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4956 lines
149 KiB
4956 lines
149 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_generate.cpp |
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// Auto-generate a Navigation Mesh by sampling the current map |
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003 |
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#include "cbase.h" |
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#include "util_shared.h" |
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#include "nav_mesh.h" |
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#include "nav_node.h" |
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#include "nav_pathfind.h" |
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#include "viewport_panel_names.h" |
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//#include "terror/TerrorShared.h" |
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#include "fmtstr.h" |
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#ifdef TERROR |
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#include "func_simpleladder.h" |
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#endif |
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// NOTE: This has to be the last file included! |
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#include "tier0/memdbgon.h" |
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enum { MAX_BLOCKED_AREAS = 256 }; |
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static unsigned int blockedID[ MAX_BLOCKED_AREAS ]; |
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static int blockedIDCount = 0; |
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static float lastMsgTime = 0.0f; |
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bool TraceAdjacentNode( int depth, const Vector& start, const Vector& end, trace_t *trace, float zLimit = DeathDrop ); |
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bool StayOnFloor( trace_t *trace, float zLimit = DeathDrop ); |
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ConVar nav_slope_limit( "nav_slope_limit", "0.7", FCVAR_CHEAT, "The ground unit normal's Z component must be greater than this for nav areas to be generated." ); |
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ConVar nav_slope_tolerance( "nav_slope_tolerance", "0.1", FCVAR_CHEAT, "The ground unit normal's Z component must be this close to the nav area's Z component to be generated." ); |
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ConVar nav_displacement_test( "nav_displacement_test", "10000", FCVAR_CHEAT, "Checks for nodes embedded in displacements (useful for in-development maps)" ); |
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ConVar nav_generate_fencetops( "nav_generate_fencetops", "1", FCVAR_CHEAT, "Autogenerate nav areas on fence and obstacle tops" ); |
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ConVar nav_generate_fixup_jump_areas( "nav_generate_fixup_jump_areas", "1", FCVAR_CHEAT, "Convert obsolete jump areas into 2-way connections" ); |
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ConVar nav_generate_jump_connections( "nav_generate_jump_connections", "1", FCVAR_CHEAT, "If disabled, don't generate jump connections from jump areas" ); |
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ConVar nav_generate_incremental_range( "nav_generate_incremental_range", "2000", FCVAR_CHEAT ); |
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ConVar nav_generate_incremental_tolerance( "nav_generate_incremental_tolerance", "0", FCVAR_CHEAT, "Z tolerance for adding new nav areas." ); |
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ConVar nav_area_max_size( "nav_area_max_size", "50", FCVAR_CHEAT, "Max area size created in nav generation" ); |
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// Common bounding box for traces |
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Vector NavTraceMins( -0.45, -0.45, 0 ); |
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Vector NavTraceMaxs( 0.45, 0.45, HumanCrouchHeight ); |
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bool FindGroundForNode( Vector *pos, Vector *normal ); // find a ground Z for pos that is clear for NavTraceMins -> NavTraceMaxs |
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const float MaxTraversableHeight = StepHeight; // max internal obstacle height that can occur between nav nodes and safely disregarded |
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const float MinObstacleAreaWidth = 10.0f; // min width of a nav area we will generate on top of an obstacle |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Shortest path cost, paying attention to "blocked" areas |
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*/ |
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class ApproachAreaCost |
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{ |
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public: |
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float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator ) |
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{ |
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// check if this area is "blocked" |
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for( int i=0; i<blockedIDCount; ++i ) |
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{ |
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if (area->GetID() == blockedID[i]) |
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{ |
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return -1.0f; |
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} |
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} |
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if (fromArea == NULL) |
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{ |
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// first area in path, no cost |
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return 0.0f; |
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} |
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else |
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{ |
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// compute distance traveled along path so far |
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float dist; |
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if (ladder) |
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{ |
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dist = ladder->m_length; |
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} |
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else |
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{ |
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dist = (area->GetCenter() - fromArea->GetCenter()).Length(); |
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} |
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float cost = dist + fromArea->GetCostSoFar(); |
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return cost; |
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} |
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} |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Start at given position and find first area in given direction |
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*/ |
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inline CNavArea *findFirstAreaInDirection( const Vector *start, NavDirType dir, float range, float beneathLimit, CBaseEntity *traceIgnore = NULL, Vector *closePos = NULL ) |
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{ |
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CNavArea *area = NULL; |
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Vector pos = *start; |
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int end = (int)((range / GenerationStepSize) + 0.5f); |
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for( int i=1; i<=end; i++ ) |
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{ |
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AddDirectionVector( &pos, dir, GenerationStepSize ); |
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// make sure we dont look thru the wall |
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trace_t result; |
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UTIL_TraceHull( *start, pos, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), traceIgnore, COLLISION_GROUP_NONE, &result ); |
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if (result.fraction < 1.0f) |
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break; |
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area = TheNavMesh->GetNavArea( pos, beneathLimit ); |
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if (area) |
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{ |
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if (closePos) |
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{ |
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closePos->x = pos.x; |
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closePos->y = pos.y; |
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closePos->z = area->GetZ( pos.x, pos.y ); |
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} |
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break; |
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} |
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} |
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return area; |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* For each ladder in the map, create a navigation representation of it. |
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*/ |
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void CNavMesh::BuildLadders( void ) |
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{ |
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// remove any left-over ladders |
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DestroyLadders(); |
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#ifdef TERROR |
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CFuncSimpleLadder *ladder = NULL; |
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while( (ladder = dynamic_cast< CFuncSimpleLadder * >(gEntList.FindEntityByClassname( ladder, "func_simpleladder" ))) != NULL ) |
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{ |
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Vector mins, maxs; |
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ladder->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs ); |
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CreateLadder( mins, maxs, 0.0f ); |
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} |
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#endif |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Create a navigation representation of a ladder. |
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*/ |
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void CNavMesh::CreateLadder( const Vector& absMin, const Vector& absMax, float maxHeightAboveTopArea ) |
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{ |
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CNavLadder *ladder = new CNavLadder; |
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// compute top & bottom of ladder |
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ladder->m_top.x = (absMin.x + absMax.x) / 2.0f; |
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ladder->m_top.y = (absMin.y + absMax.y) / 2.0f; |
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ladder->m_top.z = absMax.z; |
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ladder->m_bottom.x = ladder->m_top.x; |
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ladder->m_bottom.y = ladder->m_top.y; |
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ladder->m_bottom.z = absMin.z; |
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// determine facing - assumes "normal" runged ladder |
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float xSize = absMax.x - absMin.x; |
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float ySize = absMax.y - absMin.y; |
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trace_t result; |
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if (xSize > ySize) |
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{ |
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// ladder is facing north or south - determine which way |
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// "pull in" traceline from bottom and top in case ladder abuts floor and/or ceiling |
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Vector from = ladder->m_bottom + Vector( 0.0f, GenerationStepSize, GenerationStepSize/2 ); |
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Vector to = ladder->m_top + Vector( 0.0f, GenerationStepSize, -GenerationStepSize/2 ); |
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UTIL_TraceLine( from, to, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); |
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if (result.fraction != 1.0f || result.startsolid) |
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ladder->SetDir( NORTH ); |
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else |
