( const Vector &pos ); ///< return navigation node at the position, or NULL if none exists |
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static void CleanupGeneration(); |
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CNavNode *GetConnectedNode( NavDirType dir ) const; ///< get navigation node connected in given direction, or NULL if cant go that way |
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const Vector *GetPosition( void ) const; |
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const Vector *GetNormal( void ) const { return &m_normal; } |
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unsigned int GetID( void ) const { return m_id; } |
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static CNavNode *GetFirst( void ) { return m_list; } |
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static unsigned int GetListLength( void ) { return m_listLength; } |
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CNavNode *GetNext( void ) { return m_next; } |
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void Draw( void ); |
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void ConnectTo( CNavNode *node, NavDirType dir, float obstacleHeight, float flObstacleStartDist, float flObstacleEndDist ); ///< create a connection FROM this node TO the given node, in the given direction |
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CNavNode *GetParent( void ) const; |
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void MarkAsVisited( NavDirType dir ); ///< mark the given direction as having been visited |
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BOOL HasVisited( NavDirType dir ); ///< return TRUE if the given direction has already been searched |
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BOOL IsBiLinked( NavDirType dir ) const; ///< node is bidirectionally linked to another node in the given direction |
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BOOL IsClosedCell( void ) const; ///< node is the NW corner of a bi-linked quad of nodes |
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void Cover( void ) { m_isCovered = true; } ///< @todo Should pass in area that is covering |
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BOOL IsCovered( void ) const { return m_isCovered; } ///< return true if this node has been covered by an area |
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void AssignArea( CNavArea *area ); ///< assign the given area to this node |
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CNavArea *GetArea( void ) const; ///< return associated area |
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void SetAttributes( int bits ) { m_attributeFlags = bits; } |
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int GetAttributes( void ) const { return m_attributeFlags; } |
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float GetGroundHeightAboveNode( NavCornerType cornerType ) const; ///< return ground height above node in given corner direction (NUM_CORNERS for highest in any direction) |
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bool IsBlockedInAnyDirection( void) const; ///< return true if the node is blocked in any direction |
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bool IsOnDisplacement( void ) const { return m_isOnDisplacement; } |
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private: |
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CNavNode() {} // constructor used only for hash lookup |
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friend class CNavMesh; |
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bool TestForCrouchArea( NavCornerType cornerNum, const Vector& mins, const Vector& maxs, float *groundHeightAboveNode ); |
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void CheckCrouch( void ); |
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Vector m_pos; ///< position of this node in the world |
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Vector m_normal; ///< surface normal at this location |
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CNavNode *m_to[ NUM_DIRECTIONS ]; ///< links to north, south, east, and west. NULL if no link |
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float m_obstacleHeight[ NUM_DIRECTIONS ]; ///< obstacle height (delta from nav node z position) that must be climbed to reach next node in this direction |
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float m_obstacleStartDist[ NUM_DIRECTIONS ]; ///< distance along this direction to reach the beginning of the obstacle |
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float m_obstacleEndDist[ NUM_DIRECTIONS ]; ///< distance along this direction to reach the end of the obstacle |
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unsigned int m_id; ///< unique ID of this node |
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int m_attributeFlags; ///< set of attribute bit flags (see NavAttributeType) |
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static CNavNode *m_list; ///< the master list of all nodes for this map |
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static unsigned int m_listLength; |
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static unsigned int m_nextID; |
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CNavNode *m_next; ///< next link in master list |
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CNavNode *m_nextAtXY; ///< next link at a particular position |
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// below are only needed when generating |
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unsigned char m_visited; ///< flags for automatic node generation. If direction bit is clear, that direction hasn't been explored yet. |
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CNavNode *m_parent; ///< the node prior to this in the search, which we pop back to when this node's search is done (a stack) |
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bool m_isCovered; ///< true when this node is "covered" by a CNavArea |
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CNavArea *m_area; ///< the area this node is contained within |
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bool m_isBlocked[ NUM_CORNERS ]; |
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bool m_crouch[ NUM_CORNERS ]; |
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float m_groundHeightAboveNode[ NUM_CORNERS ]; |
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bool m_isOnDisplacement; |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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// |
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// Inlines |
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// |
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inline CNavNode *CNavNode::GetConnectedNode( NavDirType dir ) const |
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{ |
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return m_to[ dir ]; |
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} |
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inline const Vector *CNavNode::GetPosition( void ) const |
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{ |
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return &m_pos; |
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} |
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inline CNavNode *CNavNode::GetParent( void ) const |
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{ |
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return m_parent; |
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} |
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inline void CNavNode::MarkAsVisited( NavDirType dir ) |
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{ |
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m_visited |= (1 << dir); |
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} |
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inline BOOL CNavNode::HasVisited( NavDirType dir ) |
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{ |
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if (m_visited & (1 << dir)) |
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return true; |
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return false; |
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} |
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inline void CNavNode::AssignArea( CNavArea *area ) |
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{ |
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m_area = area; |
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} |
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inline CNavArea *CNavNode::GetArea( void ) const |
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{ |
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return m_area; |
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} |
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inline bool CNavNode::IsBlockedInAnyDirection( void ) const |
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{ |
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return m_isBlocked[ SOUTH_EAST ] || m_isBlocked[ SOUTH_WEST ] || m_isBlocked[ NORTH_EAST ] || m_isBlocked[ NORTH_WEST ]; |
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} |
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#endif // _NAV_NODE_H_
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