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ladder->SetDir( SOUTH ); |
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ladder->m_width = xSize; |
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} |
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else |
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{ |
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// ladder is facing east or west - determine which way |
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Vector from = ladder->m_bottom + Vector( GenerationStepSize, 0.0f, GenerationStepSize/2 ); |
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Vector to = ladder->m_top + Vector( GenerationStepSize, 0.0f, -GenerationStepSize/2 ); |
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UTIL_TraceLine( from, to, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); |
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if (result.fraction != 1.0f || result.startsolid) |
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ladder->SetDir( WEST ); |
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else |
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ladder->SetDir( EAST ); |
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ladder->m_width = ySize; |
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} |
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// adjust top and bottom of ladder to make sure they are reachable |
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// (cs_office has a crate right in front of the base of a ladder) |
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Vector along = ladder->m_top - ladder->m_bottom; |
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float length = along.NormalizeInPlace(); |
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Vector on, out; |
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const float minLadderClearance = 32.0f; |
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// adjust bottom to bypass blockages |
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const float inc = 10.0f; |
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float t; |
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for( t = 0.0f; t <= length; t += inc ) |
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{ |
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on = ladder->m_bottom + t * along; |
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out = on + ladder->GetNormal() * minLadderClearance; |
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UTIL_TraceLine( on, out, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); |
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if (result.fraction == 1.0f && !result.startsolid) |
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{ |
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// found viable ladder bottom |
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ladder->m_bottom = on; |
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break; |
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} |
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} |
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// adjust top to bypass blockages |
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for( t = 0.0f; t <= length; t += inc ) |
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{ |
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on = ladder->m_top - t * along; |
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out = on + ladder->GetNormal() * minLadderClearance; |
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UTIL_TraceLine( on, out, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); |
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if (result.fraction == 1.0f && !result.startsolid) |
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{ |
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// found viable ladder top |
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ladder->m_top = on; |
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break; |
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} |
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} |
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ladder->m_length = (ladder->m_top - ladder->m_bottom).Length(); |
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ladder->SetDir( ladder->GetDir() ); // now that we've adjusted the top and bottom, re-check the normal |
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ladder->m_bottomArea = NULL; |
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ladder->m_topForwardArea = NULL; |
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ladder->m_topLeftArea = NULL; |
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ladder->m_topRightArea = NULL; |
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ladder->m_topBehindArea = NULL; |
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ladder->ConnectGeneratedLadder( maxHeightAboveTopArea ); |
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// add ladder to global list |
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m_ladders.AddToTail( ladder ); |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Create a navigation representation of a ladder. |
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*/ |
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void CNavMesh::CreateLadder( const Vector &top, const Vector &bottom, float width, const Vector2D &ladderDir, float maxHeightAboveTopArea ) |
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{ |
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CNavLadder *ladder = new CNavLadder; |
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ladder->m_top = top; |
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ladder->m_bottom = bottom; |
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ladder->m_width = width; |
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if ( fabs( ladderDir.x ) > fabs( ladderDir.y ) ) |
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{ |
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if ( ladderDir.x > 0.0f ) |
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{ |
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ladder->SetDir( EAST ); |
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} |
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else |
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{ |
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ladder->SetDir( WEST ); |
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} |
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} |
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else |
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{ |
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if ( ladderDir.y > 0.0f ) |
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{ |
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ladder->SetDir( SOUTH ); |
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} |
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else |
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{ |
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ladder->SetDir( NORTH ); |
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} |
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} |
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// adjust top and bottom of ladder to make sure they are reachable |
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// (cs_office has a crate right in front of the base of a ladder) |
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Vector along = ladder->m_top - ladder->m_bottom; |
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float length = along.NormalizeInPlace(); |
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Vector on, out; |
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const float minLadderClearance = 32.0f; |
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// adjust bottom to bypass blockages |
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const float inc = 10.0f; |
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float t; |
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trace_t result; |
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for( t = 0.0f; t <= length; t += inc ) |
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{ |
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on = ladder->m_bottom + t * along; |
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out = on + ladder->GetNormal() * minLadderClearance; |
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UTIL_TraceLine( on, out, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); |
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if (result.fraction == 1.0f && !result.startsolid) |
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{ |
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// found viable ladder bottom |
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ladder->m_bottom = on; |
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break; |
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} |
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} |
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// adjust top to bypass blockages |
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for( t = 0.0f; t <= length; t += inc ) |
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{ |
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on = ladder->m_top - t * along; |
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out = on + ladder->GetNormal() * minLadderClearance; |
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UTIL_TraceLine( on, out, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); |
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if (result.fraction == 1.0f && !result.startsolid) |
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{ |
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// found viable ladder top |
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ladder->m_top = on; |
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break; |
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} |
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} |
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ladder->m_length = (ladder->m_top - ladder->m_bottom).Length(); |
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ladder->SetDir( ladder->GetDir() ); // now that we've adjusted the top and bottom, re-check the normal |
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ladder->m_bottomArea = NULL; |
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ladder->m_topForwardArea = NULL; |
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ladder->m_topLeftArea = NULL; |
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ladder->m_topRightArea = NULL; |
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ladder->m_topBehindArea = NULL; |
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ladder->ConnectGeneratedLadder( maxHeightAboveTopArea ); |
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// add ladder to global list |
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m_ladders.AddToTail( ladder ); |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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void CNavLadder::ConnectGeneratedLadder( float maxHeightAboveTopArea ) |
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{ |
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const float nearLadderRange = 75.0f; // 50 |
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// |
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// Find naviagtion area at bottom of ladder |
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// |
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// get approximate postion of player on ladder |
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Vector center = m_bottom + Vector( 0, 0, GenerationStepSize ); |
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AddDirectionVector( ¢er, m_dir, HalfHumanWidth ); |
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m_bottomArea = TheNavMesh->GetNearestNavArea( center, true ); |
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if (!m_bottomArea) |
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{ |
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DevMsg( "ERROR: Unconnected ladder bottom at ( %g, %g, %g )\n", m_bottom.x, m_bottom.y, m_bottom.z ); |
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} |
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else |
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{ |
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// store reference to ladder in the area |
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m_bottomArea->AddLadderUp( this ); |
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} |
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// |
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// Find adjacent navigation areas at the top of the ladder |
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// |
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// get approximate postion of player on ladder |
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center = m_top + Vector( 0, 0, GenerationStepSize ); |
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AddDirectionVector( ¢er, m_dir, HalfHumanWidth ); |
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float beneathLimit = MIN( 120.0f, m_top.z - m_bottom.z + HalfHumanWidth ); |
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// find "ahead" area |
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m_topForwardArea = findFirstAreaInDirection( ¢er, OppositeDirection( m_dir ), nearLadderRange, beneathLimit, NULL ); |
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if (m_topForwardArea == m_bottomArea) |
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m_topForwardArea = NULL; |
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// find "left" area |
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m_topLeftArea = findFirstAreaInDirection( ¢er, DirectionLeft( m_dir ), nearLadderRange, beneathLimit, NULL ); |
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if (m_topLeftArea == m_bottomArea) |
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m_topLeftArea = NULL; |
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// find "right" area |
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m_topRightArea = findFirstAreaInDirection( ¢er, DirectionRight( m_dir ), nearLadderRange, beneathLimit, NULL ); |
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if (m_topRightArea == m_bottomArea) |
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m_topRightArea = NULL; |
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// find "behind" area - must look farther, since ladder is against the wall away from this area |
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m_topBehindArea = findFirstAreaInDirection( ¢er, m_dir, 2.0f*nearLadderRange, beneathLimit, NULL ); |
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if (m_topBehindArea == m_bottomArea) |
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m_topBehindArea = NULL; |
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// can't include behind area, since it is not used when going up a ladder |
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if (!m_topForwardArea && !m_topLeftArea && !m_topRightArea) |
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DevMsg( "ERROR: Unconnected ladder top at ( %g, %g, %g )\n", m_top.x, m_top.y, m_top.z ); |
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// store reference to ladder in the area(s) |
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if (m_topForwardArea) |
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m_topForwardArea->AddLadderDown( this ); |
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if (m_topLeftArea) |
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m_topLeftArea->AddLadderDown( this ); |
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if (m_topRightArea) |
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m_topRightArea->AddLadderDown( this ); |
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if (m_topBehindArea) |
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{ |
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m_topBehindArea->AddLadderDown( this ); |
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Disconnect( m_topBehindArea ); |
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} |
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// adjust top of ladder to highest connected area |
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float topZ = m_bottom.z + 5.0f; |
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bool topAdjusted = false; |
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CNavArea *topAreaList[4]; |
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topAreaList[0] = m_topForwardArea; |
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topAreaList[1] = m_topLeftArea; |
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topAreaList[2] = m_topRightArea; |
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topAreaList[3] = m_topBehindArea; |
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for( int a=0; a<4; ++a ) |
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{ |
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CNavArea *topArea = topAreaList[a]; |
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if (topArea == NULL) |
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continue; |
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Vector close; |
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topArea->GetClosestPointOnArea( m_top, &close ); |
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if (topZ < close.z) |
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{ |
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topZ = close.z; |
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topAdjusted = true; |
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} |
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} |
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if (topAdjusted) |
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{ |
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if ( maxHeightAboveTopArea > 0.0f ) |
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{ |
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m_top.z = MIN( topZ + maxHeightAboveTopArea, m_top.z ); |
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} |
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else |
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{ |
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m_top.z = topZ; // not manually specifying a top, so snap exactly |
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} |
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} |
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// |
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// Determine whether this ladder is "dangling" or not |
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// "Dangling" ladders are too high to go up |
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// |
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if (m_bottomArea) |
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{ |
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Vector bottomSpot; |
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m_bottomArea->GetClosestPointOnArea( m_bottom, &bottomSpot ); |
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if (m_bottom.z - bottomSpot.z > HumanHeight) |
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{ |
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m_bottomArea->Disconnect( this ); |
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} |
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} |
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} |
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//-------------------------------------------------------------------------------------------------------- |
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class JumpConnector |
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{ |
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public: |
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bool operator()( CNavArea *jumpArea ) |
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{ |
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if ( !nav_generate_jump_connections.GetBool() ) |
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{ |
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return true; |
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} |
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if ( !(jumpArea->GetAttributes() & NAV_MESH_JUMP) ) |
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{ |
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return true; |
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} |
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for ( int i=0; i<NUM_DIRECTIONS; ++i ) |
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{ |
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NavDirType incomingDir = (NavDirType)i; |
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NavDirType outgoingDir = OppositeDirection( incomingDir ); |
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const NavConnectVector *incoming = jumpArea->GetIncomingConnections( incomingDir ); |
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const NavConnectVector *from = jumpArea->GetAdjacentAreas( incomingDir ); |
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const NavConnectVector *dest = jumpArea->GetAdjacentAreas( outgoingDir ); |
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TryToConnect( jumpArea, incoming, dest, outgoingDir ); |
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TryToConnect( jumpArea, from, dest, outgoingDir ); |
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} |
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return true; |
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} |
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private: |
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struct Connection |
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{ |
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CNavArea *source; |
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CNavArea *dest; |
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NavDirType direction; |
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}; |
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void TryToConnect( CNavArea *jumpArea, const NavConnectVector *source, const NavConnectVector *dest, NavDirType outgoingDir ) |
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{ |
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FOR_EACH_VEC( (*source), sourceIt ) |
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{ |
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CNavArea *sourceArea = const_cast< CNavArea * >( (*source)[ sourceIt ].area ); |
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if ( !sourceArea->IsConnected( jumpArea, outgoingDir ) ) |
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{ |
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continue; |
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} |
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if ( sourceArea->HasAttributes( NAV_MESH_JUMP ) ) |
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{ |
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NavDirType incomingDir = OppositeDirection( outgoingDir ); |
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const NavConnectVector *in1 = sourceArea->GetIncomingConnections( incomingDir ); |
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const NavConnectVector *in2 = sourceArea->GetAdjacentAreas( incomingDir ); |
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TryToConnect( jumpArea, in1, dest, outgoingDir ); |
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TryToConnect( jumpArea, in2, dest, outgoingDir ); |
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continue; |
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} |
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TryToConnect( jumpArea, sourceArea, dest, outgoingDir ); |
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} |
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} |
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void TryToConnect( CNavArea *jumpArea, CNavArea *sourceArea, const NavConnectVector *dest, NavDirType outgoingDir ) |
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{ |
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FOR_EACH_VEC( (*dest), destIt ) |
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{ |
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CNavArea *destArea = const_cast< CNavArea * >( (*dest)[ destIt ].area ); |
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if ( destArea->HasAttributes( NAV_MESH_JUMP ) ) |
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{ |
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// Don't connect areas across 2 jump areas. This means we'll have some missing links due to sampling errors. |
|
// This is preferable to generating incorrect links across multiple jump areas, which is far more common. |
|
continue; |
|
} |
|
|
|
Vector center; |
|
float halfWidth; |
|
sourceArea->ComputePortal( destArea, outgoingDir, ¢er, &halfWidth ); |
|
|
|
// Don't create corner-to-corner connections |
|
if ( halfWidth <= 0.0f ) |
|
{ |
|
continue; |
|
} |
|
|
|
Vector dir( vec3_origin ); |
|
AddDirectionVector( &dir, outgoingDir, 5.0f ); |
|
|
|
if ( halfWidth > 0.0f ) |
|
{ |
|
Vector sourcePos, destPos; |
|
sourceArea->GetClosestPointOnArea( center, &sourcePos ); |
|
destArea->GetClosestPointOnArea( center, &destPos ); |
|
|
|
// No jumping up from stairs. |
|
if ( sourceArea->HasAttributes( NAV_MESH_STAIRS ) && sourcePos.z + StepHeight < destPos.z ) |
|
{ |
|
continue; |
|
} |
|
|
|
if ( (sourcePos-destPos).AsVector2D().IsLengthLessThan( GenerationStepSize * 3 ) ) |
|
{ |
|
sourceArea->ConnectTo( destArea, outgoingDir ); |
|
// DevMsg( "Connected %d->%d via %d (len %f)\n", |
|
// sourceArea->GetID(), destArea->GetID(), jumpArea->GetID(), sourcePos.DistTo( destPos ) ); |
|
} |
|
} |
|
} |
|
} |
|
}; |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CNavMesh::MarkPlayerClipAreas( void ) |
|
{ |
|
#ifdef TERROR |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
TerrorNavArea *area = static_cast< TerrorNavArea * >(TheNavAreas[it]); |
|
|
|
// Trace upward a bit from our center point just colliding wtih PLAYERCLIP to see if we're in one, if we are, mark us as accordingly. |
|
trace_t trace; |
|
Vector start = area->GetCenter() + Vector(0.0f, 0.0f, 16.0f ); |
|
Vector end = area->GetCenter() + Vector(0.0f, 0.0f, 32.0f ); |
|
UTIL_TraceHull( start, end, Vector(0,0,0), Vector(0,0,0), CONTENTS_PLAYERCLIP, NULL, &trace); |
|
|
|
if ( trace.fraction < 1.0 ) |
|
{ |
|
area->SetAttributes( area->GetAttributes() | TerrorNavArea::NAV_PLAYERCLIP ); |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Mark all areas that require a jump to get through them. |
|
* This currently relies on jump areas having extreme slope. |
|
*/ |
|
void CNavMesh::MarkJumpAreas( void ) |
|
{ |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
if ( !area->HasNodes() ) |
|
continue; |
|
|
|
Vector normal, otherNormal; |
|
area->ComputeNormal( &normal ); |
|
area->ComputeNormal( &otherNormal, true ); |
|
|
|
float lowestNormalZ = MIN( normal.z, otherNormal.z ); |
|
if (lowestNormalZ < nav_slope_limit.GetFloat()) |
|
{ |
|
// The area is a jump area, and we don't merge jump areas together |
|
area->SetAttributes( area->GetAttributes() | NAV_MESH_JUMP | NAV_MESH_NO_MERGE ); |
|
} |
|
else if ( lowestNormalZ < nav_slope_limit.GetFloat() + nav_slope_tolerance.GetFloat() ) |
|
{ |
|
Vector testPos = area->GetCenter(); |
|
testPos.z += HalfHumanHeight; |
|
Vector groundNormal; |
|
float dummy; |
|
if ( GetSimpleGroundHeight( testPos, &dummy, &groundNormal ) ) |
|
{ |
|
// If the ground normal is divergent from the area's normal, mark it as a jump area - it's not |
|
// really representative of the ground. |
|
float deltaNormalZ = fabs( groundNormal.z - lowestNormalZ ); |
|
if ( deltaNormalZ > nav_slope_tolerance.GetFloat() ) |
|
{ |
|
// The area is a jump area, and we don't merge jump areas together |
|
area->SetAttributes( area->GetAttributes() | NAV_MESH_JUMP | NAV_MESH_NO_MERGE ); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Remove all areas marked as jump areas and connect the areas connecting to them |
|
* |
|
*/ |
|
void CNavMesh::StichAndRemoveJumpAreas( void ) |
|
{ |
|
// Now, go through and remove jump areas, connecting areas to make up for it |
|
JumpConnector connector; |
|
ForAllAreas( connector ); |
|
RemoveJumpAreas(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Adjusts obstacle start and end distances such that obstacle width (end-start) is not less than MinObstacleAreaWidth, |
|
* and end distance is not greater than maxAllowedDist |
|
*/ |
|
void AdjustObstacleDistances( float *pObstacleStartDist, float *pObstacleEndDist, float maxAllowedDist ) |
|
{ |
|
float obstacleWidth = *pObstacleEndDist - *pObstacleStartDist; |
|
// is the obstacle width too narrow? |
|
if ( obstacleWidth < MinObstacleAreaWidth ) |
|
{ |
|
float halfDelta = ( MinObstacleAreaWidth - obstacleWidth ) /2; |
|
// move start so it's half of min width from center, but no less than zero |
|
*pObstacleStartDist = MAX( *pObstacleStartDist - halfDelta, 0 ); |
|
// move end so it's min width from start |
|
*pObstacleEndDist = *pObstacleStartDist + MinObstacleAreaWidth; |
|
|
|
// if this pushes the end past max allowed distance, pull start and end back so that end is within allowed distance |
|
if ( *pObstacleEndDist > maxAllowedDist ) |
|
{ |
|
float delta = *pObstacleEndDist - maxAllowedDist; |
|
*pObstacleStartDist -= delta; |
|
*pObstacleEndDist -= delta; |
|
} |
|
} |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Makes sure tall, slim obstacles like fencetops, railings and narrow walls have nav areas placed on top of them |
|
* to allow climbing & traversal |
|
*/ |
|
void CNavMesh::HandleObstacleTopAreas( void ) |
|
{ |
|
if ( !nav_generate_fencetops.GetBool() ) |
|
return; |
|
|
|
// For any 1x1 area that is internally blocked by an obstacle, raise it on top of the obstacle and size to fit. |
|
RaiseAreasWithInternalObstacles(); |
|
|
|
// Create new areas as required |
|
CreateObstacleTopAreas(); |
|
|
|
// It's possible for obstacle top areas to wind up overlapping one another, fix any such cases |
|
RemoveOverlappingObstacleTopAreas(); |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* For any nav area that has internal obstacles between its corners of greater than traversable height, |
|
* raise that nav area to sit at the top of the obstacle, and shrink it to fit the obstacle. Such nav |
|
* areas are already restricted to be 1x1 so this will only be performed on areas that are already small. |
|
*/ |
|
void CNavMesh::RaiseAreasWithInternalObstacles() |
|
{ |
|
// obstacle areas next to stairs are bad - delete them |
|
CUtlVector< CNavArea * > areasToDelete; |
|
|
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
// any nav area with internal obstacles will be 1x1 (width and height = GenerationStepSize), so |
|
// only need to consider areas of that size |
|
if ( ( area->GetSizeX() != GenerationStepSize ) || (area->GetSizeY() != GenerationStepSize ) ) |
|
continue; |
|
|
|
float obstacleZ[2] = { -FLT_MAX, -FLT_MAX }; |
|
float obstacleZMax = -FLT_MAX; |
|
NavDirType obstacleDir = NORTH; |
|
float obstacleStartDist = GenerationStepSize; |
|
float obstacleEndDist = 0; |
|
|
|
bool isStairNeighbor = false; |
|
|
|
// Look at all 4 directions and determine if there are obstacles in that direction. Find the direction with the highest obstacle, if any. |
|
for ( int i = 0; i < NUM_DIRECTIONS; i++ ) |
|
{ |
|
NavDirType dir = (NavDirType) i; |
|
|
|
// For this direction, look at the left and right edges of the nav area relative to this direction and determined if they are both blocked |
|
// by obstacles. We only consider this area obstructed if both edges are blocked (e.g. fence runs all the way through it). |
|
|
|
NavCornerType corner[2]; |
|
int iEdgesBlocked = 0; |
|
corner[0] = (NavCornerType) ( ( i + 3 ) % NUM_CORNERS ); // lower left-hand corner relative to current direction |
|
corner[1] = (NavCornerType) ( ( i + 2 ) % NUM_CORNERS ); // lower right-hand corner relative to current direction |
|
float obstacleZThisDir[2] = { -FLT_MAX, -FLT_MAX }; // absolute Z pos of obstacle for left and right edge in this direction |
|
float obstacleStartDistThisDir = GenerationStepSize; // closest obstacle start distance in this direction |
|
float obstacleEndDistThisDir = 0; // farthest obstacle end distance in this direction |
|
|
|
// consider left and right edges of nav area relative to current direction |
|
for ( int iEdge = 0; iEdge < 2; iEdge++ ) |
|
{ |
|
NavCornerType cornerType = corner[iEdge]; |
|
CNavNode *nodeFrom = area->m_node[cornerType]; |
|
if ( nodeFrom ) |
|
{ |
|
// is there an obstacle going from corner to corner along this edge? |
|
float obstacleHeight = nodeFrom->m_obstacleHeight[dir]; |
|
if ( obstacleHeight > MaxTraversableHeight ) |
|
{ |
|
// yes, this edge is blocked |
|
iEdgesBlocked++; |
|
// keep track of obstacle height and start and end distance for this edge |
|
float obstacleZ = nodeFrom->GetPosition()->z + obstacleHeight; |
|
if ( obstacleZ > obstacleZThisDir[iEdge] ) |
|
{ |
|
obstacleZThisDir[iEdge] = obstacleZ; |
|
} |
|
obstacleStartDistThisDir = MIN( nodeFrom->m_obstacleStartDist[dir], obstacleStartDistThisDir ); |
|
obstacleEndDistThisDir = MAX( nodeFrom->m_obstacleEndDist[dir], obstacleEndDistThisDir ); |
|
} |
|
} |
|
} |
|
|
|
int BlockedEdgeCutoff = 2; |
|
const NavConnectVector *connections = area->GetAdjacentAreas( dir ); |
|
if ( connections ) |
|
{ |
|
for ( int conIndex=0; conIndex<connections->Count(); ++conIndex ) |
|
{ |
|
const CNavArea *connectedArea = connections->Element( conIndex ).area; |
|
if ( connectedArea && connectedArea->HasAttributes( NAV_MESH_STAIRS ) ) |
|
{ |
|
isStairNeighbor = true; |
|
BlockedEdgeCutoff = 1; // one blocked edge is already too much when we're next to a stair |
|
break; |
|
} |
|
} |
|
} |
|
|
|
// are both edged blocked in this direction, and is the obstacle height in this direction the tallest we've seen? |
|
if ( (iEdgesBlocked >= BlockedEdgeCutoff ) && ( MAX( obstacleZThisDir[0], obstacleZThisDir[1] ) ) > obstacleZMax ) |
|
{ |
|
// this is the tallest obstacle we've encountered so far, remember its details |
|
obstacleZ[0] = obstacleZThisDir[0]; |
|
obstacleZ[1] = obstacleZThisDir[1]; |
|
obstacleZMax = MAX( obstacleZ[0], obstacleZ[1] ); |
|
obstacleDir = dir; |
|
obstacleStartDist = obstacleStartDistThisDir; |
|
obstacleEndDist = obstacleStartDistThisDir; |
|
} |
|
} |
|
|
|
if ( isStairNeighbor && obstacleZMax > -FLT_MAX ) |
|
{ |
|
areasToDelete.AddToTail( area ); |
|
continue; |
|
} |
|
|
|
// if we found an obstacle, raise this nav areas and size it to fit |
|
if ( obstacleZMax > -FLT_MAX ) |
|
{ |
|
// enforce minimum obstacle width so we don't shrink to become a teensy nav area |
|
AdjustObstacleDistances( &obstacleStartDist, &obstacleEndDist, GenerationStepSize ); |
|
Assert( obstacleEndDist - obstacleStartDist >= MinObstacleAreaWidth ); |
|
|
|
// get current corner coords |
|
Vector corner[4]; |
|
for ( int i = NORTH_WEST; i < NUM_CORNERS; i++ ) |
|
{ |
|
corner[i] = area->GetCorner( (NavCornerType) i ); |
|
} |
|
|
|
// adjust our size to fit the obstacle |
|
switch ( obstacleDir ) |
|
{ |
|
case NORTH: |
|
corner[NORTH_WEST].y = corner[SOUTH_WEST].y - obstacleEndDist; |
|
corner[NORTH_EAST].y = corner[SOUTH_EAST].y - obstacleEndDist; |
|
corner[SOUTH_WEST].y -= obstacleStartDist; |
|
corner[SOUTH_EAST].y -= obstacleStartDist; |
|
break; |
|
case SOUTH: |
|
corner[SOUTH_WEST].y = corner[NORTH_WEST].y + obstacleEndDist; |
|
corner[SOUTH_EAST].y = corner[NORTH_EAST].y + obstacleEndDist; |
|
corner[NORTH_WEST].y += obstacleStartDist; |
|
corner[NORTH_EAST].y += obstacleStartDist; |
|
::V_swap( obstacleZ[0], obstacleZ[1] ); // swap left and right Z heights for obstacle so we can run common code below |
|
break; |
|
case EAST: |
|
corner[NORTH_EAST].x = corner[NORTH_WEST].x + obstacleEndDist; |
|
corner[SOUTH_EAST].x = corner[SOUTH_WEST].x + obstacleEndDist; |
|
corner[NORTH_WEST].x += obstacleStartDist; |
|
corner[SOUTH_WEST].x += obstacleStartDist; |
|
case WEST: |
|
corner[NORTH_WEST].x = corner[NORTH_EAST].x - obstacleEndDist; |
|
corner[SOUTH_WEST].x = corner[SOUTH_EAST].x - obstacleEndDist; |
|
corner[NORTH_EAST].x -= obstacleStartDist; |
|
corner[SOUTH_EAST].x -= obstacleStartDist; |
|
::V_swap( obstacleZ[0], obstacleZ[1] ); // swap left and right Z heights for obstacle so we can run common code below |
|
break; |
|
} |
|
|
|
// adjust Z positions to be z pos of obstacle top |
|
corner[NORTH_WEST].z = obstacleZ[0]; |
|
corner[NORTH_EAST].z = obstacleZ[1]; |
|
corner[SOUTH_EAST].z = obstacleZ[1]; |
|
corner[SOUTH_WEST].z = obstacleZ[0]; |
|
|
|
// move the area |
|
RemoveNavArea( area ); |
|
area->Build( corner[NORTH_WEST], corner[NORTH_EAST], corner[SOUTH_EAST], corner[SOUTH_WEST] ); |
|
Assert( !area->IsDegenerate() ); |
|
AddNavArea( area ); |
|
|
|
// remove side-to-side connections if there are any so AI does try to do things like run along fencetops |
|
area->RemoveOrthogonalConnections( obstacleDir ); |
|
area->SetAttributes( area->GetAttributes() | NAV_MESH_NO_MERGE | NAV_MESH_OBSTACLE_TOP ); |
|
area->SetAttributes( area->GetAttributes() & ( ~NAV_MESH_JUMP ) ); |
|
// clear out the nodes associated with this area's corners -- corners don't match the node positions any more |
|
for ( int i = 0; i < NUM_CORNERS; i++ ) |
|
{ |
|
area->m_node[i] = NULL; |
|
} |
|
} |
|
} |
|
|
|
for ( int i=0; i<areasToDelete.Count(); ++i ) |
|
{ |
|
TheNavAreas.FindAndRemove( areasToDelete[i] ); |
|
DestroyArea( areasToDelete[i] ); |
|
} |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* For any two nav areas that have an obstacle between them such as a fence, railing or small wall, creates a new |
|
* nav area on top of the obstacle and connects it between the areas |
|
*/ |
|
void CNavMesh::CreateObstacleTopAreas() |
|
{ |
|
// enumerate all areas |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
// if this is a jump node (which will ultimately get removed) or is an obstacle top, ignore it |
|
if ( area->GetAttributes() & ( NAV_MESH_JUMP | NAV_MESH_OBSTACLE_TOP ) ) |
|
return; |
|
|
|
// Look in all directions |
|
for ( int i = NORTH; i < NUM_DIRECTIONS; i++ ) |
|
{ |
|
NavDirType dir = (NavDirType) i; |
|
|
|
// Look at all adjacent areas in this direction |
|
int iConnections = area->GetAdjacentCount( dir ); |
|
for ( int j = 0; j < iConnections; j++ ) |
|
{ |
|
CNavArea *areaOther = area->GetAdjacentArea( dir, j ); |
|
// if this is a jump node (which will ultimately get removed) or is an obstacle top, ignore it |
|
if ( areaOther->GetAttributes() & ( NAV_MESH_JUMP | NAV_MESH_OBSTACLE_TOP ) ) |
|
continue; |
|
|
|
// create an obstacle top if there is a one-node separation between the areas and there is an intra-node obstacle within that separation |
|
if ( !CreateObstacleTopAreaIfNecessary( area, areaOther, dir, false ) ) |
|
{ |
|
// if not, create an obstacle top if there is a two-node separation between the areas and the intermediate node is significantly |
|
// higher than the two areas, which means there's some geometry there that causes the middle node to be higher |
|
CreateObstacleTopAreaIfNecessary( area, areaOther, dir, true ); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Creates a new nav area if an obstacle exists between the two nav areas. If bMultiNode is false, this checks |
|
* if there's a one-node separation between the areas, and if so if there is an obstacle detected between the nodes. |
|
* If bMultiNode is true, checks if there is a two-node separation between the areas, and if so if the middle node is |
|
* higher than the two areas, suggesting an obstacle in the middle. |
|
*/ |
|
bool CNavMesh::CreateObstacleTopAreaIfNecessary( CNavArea *area, CNavArea *areaOther, NavDirType dir, bool bMultiNode ) |
|
{ |
|
float obstacleHeightMin = FLT_MAX; |
|
float obstacleHeightMax = 0; |
|
float obstacleHeightStart = 0; |
|
float obstacleHeightEnd = 0; |
|
float obstacleDistMin = GenerationStepSize; |
|
float obstacleDistMax = 0; |
|
|
|
Vector center; |
|
float halfPortalWidth; |
|
|
|
area->ComputePortal( areaOther, dir, ¢er, &halfPortalWidth ); |
|
|
|
if ( halfPortalWidth > 0 ) |
|
{ |
|
// get the corners to left and right of direction toward other area |
|
NavCornerType cornerStart = (NavCornerType) dir; |
|
NavCornerType cornerEnd = (NavCornerType) ( ( dir + 1 ) % NUM_CORNERS ); |
|
CNavNode *node = area->m_node[cornerStart]; |
|
CNavNode *nodeEnd = area->m_node[cornerEnd]; |
|
NavDirType dirEdge = (NavDirType) ( ( dir + 1 ) % NUM_DIRECTIONS ); |
|
obstacleHeightMin = FLT_MAX; |
|
float zStart = 0, zEnd = 0; |
|
// along the edge of this area that faces the other area, look at every node that's in the portal between the two |
|
while ( node ) |
|
{ |
|
Vector vecToPortalCenter = *node->GetPosition() - center; |
|
vecToPortalCenter.z = 0; |
|
if ( vecToPortalCenter.IsLengthLessThan( halfPortalWidth + 1.0f ) ) |
|
{ |
|
// this node is in the portal |
|
|
|
float obstacleHeight = 0; |
|
float obstacleDistStartCur = node->m_obstacleStartDist[dir]; |
|
float obstacleDistEndCur = node->m_obstacleEndDist[dir]; |
|
|
|
if ( !bMultiNode ) |
|
{ |
|
// use the inter-node obstacle height from this node toward the next area |
|
obstacleHeight = node->m_obstacleHeight[dir]; |
|
} |
|
else |
|
{ |
|
if ( !areaOther->Contains( *node->GetPosition() ) ) |
|
{ |
|
// step one node toward the other area |
|
CNavNode *nodeTowardOtherArea = node->GetConnectedNode( dir ); |
|
if ( nodeTowardOtherArea ) |
|
{ |
|
// see if that step took us upward a significant amount |
|
float deltaZ = nodeTowardOtherArea->GetPosition()->z - node->GetPosition()->z; |
|
if ( deltaZ > MaxTraversableHeight ) |
|
{ |
|
// see if we've arrived in the other area |
|
bool bInOtherArea = false; |
|
if ( areaOther->Contains( *nodeTowardOtherArea->GetPosition() ) ) |
|
{ |
|
float z = areaOther->GetZ( nodeTowardOtherArea->GetPosition()->x, nodeTowardOtherArea->GetPosition()->y ); |
|
float deltaZ = fabs( nodeTowardOtherArea->GetPosition()->z - z ); |
|
if ( deltaZ < 2.0f ) |
|
{ |
|
bInOtherArea = true; |
|
} |
|
} |
|
|
|
// if we have not arrived in the other area yet, take one more step in the same direction |
|
if ( !bInOtherArea ) |
|
{ |
|
CNavNode *nodeTowardOtherArea2 = nodeTowardOtherArea->GetConnectedNode( dir ); |
|
if ( nodeTowardOtherArea2 && areaOther->Contains( *nodeTowardOtherArea2->GetPosition() ) ) |
|
{ |
|
float areaDeltaZ = node->GetPosition()->z - nodeTowardOtherArea2->GetPosition()->z; |
|
if ( fabs( areaDeltaZ ) <= MaxTraversableHeight ) |
|
{ |
|
// if we arrived in the other area, the obstacle height to get here was the peak deltaZ of the node above to get here |
|
obstacleHeight = deltaZ; |
|
// make a nav area MinObstacleAreaWidth wide centered on the peak node, which is GenerationStepSize away from where we started |
|
obstacleDistStartCur = GenerationStepSize - (MinObstacleAreaWidth / 2); |
|
obstacleDistEndCur = GenerationStepSize + (MinObstacleAreaWidth / 2); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
obstacleHeightMin = MIN( obstacleHeight, obstacleHeightMin ); |
|
obstacleHeightMax = MAX( obstacleHeight, obstacleHeightMax ); |
|
obstacleDistMin = MIN( obstacleDistStartCur, obstacleDistMin ); |
|
obstacleDistMax = MAX( obstacleDistEndCur, obstacleDistMax ); |
|
|
|
if ( obstacleHeightStart == 0 ) |
|
{ |
|
// keep track of the obstacle height and node z pos at the start of the edge |
|
obstacleHeightStart = obstacleHeight; |
|
zStart = node->GetPosition()->z; |
|
} |
|
// keep track of the obstacle height and node z pos at the end of the edge |
|
obstacleHeightEnd = obstacleHeight; |
|
zEnd = node->GetPosition()->z; |
|
|
|
} |
|
if ( node == nodeEnd ) |
|
break; |
|
|
|
node = node->GetConnectedNode( dirEdge ); |
|
} |
|
|
|
|
|
|
|
|
|
// if we had some obstacle height from EVERY node along the portal, then getting from this area to the other requires scaling an obstacle, |
|
// need to generate a nav area on top of it |
|
if ( ( obstacleHeightMax > MaxTraversableHeight ) && ( obstacleHeightMin > MaxTraversableHeight ) ) |
|
{ |
|
// If the maximum obstacle height was greater than both the height at start and end of the edge, then the obstacle is highest somewhere |
|
// in the middle. Use that as the height of both ends. |
|
if ( ( obstacleHeightMax > obstacleHeightStart ) && ( obstacleHeightMax > obstacleHeightEnd ) ) |
|
{ |
|
obstacleHeightStart = obstacleHeightMax; |
|
obstacleHeightEnd = obstacleHeightMax; |
|
} |
|
|
|
// for south and west, swap "start" and "end" values of edges so we can use common code below |
|
if ( dir == SOUTH || dir == WEST ) |
|
{ |
|
::V_swap( obstacleHeightStart, obstacleHeightEnd ); |
|
::V_swap( zStart, zEnd ); |
|
} |
|
|
|
// Enforce min area width for new area |
|
AdjustObstacleDistances( &obstacleDistMin, &obstacleDistMax, bMultiNode ? GenerationStepSize * 2 : GenerationStepSize ); |
|
Assert( obstacleDistMin < obstacleDistMax ); |
|
Assert( obstacleDistMax - obstacleDistMin >= MinObstacleAreaWidth ); |
|
float newAreaWidth = obstacleDistMax - obstacleDistMin; |
|
Assert( newAreaWidth > 0 ); |
|
|
|
// Calculate new area coordinates |
|
AddDirectionVector( ¢er, dir, obstacleDistMin + (newAreaWidth/2) ); |
|
|
|
Vector cornerNW, cornerNE, cornerSE, cornerSW; |
|
switch ( dir ) |
|
{ |
|
case NORTH: |
|
case SOUTH: |
|
cornerNW.Init( center.x - halfPortalWidth, center.y - (newAreaWidth/2), zStart + obstacleHeightStart ); |
|
cornerNE.Init( center.x + halfPortalWidth, center.y - (newAreaWidth/2), zEnd + obstacleHeightEnd ); |
|
cornerSE.Init( center.x + halfPortalWidth, center.y + (newAreaWidth/2), zEnd + obstacleHeightEnd ); |
|
cornerSW.Init( center.x - halfPortalWidth, center.y + (newAreaWidth/2), zStart + obstacleHeightStart ); |
|
break; |
|
case EAST: |
|
case WEST: |
|
cornerNW.Init( center.x - (newAreaWidth/2), center.y - halfPortalWidth, zStart + obstacleHeightStart ); |
|
cornerNE.Init( center.x + (newAreaWidth/2), center.y - halfPortalWidth, zEnd + obstacleHeightEnd ); |
|
cornerSE.Init( center.x + (newAreaWidth/2), center.y + halfPortalWidth, zEnd + obstacleHeightEnd ); |
|
cornerSW.Init( center.x - (newAreaWidth/2), center.y + halfPortalWidth, zStart + obstacleHeightStart ); |
|
break; |
|
} |
|
|
|
CNavArea *areaNew = CreateArea(); |
|
areaNew->Build( cornerNW, cornerNE, cornerSE, cornerSW ); |
|
|
|
// add it to the nav area list |
|
TheNavAreas.AddToTail( areaNew ); |
|
AddNavArea( areaNew ); |
|
|
|
Assert( !areaNew->IsDegenerate() ); |
|
|
|
Msg( "Created new fencetop area %d(%x) between %d(%x) and %d(%x)\n", areaNew->GetID(), areaNew->GetDebugID(), area->GetID(), area->GetDebugID(), areaOther->GetID(), areaOther->GetDebugID() ); |
|
|
|
areaNew->SetAttributes( area->GetAttributes() ); |
|
areaNew->SetAttributes( area->GetAttributes() | NAV_MESH_NO_MERGE | NAV_MESH_OBSTACLE_TOP ); |
|
|
|
area->Disconnect( areaOther ); |
|
area->ConnectTo( areaNew, dir ); |
|
|
|
areaNew->ConnectTo( area, OppositeDirection( dir ) ); |
|
areaNew->ConnectTo( areaOther, dir ); |
|
if ( areaOther->IsConnected( area, OppositeDirection( dir ) ) ) |
|
{ |
|
areaOther->Disconnect( area ); |
|
areaOther->ConnectTo( areaNew, OppositeDirection( dir ) ); |
|
} |
|
// AddToSelectedSet( areaNew ); |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Remove any obstacle top areas which overlap. |
|
*/ |
|
void CNavMesh::RemoveOverlappingObstacleTopAreas() |
|
{ |
|
// What we really want is the union of all obstacle top areas that get generated. That would be hard to compute exactly, |
|
// so instead we'll just remove any that overlap. The obstacle top areas don't have to be exact, we just need enough of |
|
// them so there is generally a path to get over any obstacle. |
|
|
|
// make a list of just the obstacle top areas to reduce the N of the N squared operation we're about to do |
|
CUtlVector<CNavArea *> vecObstacleTopAreas; |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
if ( area->GetAttributes() & NAV_MESH_OBSTACLE_TOP ) |
|
{ |
|
vecObstacleTopAreas.AddToTail( area ); |
|
} |
|
} |
|
|
|
// look at every pair of obstacle top areas |
|
CUtlVector<CNavArea *> vecAreasToRemove; |
|
FOR_EACH_VEC( vecObstacleTopAreas, it ) |
|
{ |
|
CNavArea *area = vecObstacleTopAreas[it]; |
|
|
|
Vector normal, otherNormal; |
|
area->ComputeNormal( &normal ); |
|
area->ComputeNormal( &otherNormal, true ); |
|
|
|
// Remove any obstacle areas that are steep enough to be jump areas |
|
float lowestNormalZ = MIN( normal.z, otherNormal.z ); |
|
if ( lowestNormalZ < nav_slope_limit.GetFloat() ) |
|
{ |
|
vecAreasToRemove.AddToTail( area ); |
|
} |
|
|
|
for ( int it2 = it+1; it2 < vecObstacleTopAreas.Count(); it2++ ) |
|
{ |
|
CNavArea *areaOther = vecObstacleTopAreas[it2]; |
|
if ( area->IsOverlapping( areaOther ) ) |
|
{ |
|
if ( area->Contains( areaOther ) ) |
|
{ |
|
// if one entirely contains the other, mark the other for removal |
|
vecAreasToRemove.AddToTail( areaOther ); |
|
} |
|
else if ( areaOther->Contains( area ) ) |
|
{ |
|
// if one entirely contains the other, mark the other for removal |
|
vecAreasToRemove.AddToTail( area ); |
|
} |
|
else |
|
{ |
|
// if they overlap without one being a superset of the other, just remove the smaller area |
|
CNavArea *areaToRemove = ( area->GetSizeX() * area->GetSizeY() > areaOther->GetSizeX() * areaOther->GetSizeY() ? areaOther : area ); |
|
vecAreasToRemove.AddToTail( areaToRemove ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
// now go delete all the areas we want to remove |
|
while ( vecAreasToRemove.Count() > 0 ) |
|
{ |
|
CNavArea *areaToDelete = vecAreasToRemove[0]; |
|
RemoveFromSelectedSet( areaToDelete ); |
|
TheNavMesh->OnEditDestroyNotify( areaToDelete ); |
|
TheNavAreas.FindAndRemove( areaToDelete ); |
|
TheNavMesh->DestroyArea( areaToDelete ); |
|
|
|
// remove duplicates so we don't double-delete |
|
while ( vecAreasToRemove.FindAndRemove( areaToDelete ) ); |
|
} |
|
|
|
} |
|
|
|
static void CommandNavCheckStairs( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->MarkStairAreas(); |
|
} |
|
static ConCommand nav_check_stairs( "nav_check_stairs", CommandNavCheckStairs, "Update the nav mesh STAIRS attribute", FCVAR_CHEAT ); |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Mark all areas that are on stairs. |
|
*/ |
|
void CNavMesh::MarkStairAreas( void ) |
|
{ |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
area->TestStairs(); |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
enum StairTestType |
|
{ |
|
STAIRS_NO, |
|
STAIRS_YES, |
|
STAIRS_MAYBE, |
|
}; |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
// Test if a line across a nav area could be part of a stairway |
|
StairTestType IsStairs( const Vector &start, const Vector &end, StairTestType ret ) |
|
{ |
|
if ( ret == STAIRS_NO ) |
|
return ret; |
|
|
|
const float inc = 5.0f; |
|
|
|
// the minimum height change each step to be a step and not a slope |
|
const float minStepZ = inc * tan( acos( nav_slope_limit.GetFloat() ) ); |
|
const float MinStairNormal = 0.97f; // we don't care about ramps, just actual flat steps |
|
|
|
float t; |
|
Vector pos, normal; |
|
float height, priorHeight; |
|
|
|
// walk the line, checking for step height discontinuities |
|
float length = start.AsVector2D().DistTo( end.AsVector2D() ); |
|
|
|
trace_t trace; |
|
CTraceFilterNoNPCsOrPlayer filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT ); |
|
Vector hullMins( -inc/2, -inc/2, 0 ); |
|
Vector hullMaxs( inc/2, inc/2, 0 ); |
|
hullMaxs.z = 1; // don't care about vertical clearance |
|
|
|
if ( fabs( start.x - end.x ) > fabs( start.y - end.y ) ) |
|
{ |
|
hullMins.x = -8; |
|
hullMaxs.x = 8; |
|
} |
|
else |
|
{ |
|
hullMins.y = -8; |
|
hullMaxs.y = 8; |
|
} |
|
|
|
Vector traceOffset( 0, 0, VEC_DUCK_HULL_MAX.z ); |
|
|
|
// total height change must exceed a single step to be stairs |
|
if ( abs( start.z - end.z ) > StepHeight ) |
|
{ |
|
// initialize the height delta |
|
UTIL_TraceHull( start + traceOffset, start - traceOffset, hullMins, hullMaxs, MASK_NPCSOLID, &filter, &trace ); |
|
if ( trace.startsolid || trace.IsDispSurface() ) |
|
{ |
|
return STAIRS_NO; |
|
} |
|
priorHeight = trace.endpos.z; |
|
|
|
// Save a copy for debug overlays |
|
Vector prevGround = start; |
|
prevGround.z = priorHeight; |
|
|
|
float traceIncrement = inc / length; |
|
for( t = 0.0f; t <= 1.0f; t += traceIncrement ) |
|
{ |
|
pos = start + t * ( end - start ); |
|
|
|
UTIL_TraceHull( pos + traceOffset, pos - traceOffset, hullMins, hullMaxs, MASK_NPCSOLID, &filter, &trace ); |
|
if ( trace.startsolid || trace.IsDispSurface() ) |
|
{ |
|
return STAIRS_NO; |
|
} |
|
height = trace.endpos.z; |
|
normal = trace.plane.normal; |
|
|
|
// Save a copy for debug overlays |
|
Vector ground( pos ); |
|
ground.z = height; |
|
//NDebugOverlay::Cross3D( ground, 3, 0, 0, 255, true, 100.0f ); |
|
//NDebugOverlay::Box( ground, hullMins, hullMaxs, 0, 0, 255, 0.0f, 100.0f ); |
|
|
|
if ( t == 0.0f && fabs( height - start.z ) > StepHeight ) |
|
{ |
|
// Discontinuity at start |
|
return STAIRS_NO; |
|
} |
|
|
|
if ( t == 1.0f && fabs( height - end.z ) > StepHeight ) |
|
{ |
|
// Discontinuity at end |
|
return STAIRS_NO; |
|
} |
|
|
|
if ( normal.z < MinStairNormal ) |
|
{ |
|
// too steep here |
|
return STAIRS_NO; |
|
} |
|
|
|
|
|
float deltaZ = abs( height - priorHeight ); |
|
|
|
if ( deltaZ >= minStepZ && deltaZ <= StepHeight ) |
|
{ |
|
// found a step |
|
ret = STAIRS_YES; |
|
} |
|
else if ( deltaZ > StepHeight ) |
|
{ |
|
// too steep here |
|
//NDebugOverlay::Cross3D( ground, 5, 255, 0, 0, true, 10.0f ); |
|
//NDebugOverlay::Cross3D( prevGround, 5, 0, 255, 0, true, 10.0f ); |
|
return STAIRS_NO; |
|
} |
|
|
|
// Save a copy for debug overlays |
|
prevGround = pos; |
|
prevGround.z = height; |
|
|
|
priorHeight = height; |
|
} |
|
} |
|
|
|
return ret; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Test an area for being on stairs |
|
* NOTE: This assumes a globally constant "step height", |
|
* and walkable surface normal, which really should be locomotor-specific. |
|
*/ |
|
bool CNavArea::TestStairs( void ) |
|
{ |
|
// clear STAIRS attribute |
|
SetAttributes( GetAttributes() & ~NAV_MESH_STAIRS ); |
|
|
|
if ( GetSizeX() <= GenerationStepSize && GetSizeY() <= GenerationStepSize ) |
|
{ |
|
// Don't bother with stairs on small areas |
|
return false; |
|
} |
|
|
|
const float MatchingNormalDot = 0.95f; |
|
Vector firstNormal, secondNormal; |
|
ComputeNormal( &firstNormal ); |
|
ComputeNormal( &secondNormal, true ); |
|
if ( firstNormal.Dot( secondNormal ) < MatchingNormalDot ) |
|
{ |
|
// area corners aren't coplanar - no stairs |
|
return false; |
|
} |
|
|
|
// test center and edges north-to-south, and east-to-west |
|
StairTestType ret = STAIRS_MAYBE; |
|
Vector from, to; |
|
|
|
const float inset = 5.0f; // inset to keep the tests completely inside the nav area |
|
|
|
from = GetCorner( NORTH_WEST ) + Vector( inset, inset, 0 ); |
|
to = GetCorner( NORTH_EAST ) + Vector( -inset, inset, 0 ); |
|
ret = IsStairs( from, to, ret ); |
|
|
|
from = GetCorner( SOUTH_WEST ) + Vector( inset, -inset, 0 ); |
|
to = GetCorner( SOUTH_EAST ) + Vector( -inset, -inset, 0 ); |
|
ret = IsStairs( from, to, ret ); |
|
|
|
from = GetCorner( NORTH_WEST ) + Vector( inset, inset, 0 ); |
|
to = GetCorner( SOUTH_WEST ) + Vector( inset, -inset, 0 ); |
|
ret = IsStairs( from, to, ret ); |
|
|
|
from = GetCorner( NORTH_EAST ) + Vector( -inset, inset, 0 ); |
|
to = GetCorner( SOUTH_EAST ) + Vector( -inset, -inset, 0 ); |
|
ret = IsStairs( from, to, ret ); |
|
|
|
from = ( GetCorner( NORTH_WEST ) + GetCorner( NORTH_EAST ) ) / 2.0f + Vector( 0, inset, 0 ); |
|
to = ( GetCorner( SOUTH_WEST ) + GetCorner( SOUTH_EAST ) ) / 2.0f + Vector( 0, -inset, 0 ); |
|
ret = IsStairs( from, to, ret ); |
|
|
|
from = ( GetCorner( NORTH_EAST ) + GetCorner( SOUTH_EAST ) ) / 2.0f + Vector( -inset, 0, 0 ); |
|
to = ( GetCorner( NORTH_WEST ) + GetCorner( SOUTH_WEST ) ) / 2.0f + Vector( inset, 0, 0 ); |
|
ret = IsStairs( from, to, ret ); |
|
|
|
if ( ret == STAIRS_YES ) |
|
{ |
|
SetAttributes( NAV_MESH_STAIRS ); |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_test_stairs, "Test the selected set for being on stairs", FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
int count = 0; |
|
|
|
const NavAreaVector &selectedSet = TheNavMesh->GetSelectedSet(); |
|
for ( int i=0; i<selectedSet.Count(); ++i ) |
|
{ |
|
CNavArea *area = selectedSet[i]; |
|
if ( area->TestStairs() ) |
|
{ |
|
++count; |
|
} |
|
} |
|
|
|
Msg( "Marked %d areas as stairs\n", count ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Jump areas aren't used by the NextBot. Delete them, connecting adjacent areas. |
|
*/ |
|
void CNavMesh::RemoveJumpAreas( void ) |
|
{ |
|
if ( !nav_generate_fixup_jump_areas.GetBool() ) |
|
{ |
|
return; |
|
} |
|
|
|
CUtlVector< CNavArea * > unusedAreas; |
|
|
|
int i; |
|
for ( i=0; i<TheNavAreas.Count(); ++i ) |
|
{ |
|
CNavArea *testArea = TheNavAreas[i]; |
|
if ( !(testArea->GetAttributes() & NAV_MESH_JUMP) ) |
|
{ |
|
continue; |
|
} |
|
|
|
unusedAreas.AddToTail( testArea ); |
|
} |
|
|
|
for ( i=0; i<unusedAreas.Count(); ++i ) |
|
{ |
|
CNavArea *areaToDelete = unusedAreas[i]; |
|
TheNavMesh->OnEditDestroyNotify( areaToDelete ); |
|
TheNavAreas.FindAndRemove( areaToDelete ); |
|
TheNavMesh->DestroyArea( areaToDelete ); |
|
} |
|
|
|
StripNavigationAreas(); |
|
|
|
SetMarkedArea( NULL ); // unmark the mark area |
|
m_markedCorner = NUM_CORNERS; // clear the corner selection |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CNavMesh::CommandNavRemoveJumpAreas( void ) |
|
{ |
|
JumpConnector connector; |
|
ForAllAreas( connector ); |
|
|
|
int before = TheNavAreas.Count(); |
|
RemoveJumpAreas(); |
|
int after = TheNavAreas.Count(); |
|
|
|
Msg( "Removed %d jump areas\n", before - after ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Recursively chop area in half along X until child areas are roughly square |
|
*/ |
|
static void splitX( CNavArea *area ) |
|
{ |
|
if (area->IsRoughlySquare()) |
|
return; |
|
|
|
float split = area->GetSizeX(); |
|
split /= 2.0f; |
|
split += area->GetCorner( NORTH_WEST ).x; |
|
|
|
split = TheNavMesh->SnapToGrid( split ); |
|
|
|
const float epsilon = 0.1f; |
|
if (fabs(split - area->GetCorner( NORTH_WEST ).x) < epsilon || |
|
fabs(split - area->GetCorner( SOUTH_EAST ).x) < epsilon) |
|
{ |
|
// too small to subdivide |
|
return; |
|
} |
|
|
|
CNavArea *alpha, *beta; |
|
if (area->SplitEdit( false, split, &alpha, &beta )) |
|
{ |
|
// split each new area until square |
|
splitX( alpha ); |
|
splitX( beta ); |
|
} |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Recursively chop area in half along Y until child areas are roughly square |
|
*/ |
|
static void splitY( CNavArea *area ) |
|
{ |
|
if (area->IsRoughlySquare()) |
|
return; |
|
|
|
float split = area->GetSizeY(); |
|
split /= 2.0f; |
|
split += area->GetCorner( NORTH_WEST ).y; |
|
|
|
split = TheNavMesh->SnapToGrid( split ); |
|
|
|
const float epsilon = 0.1f; |
|
if (fabs(split - area->GetCorner( NORTH_WEST ).y) < epsilon || |
|
fabs(split - area->GetCorner( SOUTH_EAST ).y) < epsilon) |
|
{ |
|
// too small to subdivide |
|
return; |
|
} |
|
|
|
CNavArea *alpha, *beta; |
|
if (area->SplitEdit( true, split, &alpha, &beta )) |
|
{ |
|
// split each new area until square |
|
splitY( alpha ); |
|
splitY( beta ); |
|
} |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Split any long, thin, areas into roughly square chunks. |
|
*/ |
|
void CNavMesh::SquareUpAreas( void ) |
|
{ |
|
int it = 0; |
|
|
|
while( it < TheNavAreas.Count() ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
// move the iterator in case the current area is split and deleted |
|
++it; |
|
|
|
if (area->HasNodes() && !area->IsRoughlySquare()) |
|
{ |
|
// chop this area into square pieces |
|
if (area->GetSizeX() > area->GetSizeY()) |
|
splitX( area ); |
|
else |
|
splitY( area ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
static bool testStitchConnection( CNavArea *source, CNavArea *target, const Vector &sourcePos, const Vector &targetPos ) |
|
{ |
|
trace_t result; |
|
Vector from( sourcePos ); |
|
Vector pos( targetPos ); |
|
CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); |
|
Vector to, toNormal; |
|
bool success = false; |
|
if ( TraceAdjacentNode( 0, from, pos, &result ) ) |
|
{ |
|
to = result.endpos; |
|
toNormal = result.plane.normal; |
|
success = true; |
|
} |
|
else |
|
{ |
|
// test going up ClimbUpHeight |
|
bool success = false; |
|
for ( float height = StepHeight; height <= ClimbUpHeight; height += 1.0f ) |
|
{ |
|
trace_t tr; |
|
Vector start( from ); |
|
Vector end( pos ); |
|
start.z += height; |
|
end.z += height; |
|
UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, &tr ); |
|
if ( !tr.startsolid && tr.fraction == 1.0f ) |
|
{ |
|
if ( !StayOnFloor( &tr ) ) |
|
{ |
|
break; |
|
} |
|
|
|
to = tr.endpos; |
|
toNormal = tr.plane.normal; |
|
|
|
start = end = from; |
|
end.z += height; |
|
UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, &tr ); |
|
if ( tr.fraction < 1.0f ) |
|
{ |
|
break; |
|
} |
|
|
|
success = true; |
|
break; |
|
} |
|
} |
|
} |
|
|
|
return success; |
|
} |
|
|
|
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
class IncrementallyGeneratedAreas |
|
{ |
|
public: |
|
bool operator()( CNavArea *area ) |
|
{ |
|
return area->HasNodes(); |
|
} |
|
}; |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Incremental generation fixup for where edges lap up against the existing nav mesh: |
|
* we have nodes, but the surrounding areas don't. So, we trace outward, to see if we |
|
* can walk/fall to an adjacent area. This handles dropping down into existing areas etc. |
|
* TODO: test pre-existing areas for drop-downs into the newly-generated areas. |
|
*/ |
|
void CNavMesh::StitchGeneratedAreas( void ) |
|
{ |
|
if ( m_generationMode == GENERATE_INCREMENTAL ) |
|
{ |
|
IncrementallyGeneratedAreas incrementalAreas; |
|
StitchMesh( incrementalAreas ); |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
class AreaSet |
|
{ |
|
public: |
|
AreaSet( CUtlVector< CNavArea * > *areas ) |
|
{ |
|
m_areas = areas; |
|
} |
|
|
|
bool operator()( CNavArea *area ) |
|
{ |
|
return ( m_areas->HasElement( area ) ); |
|
} |
|
|
|
private: |
|
CUtlVector< CNavArea * > *m_areas; |
|
}; |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Stitches an arbitrary set of areas (newly-merged, for example) into the existing mesh |
|
*/ |
|
void CNavMesh::StitchAreaSet( CUtlVector< CNavArea * > *areas ) |
|
{ |
|
AreaSet areaSet( areas ); |
|
StitchMesh( areaSet ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Determine if we can "jump down" from given point |
|
*/ |
|
inline bool testJumpDown( const Vector *fromPos, const Vector *toPos ) |
|
{ |
|
float dz = fromPos->z - toPos->z; |
|
|
|
// drop can't be too far, or too short (or nonexistant) |
|
if (dz <= JumpCrouchHeight || dz >= DeathDrop) |
|
return false; |
|
|
|
// |
|
// Check LOS out and down |
|
// |
|
// +-----+ |
|
// | | |
|
// F | |
|
// | |
|
// T |
|
// |
|
|
|
Vector from, to; |
|
float up; |
|
trace_t result; |
|
|
|
// Try to go up and out, up to ClimbUpHeight, to get over obstacles |
|
for ( up=1.0f; up<=ClimbUpHeight; up += 1.0f ) |
|
{ |
|
from = *fromPos; |
|
to.Init( fromPos->x, fromPos->y, fromPos->z + up ); |
|
|
|
UTIL_TraceHull( from, to, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); |
|
if (result.fraction <= 0.0f || result.startsolid) |
|
continue; |
|
|
|
from.Init( fromPos->x, fromPos->y, result.endpos.z - 0.5f ); |
|
to.Init( toPos->x, toPos->y, from.z ); |
|
|
|
UTIL_TraceHull( from, to, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); |
|
if (result.fraction != 1.0f || result.startsolid) |
|
continue; |
|
|
|
// Success! |
|
break; |
|
} |
|
|
|
if ( up > ClimbUpHeight ) |
|
return false; |
|
|
|
// We've made it up and out, so see if we can drop down |
|
from = to; |
|
to.z = toPos->z + 2.0f; |
|
UTIL_TraceHull( from, to, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); |
|
if (result.fraction <= 0.0f || result.startsolid) |
|
return false; |
|
|
|
// Allow a little fudge so we can drop down onto stairs |
|
if ( result.endpos.z > to.z + StepHeight ) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
inline CNavArea *findJumpDownArea( const Vector *fromPos, NavDirType dir ) |
|
{ |
|
if ( !nav_generate_jump_connections.GetBool() ) |
|
{ |
|
return NULL; |
|
} |
|
|
|
Vector start( fromPos->x, fromPos->y, fromPos->z + HalfHumanHeight ); |
|
AddDirectionVector( &start, dir, GenerationStepSize/2.0f ); |
|
|
|
Vector toPos; |
|
CNavArea *downArea = findFirstAreaInDirection( &start, dir, 4.0f * GenerationStepSize, DeathDrop, NULL, &toPos ); |
|
|
|
if (downArea && testJumpDown( fromPos, &toPos )) |
|
return downArea; |
|
|
|
return NULL; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
template < typename Functor > |
|
void CNavMesh::StitchAreaIntoMesh( CNavArea *area, NavDirType dir, Functor &func ) |
|
{ |
|
Vector corner1, corner2; |
|
switch ( dir ) |
|
{ |
|
default: |
|
Assert(0); |
|
case NORTH: |
|
corner1 = area->GetCorner( NORTH_WEST ); |
|
corner2 = area->GetCorner( NORTH_EAST ); |
|
break; |
|
case SOUTH: |
|
corner1 = area->GetCorner( SOUTH_WEST ); |
|
corner2 = area->GetCorner( SOUTH_EAST ); |
|
break; |
|
case EAST: |
|
corner1 = area->GetCorner( NORTH_EAST ); |
|
corner2 = area->GetCorner( SOUTH_EAST ); |
|
break; |
|
case WEST: |
|
corner1 = area->GetCorner( NORTH_WEST ); |
|
corner2 = area->GetCorner( SOUTH_WEST ); |
|
break; |
|
} |
|
|
|
Vector edgeDir = corner2 - corner1; |
|
edgeDir.z = 0.0f; |
|
|
|
float edgeLength = edgeDir.NormalizeInPlace(); |
|
|
|
for ( float n=0; n<edgeLength - 1.0f; n += GenerationStepSize ) |
|
{ |
|
Vector sourcePos = corner1 + edgeDir * ( n + 0.5f ); |
|
sourcePos.z += HalfHumanHeight; |
|
|
|
Vector targetPos = sourcePos; |
|
switch ( dir ) |
|
{ |
|
case NORTH: targetPos.y -= GenerationStepSize * 0.5f; break; |
|
case SOUTH: targetPos.y += GenerationStepSize * 0.5f; break; |
|
case EAST: targetPos.x += GenerationStepSize * 0.5f; break; |
|
case WEST: targetPos.x -= GenerationStepSize * 0.5f; break; |
|
} |
|
|
|
CNavArea *targetArea = TheNavMesh->GetNavArea( targetPos ); |
|
if ( targetArea && !func( targetArea ) ) |
|
{ |
|
targetPos.z = targetArea->GetZ( targetPos.x, targetPos.y ) + HalfHumanHeight; |
|
|
|
// outgoing connection |
|
if ( testStitchConnection( area, targetArea, sourcePos, targetPos ) ) |
|
{ |
|
area->ConnectTo( targetArea, dir ); |
|
} |
|
|
|
// incoming connection |
|
if ( testStitchConnection( targetArea, area, targetPos, sourcePos ) ) |
|
{ |
|
targetArea->ConnectTo( area, OppositeDirection( dir ) ); |
|
} |
|
} |
|
else |
|
{ |
|
sourcePos.z -= HalfHumanHeight; |
|
sourcePos.z += 1; |
|
CNavArea *downArea = findJumpDownArea( &sourcePos, dir ); |
|
if ( downArea && downArea != area && !func( downArea ) ) |
|
{ |
|
area->ConnectTo( downArea, dir ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Checks to see if there is a cliff - a drop of at least CliffHeight - in specified direction. |
|
*/ |
|
inline bool CheckCliff( const Vector *fromPos, NavDirType dir, bool bExhaustive = true ) |
|
{ |
|
// cliffs are half-baked, not used by any existing AI, and create poorly behaved nav areas (ie: long, thin, strips) (MSB 8/7/09) |
|
return false; |
|
|
|
|
|
Vector toPos( fromPos->x, fromPos->y, fromPos->z ); |
|
AddDirectionVector( &toPos, dir, GenerationStepSize ); |
|
|
|
trace_t trace; |
|
// trace a step in specified direction and see where we'd find up |
|
if ( TraceAdjacentNode( 0, *fromPos, toPos, &trace, DeathDrop * 10 ) && !trace.allsolid && !trace.startsolid ) |
|
{ |
|
float deltaZ = fromPos->z - trace.endpos.z; |
|
// would we fall off a cliff? |
|
if ( deltaZ > CliffHeight ) |
|
return true; |
|
|
|
// if not, special case for south and east. South and east edges are not considered part of a nav area, so |
|
// we look ahead two steps for south and east. This ensures that the n-1th row and column of nav nodes |
|
// on the south and east sides of a nav area reflect any cliffs on the nth row and column. |
|
|
|
// if we're looking to south or east, and the first node we found was approximately flat, and this is the top-level |
|
// call, recurse one level to check one more step in this direction |
|
if ( ( dir == SOUTH || dir == EAST ) && ( fabs( deltaZ ) < StepHeight ) && bExhaustive ) |
|
{ |
|
return CheckCliff( &trace.endpos, dir, false ); |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Define connections between adjacent generated areas |
|
*/ |
|
void CNavMesh::ConnectGeneratedAreas( void ) |
|
{ |
|
Msg( "Connecting navigation areas...\n" ); |
|
|
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
// scan along edge nodes, stepping one node over into the next area |
|
// for now, only use bi-directional connections |
|
|
|
// north edge |
|
CNavNode *node; |
|
for( node = area->m_node[ NORTH_WEST ]; node != area->m_node[ NORTH_EAST ]; node = node->GetConnectedNode( EAST ) ) |
|
{ |
|
CNavNode *adj = node->GetConnectedNode( NORTH ); |
|
|
|
if (adj && adj->GetArea() && adj->GetConnectedNode( SOUTH ) == node ) |
|
{ |
|
area->ConnectTo( adj->GetArea(), NORTH ); |
|
} |
|
else |
|
{ |
|
CNavArea *downArea = findJumpDownArea( node->GetPosition(), NORTH ); |
|
if (downArea && downArea != area) |
|
area->ConnectTo( downArea, NORTH ); |
|
} |
|
} |
|
|
|
// west edge |
|
for( node = area->m_node[ NORTH_WEST ]; node != area->m_node[ SOUTH_WEST ]; node = node->GetConnectedNode( SOUTH ) ) |
|
{ |
|
CNavNode *adj = node->GetConnectedNode( WEST ); |
|
|
|
if (adj && adj->GetArea() && adj->GetConnectedNode( EAST ) == node ) |
|
{ |
|
area->ConnectTo( adj->GetArea(), WEST ); |
|
} |
|
else |
|
{ |
|
CNavArea *downArea = findJumpDownArea( node->GetPosition(), WEST ); |
|
if (downArea && downArea != area) |
|
area->ConnectTo( downArea, WEST ); |
|
} |
|
} |
|
|
|
// south edge - this edge's nodes are actually part of adjacent areas |
|
// move one node north, and scan west to east |
|
/// @todo This allows one-node-wide areas - do we want this? |
|
node = area->m_node[ SOUTH_WEST ]; |
|
if ( node ) // pre-existing areas in incremental generates won't have nodes |
|
{ |
|
node = node->GetConnectedNode( NORTH ); |
|
} |
|
if (node) |
|
{ |
|
CNavNode *end = area->m_node[ SOUTH_EAST ]->GetConnectedNode( NORTH ); |
|
/// @todo Figure out why cs_backalley gets a NULL node in here... |
|
for( ; node && node != end; node = node->GetConnectedNode( EAST ) ) |
|
{ |
|
CNavNode *adj = node->GetConnectedNode( SOUTH ); |
|
|
|
if (adj && adj->GetArea() && adj->GetConnectedNode( NORTH ) == node ) |
|
{ |
|
area->ConnectTo( adj->GetArea(), SOUTH ); |
|
} |
|
else |
|
{ |
|
CNavArea *downArea = findJumpDownArea( node->GetPosition(), SOUTH ); |
|
if (downArea && downArea != area) |
|
area->ConnectTo( downArea, SOUTH ); |
|
} |
|
} |
|
} |
|
|
|
// south edge part 2 - scan the actual south edge. If the node is not part of an adjacent area, then it |
|
// really belongs to us. This will happen if our area runs right up against a ledge. |
|
for( node = area->m_node[ SOUTH_WEST ]; node != area->m_node[ SOUTH_EAST ]; node = node->GetConnectedNode( EAST ) ) |
|
{ |
|
if ( node->GetArea() ) |
|
continue; // some other area owns this node, pay no attention to it |
|
|
|
CNavNode *adj = node->GetConnectedNode( SOUTH ); |
|
|
|
if ( node->IsBlockedInAnyDirection() || (adj && adj->IsBlockedInAnyDirection()) ) |
|
continue; // The space around this node is blocked, so don't connect across it |
|
|
|
// Don't directly connect to adj's area, since it's already 1 cell removed from our area. |
|
// There was no area in between, presumably for good reason. Only look for jump down links. |
|
if ( !adj || !adj->GetArea() ) |
|
{ |
|
CNavArea *downArea = findJumpDownArea( node->GetPosition(), SOUTH ); |
|
if (downArea && downArea != area) |
|
area->ConnectTo( downArea, SOUTH ); |
|
} |
|
} |
|
|
|
// east edge - this edge's nodes are actually part of adjacent areas |
|
node = area->m_node[ NORTH_EAST ]; |
|
if ( node ) // pre-existing areas in incremental generates won't have nodes |
|
{ |
|
node = node->GetConnectedNode( WEST ); |
|
} |
|
if (node) |
|
{ |
|
CNavNode *end = area->m_node[ SOUTH_EAST ]->GetConnectedNode( WEST ); |
|
for( ; node && node != end; node = node->GetConnectedNode( SOUTH ) ) |
|
{ |
|
CNavNode *adj = node->GetConnectedNode( EAST ); |
|
|
|
if (adj && adj->GetArea() && adj->GetConnectedNode( WEST ) == node ) |
|
{ |
|
area->ConnectTo( adj->GetArea(), EAST ); |
|
} |
|
else |
|
{ |
|
CNavArea *downArea = findJumpDownArea( node->GetPosition(), EAST ); |
|
if (downArea && downArea != area) |
|
area->ConnectTo( downArea, EAST ); |
|
} |
|
} |
|
} |
|
|
|
// east edge part 2 - scan the actual east edge. If the node is not part of an adjacent area, then it |
|
// really belongs to us. This will happen if our area runs right up against a ledge. |
|
for( node = area->m_node[ NORTH_EAST ]; node != area->m_node[ SOUTH_EAST ]; node = node->GetConnectedNode( SOUTH ) ) |
|
{ |
|
if ( node->GetArea() ) |
|
continue; // some other area owns this node, pay no attention to it |
|
|
|
CNavNode *adj = node->GetConnectedNode( EAST ); |
|
|
|
if ( node->IsBlockedInAnyDirection() || (adj && adj->IsBlockedInAnyDirection()) ) |
|
continue; // The space around this node is blocked, so don't connect across it |
|
|
|
// Don't directly connect to adj's area, since it's already 1 cell removed from our area. |
|
// There was no area in between, presumably for good reason. Only look for jump down links. |
|
if ( !adj || !adj->GetArea() ) |
|
{ |
|
CNavArea *downArea = findJumpDownArea( node->GetPosition(), EAST ); |
|
if (downArea && downArea != area) |
|
area->ConnectTo( downArea, EAST ); |
|
} |
|
} |
|
} |
|
|
|
StitchGeneratedAreas(); |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
bool CNavArea::IsAbleToMergeWith( CNavArea *other ) const |
|
{ |
|
if ( !HasNodes() || ( GetAttributes() & NAV_MESH_NO_MERGE ) ) |
|
return false; |
|
|
|
if ( !other->HasNodes() || ( other->GetAttributes() & NAV_MESH_NO_MERGE ) ) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Merge areas together to make larger ones (must remain rectangular - convex). |
|
* Areas can only be merged if their attributes match. |
|
*/ |
|
void CNavMesh::MergeGeneratedAreas( void ) |
|
{ |
|
Msg( "Merging navigation areas...\n" ); |
|
|
|
bool merged; |
|
|
|
do |
|
{ |
|
merged = false; |
|
|
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
if ( !area->HasNodes() || ( area->GetAttributes() & NAV_MESH_NO_MERGE ) ) |
|
continue; |
|
|
|
// north edge |
|
FOR_EACH_VEC( area->m_connect[ NORTH ], nit ) |
|
{ |
|
CNavArea *adjArea = area->m_connect[ NORTH ][ nit ].area; |
|
if ( !area->IsAbleToMergeWith( adjArea ) ) // pre-existing areas in incremental generates won't have nodes |
|
continue; |
|
|
|
if ( area->GetSizeY() + adjArea->GetSizeY() > GenerationStepSize * nav_area_max_size.GetInt() ) |
|
continue; |
|
|
|
if (area->m_node[ NORTH_WEST ] == adjArea->m_node[ SOUTH_WEST ] && |
|
area->m_node[ NORTH_EAST ] == adjArea->m_node[ SOUTH_EAST ] && |
|
area->GetAttributes() == adjArea->GetAttributes() && |
|
area->IsCoplanar( adjArea )) |
|
{ |
|
// merge vertical |
|
area->m_node[ NORTH_WEST ] = adjArea->m_node[ NORTH_WEST ]; |
|
area->m_node[ NORTH_EAST ] = adjArea->m_node[ NORTH_EAST ]; |
|
|
|
merged = true; |
|
//CONSOLE_ECHO( " Merged (north) areas #%d and #%d\n", area->m_id, adjArea->m_id ); |
|
|
|
area->FinishMerge( adjArea ); |
|
|
|
// restart scan - iterator is invalidated |
|
break; |
|
} |
|
} |
|
|
|
if (merged) |
|
break; |
|
|
|
// south edge |
|
FOR_EACH_VEC( area->m_connect[ SOUTH ], sit ) |
|
{ |
|
CNavArea *adjArea = area->m_connect[ SOUTH ][ sit ].area; |
|
if ( !area->IsAbleToMergeWith( adjArea ) ) // pre-existing areas in incremental generates won't have nodes |
|
continue; |
|
|
|
if ( area->GetSizeY() + adjArea->GetSizeY() > GenerationStepSize * nav_area_max_size.GetInt() ) |
|
continue; |
|
|
|
if (adjArea->m_node[ NORTH_WEST ] == area->m_node[ SOUTH_WEST ] && |
|
adjArea->m_node[ NORTH_EAST ] == area->m_node[ SOUTH_EAST ] && |
|
area->GetAttributes() == adjArea->GetAttributes() && |
|
area->IsCoplanar( adjArea )) |
|
{ |
|
// merge vertical |
|
area->m_node[ SOUTH_WEST ] = adjArea->m_node[ SOUTH_WEST ]; |
|
area->m_node[ SOUTH_EAST ] = adjArea->m_node[ SOUTH_EAST ]; |
|
|
|
merged = true; |
|
//CONSOLE_ECHO( " Merged (south) areas #%d and #%d\n", area->m_id, adjArea->m_id ); |
|
|
|
area->FinishMerge( adjArea ); |
|
|
|
// restart scan - iterator is invalidated |
|
break; |
|
} |
|
|
|
} |
|
|
|
if (merged) |
|
break; |
|
|
|
|
|
// west edge |
|
FOR_EACH_VEC( area->m_connect[ WEST ], wit ) |
|
{ |
|
CNavArea *adjArea = area->m_connect[ WEST ][ wit ].area; |
|
if ( !area->IsAbleToMergeWith( adjArea ) ) // pre-existing areas in incremental generates won't have nodes |
|
continue; |
|
|
|
if ( area->GetSizeX() + adjArea->GetSizeX() > GenerationStepSize * nav_area_max_size.GetInt() ) |
|
continue; |
|
|
|
if (area->m_node[ NORTH_WEST ] == adjArea->m_node[ NORTH_EAST ] && |
|
area->m_node[ SOUTH_WEST ] == adjArea->m_node[ SOUTH_EAST ] && |
|
area->GetAttributes() == adjArea->GetAttributes() && |
|
area->IsCoplanar( adjArea )) |
|
{ |
|
// merge horizontal |
|
area->m_node[ NORTH_WEST ] = adjArea->m_node[ NORTH_WEST ]; |
|
area->m_node[ SOUTH_WEST ] = adjArea->m_node[ SOUTH_WEST ]; |
|
|
|
merged = true; |
|
//CONSOLE_ECHO( " Merged (west) areas #%d and #%d\n", area->m_id, adjArea->m_id ); |
|
|
|
area->FinishMerge( adjArea ); |
|
|
|
// restart scan - iterator is invalidated |
|
break; |
|
} |
|
|
|
} |
|
|
|
if (merged) |
|
break; |
|
|
|
// east edge |
|
FOR_EACH_VEC( area->m_connect[ EAST ], eit ) |
|
{ |
|
CNavArea *adjArea = area->m_connect[ EAST ][ eit ].area; |
|
if ( !area->IsAbleToMergeWith( adjArea ) ) // pre-existing areas in incremental generates won't have nodes |
|
continue; |
|
|
|
if ( area->GetSizeX() + adjArea->GetSizeX() > GenerationStepSize * nav_area_max_size.GetInt() ) |
|
continue; |
|
|
|
if (adjArea->m_node[ NORTH_WEST ] == area->m_node[ NORTH_EAST ] && |
|
adjArea->m_node[ SOUTH_WEST ] == area->m_node[ SOUTH_EAST ] && |
|
area->GetAttributes() == adjArea->GetAttributes() && |
|
area->IsCoplanar( adjArea )) |
|
{ |
|
// merge horizontal |
|
area->m_node[ NORTH_EAST ] = adjArea->m_node[ NORTH_EAST ]; |
|
area->m_node[ SOUTH_EAST ] = adjArea->m_node[ SOUTH_EAST ]; |
|
|
|
merged = true; |
|
//CONSOLE_ECHO( " Merged (east) areas #%d and #%d\n", area->m_id, adjArea->m_id ); |
|
|
|
area->FinishMerge( adjArea ); |
|
|
|
// restart scan - iterator is invalidated |
|
break; |
|
} |
|
} |
|
|
|
if (merged) |
|
break; |
|
} |
|
} |
|
while( merged ); |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Given arbitrary corners of a compass grid-aligned rectangle, classify them by compass direction. |
|
* Input: vec[4]: arbitrary corners |
|
* Output: vecNW, vecNE, vecSE, vecSW: filled in with which corner is in which compass direction |
|
*/ |
|
void ClassifyCorners( Vector vec[4], Vector &vecNW, Vector &vecNE, Vector &vecSE, Vector &vecSW ) |
|
{ |
|
vecNW = vecNE = vecSE = vecSW = vec[0]; |
|
|
|
for ( int i = 0; i < 4; i++ ) |
|
{ |
|
if ( ( vec[i].x <= vecNW.x ) && ( vec[i].y <= vecNW.y ) ) |
|
{ |
|
vecNW = vec[i]; |
|
} |
|
if ( ( vec[i].x >= vecNE.x ) && ( vec[i].y <= vecNE.y ) ) |
|
{ |
|
vecNE = vec[i]; |
|
} |
|
if ( ( vec[i].x >= vecSE.x ) && ( vec[i].y >= vecSE.y ) ) |
|
{ |
|
vecSE = vec[i]; |
|
} |
|
if ( ( vec[i].x <= vecSW.x ) && ( vec[i].y >= vecSW.y ) ) |
|
{ |
|
vecSW = vec[i]; |
|
} |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Perform miscellaneous fixups to generated mesh |
|
*/ |
|
void CNavMesh::FixUpGeneratedAreas( void ) |
|
{ |
|
FixCornerOnCornerAreas(); |
|
FixConnections(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CNavMesh::FixConnections( void ) |
|
{ |
|
// Test the steep sides of stairs for any outgoing links that cross nodes that were partially obstructed. |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
if ( !area->HasAttributes( NAV_MESH_STAIRS ) ) |
|
continue; |
|
|
|
if ( !area->HasNodes() ) |
|
continue; |
|
|
|
for ( int dir=0; dir<NUM_DIRECTIONS; ++dir ) |
|
{ |
|
NavCornerType cornerType[2]; |
|
GetCornerTypesInDirection( (NavDirType)dir, &cornerType[0], &cornerType[1] ); |
|
|
|
// Flat edges of stairs need to connect. It's the slopes we don't want to climb over things for. |
|
float cornerDeltaZ = fabs( area->GetCorner( cornerType[0] ).z - area->GetCorner( cornerType[1] ).z ); |
|
if ( cornerDeltaZ < StepHeight ) |
|
continue; |
|
|
|
const NavConnectVector *connectedAreas = area->GetAdjacentAreas( (NavDirType)dir ); |
|
CUtlVector< CNavArea * > areasToDisconnect; |
|
for ( int i=0; i<connectedAreas->Count(); ++i ) |
|
{ |
|
CNavArea *adjArea = connectedAreas->Element(i).area; |
|
if ( !adjArea->HasNodes() ) |
|
continue; |
|
|
|
Vector pos, adjPos; |
|
float width; |
|
area->ComputePortal( adjArea, (NavDirType)dir, &pos, &width ); |
|
adjArea->GetClosestPointOnArea( pos, &adjPos ); |
|
|
|
CNavNode *node = area->FindClosestNode( pos, (NavDirType)dir ); |
|
CNavNode *adjNode = adjArea->FindClosestNode( adjPos, OppositeDirection( (NavDirType)dir ) ); |
|
pos = *node->GetPosition(); |
|
adjPos = *adjNode->GetPosition(); |
|
|
|
if ( !node || !adjNode ) |
|
continue; |
|
|
|
NavCornerType adjCornerType[2]; |
|
GetCornerTypesInDirection( OppositeDirection((NavDirType)dir), &adjCornerType[0], &adjCornerType[1] ); |
|
|
|
// From the stair's perspective, we can't go up more than step height to reach the adjacent area. |
|
// Also, if the adjacent area has to jump up higher than StepHeight above the stair area to reach the stairs, |
|
// there's an obstruction close to the adjacent area that could prevent walking from the stairs down. |
|
if ( node->GetGroundHeightAboveNode( cornerType[0] ) > StepHeight ) |
|
{ |
|
areasToDisconnect.AddToTail( adjArea ); |
|
} |
|
else if ( node->GetGroundHeightAboveNode( cornerType[1] ) > StepHeight ) |
|
{ |
|
areasToDisconnect.AddToTail( adjArea ); |
|
} |
|
else if ( adjPos.z + adjNode->GetGroundHeightAboveNode( adjCornerType[0] ) > pos.z + StepHeight ) |
|
{ |
|
areasToDisconnect.AddToTail( adjArea ); |
|
} |
|
else if ( adjPos.z + adjNode->GetGroundHeightAboveNode( adjCornerType[1] ) > pos.z + StepHeight ) |
|
{ |
|
areasToDisconnect.AddToTail( adjArea ); |
|
} |
|
} |
|
|
|
for ( int i=0; i<areasToDisconnect.Count(); ++i ) |
|
{ |
|
area->Disconnect( areasToDisconnect[i] ); |
|
} |
|
} |
|
} |
|
|
|
// Test to prevent A->C if A->B->C. This can happen in doorways and dropdowns from rooftops. |
|
// @TODO: find the root cause of A->C links. |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
CUtlVector< CNavArea * > areasToDisconnect; |
|
for ( int dir=0; dir<NUM_DIRECTIONS; ++dir ) |
|
{ |
|
const NavConnectVector *connectedAreas = area->GetAdjacentAreas( (NavDirType)dir ); |
|
for ( int i=0; i<connectedAreas->Count(); ++i ) |
|
{ |
|
CNavArea *adjArea = connectedAreas->Element(i).area; |
|
const NavConnectVector *adjConnectedAreas = adjArea->GetAdjacentAreas( (NavDirType)dir ); |
|
for ( int j=0; j<adjConnectedAreas->Count(); ++j ) |
|
{ |
|
CNavArea *farArea = adjConnectedAreas->Element(j).area; |
|
|
|
if ( area->IsConnected( farArea, (NavDirType)dir ) ) |
|
{ |
|
areasToDisconnect.AddToTail( farArea ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
for ( int i=0; i<areasToDisconnect.Count(); ++i ) |
|
{ |
|
area->Disconnect( areasToDisconnect[i] ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Fix any spots where we there are nav nodes touching only corner-on-corner but we intend bots to be able to traverse |
|
*/ |
|
void CNavMesh::FixCornerOnCornerAreas( void ) |
|
{ |
|
const float MaxDrop = StepHeight; // don't make corner on corner areas that are too steep |
|
|
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
// determine if we have any corners where the only nav area we touch is diagonally corner-to-corner. |
|
// if there are, generate additional small (0.5 x 0.5 grid size) nav areas in the corners between |
|
// them if map geometry allows and make connections in cardinal compass directions to create a path |
|
// between the two areas. |
|
|
|
// |
|
// XXXXXXXXX XXXXXXXXX |
|
// X X X X |
|
// X other X ****X other X |
|
// X X *newX X |
|
// XXXXXXXXXXXXXXXXX => XXXXXXXXXXXXXXXXX |
|
// X X X Xnew* |
|
// X area X X area X**** |
|
// X X X X |
|
// XXXXXXXXX XXXXXXXXX |
|
// |
|
|
|
// check each corner |
|
for ( int iCorner = NORTH_WEST; iCorner < NUM_CORNERS; iCorner++ ) |
|
{ |
|
// get cardinal direction to right and left of this corner |
|
NavDirType dirToRight = (NavDirType) iCorner; |
|
NavDirType dirToLeft = (NavDirType) ( ( iCorner+3 ) % NUM_DIRECTIONS ); |
|
|
|
// if we have any connections on cardinal compass directions on edge on either side of corner we're OK, skip this nav area |
|
if ( area->GetAdjacentCount( dirToLeft ) > 0 || area->GetAdjacentCount( dirToRight ) > 0 || |
|
area->GetIncomingConnections( dirToLeft )->Count() > 0 || area->GetIncomingConnections( dirToRight )->Count() > 0 ) |
|
continue; |
|
|
|
Vector cornerPos = area->GetCorner( (NavCornerType) iCorner ); |
|
NavDirType dirToRightTwice = DirectionRight( dirToRight ); |
|
NavDirType dirToLeftTwice = DirectionLeft( dirToLeft ); |
|
NavDirType dirsAlongOtherEdge[2] = { dirToLeft, dirToRight }; |
|
NavDirType dirsAlongOurEdge[2] = { dirToLeftTwice, dirToRightTwice }; |
|
|
|
// consider 2 potential new nav areas, to left and right of the corner we're considering |
|
for ( int iDir = 0; iDir < ARRAYSIZE( dirsAlongOtherEdge ); iDir++ ) |
|
{ |
|
NavDirType dirAlongOtherEdge = dirsAlongOtherEdge[iDir]; |
|
NavDirType dirAlongOurEdge = dirsAlongOurEdge[iDir]; |
|
|
|
// look at the point 0.5 grid units along edge of other nav area |
|
Vector vecDeltaOtherEdge; |
|
DirectionToVector2D( dirAlongOtherEdge, (Vector2D *) &vecDeltaOtherEdge ); |
|
vecDeltaOtherEdge.z = 0; |
|
vecDeltaOtherEdge *= GenerationStepSize * 0.5; |
|
Vector vecOtherEdgePos = cornerPos + vecDeltaOtherEdge; |
|
|
|
// see if there is a nav area at that location |
|
CNavArea *areaOther = GetNavArea( vecOtherEdgePos ); |
|
Assert( areaOther != area ); |
|
if ( !areaOther ) |
|
continue; // no other area in that location, we're not touching on corner |
|
|
|
// see if we can move from our corner in that direction |
|
trace_t result; |
|
if ( !TraceAdjacentNode( 0, cornerPos, vecOtherEdgePos, &result, MaxDrop ) ) |
|
continue; // something is blocking movement, don't create additional nodes to aid movement |
|
|
|
// get the corner of the other nav area that might touch our corner |
|
int iCornerOther = ( ( iCorner + 2 ) % NUM_CORNERS ); |
|
Vector cornerPosOther = areaOther->GetCorner( (NavCornerType) iCornerOther ); |
|
|
|
if ( cornerPos != cornerPosOther ) |
|
continue; // that nav area does not touch us on corner |
|
|
|
// we are touching corner-to-corner with the other nav area and don't have connections in cardinal directions around |
|
// the corner that touches, this is a candidate to generate new small helper nav areas. |
|
|
|
// calculate the corners of the 0.5 x 0.5 nav area we would consider building between us and the other nav area whose corner we touch |
|
Vector vecDeltaOurEdge; |
|
DirectionToVector2D( dirAlongOurEdge, (Vector2D *) &vecDeltaOurEdge ); |
|
vecDeltaOurEdge.z = 0; |
|
vecDeltaOurEdge *= GenerationStepSize * 0.5; |
|
Vector vecOurEdgePos = cornerPos + vecDeltaOurEdge; |
|
Vector vecCorner[4]; |
|
vecCorner[0] = cornerPos + vecDeltaOtherEdge + vecDeltaOurEdge; // far corner of new nav area |
|
vecCorner[1] = cornerPos + vecDeltaOtherEdge; // intersection of far edge of new nav area with other nav area we touch |
|
vecCorner[2] = cornerPos; // common corner of this nav area, nav area we touch, and new nav area |
|
vecCorner[3] = cornerPos + vecDeltaOurEdge; // intersection of far edge of new nav area with this nav area |
|
|
|
CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); |
|
if ( !TraceAdjacentNode( 0, vecCorner[1], vecCorner[0], &result, MaxDrop ) || // can we move from edge of other area to far corner of new node |
|
!TraceAdjacentNode( 0, vecCorner[3], vecCorner[0], &result, MaxDrop ) ) // can we move from edge of this area to far corner of new node |
|
continue; // new node would not fit |
|
|
|
// as sanity check, make sure there's not already a nav area there, shouldn't be |
|
CNavArea *areaTest = GetNavArea( vecCorner[0] ); |
|
Assert ( !areaTest ); |
|
if ( areaTest ) |
|
continue; |
|
|
|
vecCorner[0] = result.endpos; |
|
|
|
// create a new nav area |
|
CNavArea *areaNew = CreateArea(); |
|
|
|
// arrange the corners of the new nav area by compass direction |
|
Vector vecNW, vecNE, vecSE, vecSW; |
|
ClassifyCorners( vecCorner, vecNW, vecNE, vecSE, vecSW ); |
|
areaNew->Build( vecNW, vecNE, vecSE, vecSW ); |
|
|
|
// add it to the nav area list |
|
TheNavAreas.AddToTail( areaNew ); |
|
AddNavArea( areaNew ); |
|
|
|
areaNew->SetAttributes( area->GetAttributes() ); |
|
|
|
// reciprocally connect between this area and new area |
|
area->ConnectTo( areaNew, dirAlongOtherEdge ); |
|
areaNew->ConnectTo( area, OppositeDirection( dirAlongOtherEdge ) ); |
|
|
|
// reciprocally connect between other area and new area |
|
areaOther->ConnectTo( areaNew, dirAlongOurEdge ); |
|
areaNew->ConnectTo( areaOther, OppositeDirection( dirAlongOurEdge ) ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Fix any areas where one nav area overhangs another and the two nav areas are connected. Subdivide the lower |
|
* nav area such that the upper nav area doesn't overhang any area it's connected to. |
|
*/ |
|
void CNavMesh::SplitAreasUnderOverhangs( void ) |
|
{ |
|
// restart the whole process whenever this gets set to true |
|
bool bRestartProcessing = false; |
|
|
|
do |
|
{ |
|
bRestartProcessing = false; |
|
|
|
// iterate all nav areas |
|
for ( int it = 0; it < TheNavAreas.Count() && !bRestartProcessing; it++ ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
Extent areaExtent; |
|
area->GetExtent( &areaExtent ); |
|
|
|
// iterate all directions |
|
for ( int dir = NORTH; dir < NUM_DIRECTIONS && !bRestartProcessing; dir++ ) |
|
{ |
|
// iterate all connections in that direction |
|
const NavConnectVector *pConnections = area->GetAdjacentAreas( (NavDirType) dir ); |
|
for ( int iConnection = 0; iConnection < pConnections->Count() && !bRestartProcessing; iConnection++ ) |
|
{ |
|
CNavArea *otherArea = (*pConnections)[iConnection].area; |
|
Extent otherAreaExtent; |
|
otherArea->GetExtent( &otherAreaExtent ); |
|
|
|
// see if the area we are connected to overlaps our X/Y extents |
|
if ( area->IsOverlapping( otherArea ) ) |
|
{ |
|
// if the upper area isn't at least crouch height above the lower area, this is some weird minor |
|
// overlap, disregard it |
|
const float flMinSeparation = HumanCrouchHeight; |
|
if ( !( areaExtent.lo.z > otherAreaExtent.hi.z + flMinSeparation ) && |
|
!( otherAreaExtent.lo.z > areaExtent.hi.z + flMinSeparation ) ) |
|
continue; |
|
|
|
// figure out which area is above and which is below |
|
CNavArea *areaBelow = area, *areaAbove = otherArea; |
|
NavDirType dirFromAboveToBelow = OppositeDirection( (NavDirType) dir ); |
|
if ( otherAreaExtent.lo.z < areaExtent.lo.z ) |
|
{ |
|
areaBelow = otherArea; |
|
areaAbove = area; |
|
dirFromAboveToBelow = OppositeDirection( dirFromAboveToBelow ); |
|
} |
|
NavDirType dirFromBelowToAbove = OppositeDirection( dirFromAboveToBelow ); |
|
|
|
// Msg( "area %d overhangs area %d and is connected\n", areaAbove->GetID(), areaBelow->GetID() ); |
|
|
|
Extent extentBelow, extentAbove; |
|
areaBelow->GetExtent( &extentBelow ); |
|
areaAbove->GetExtent( &extentAbove ); |
|
|
|
float splitCoord; // absolute world coordinate along which we will split lower nav area (X or Y, depending on axis we split on) |
|
float splitLen; // length of the segment of lower nav area that is in shadow of the upper nav area |
|
float splitEdgeSize; // current length of the edge of nav area that is getting split |
|
bool bSplitAlongX = false; |
|
|
|
// determine along what edge we are splitting and make some key measurements |
|
if ( ( dirFromAboveToBelow == EAST ) || ( dirFromAboveToBelow == WEST ) ) |
|
{ |
|
splitEdgeSize = extentBelow.hi.x - extentBelow.lo.x; |
|
if ( extentAbove.hi.x < extentBelow.hi.x ) |
|
{ |
|
splitCoord = extentAbove.hi.x; |
|
splitLen = splitCoord - extentBelow.lo.x; |
|
} |
|
else |
|
{ |
|
splitCoord = extentAbove.lo.x; |
|
splitLen = extentBelow.hi.x - splitCoord; |
|
} |
|
} |
|
else |
|
{ |
|
splitEdgeSize = extentBelow.hi.y - extentBelow.lo.y; |
|
bSplitAlongX = true; |
|
if ( extentAbove.hi.y < extentBelow.hi.y ) |
|
{ |
|
splitCoord = extentAbove.hi.y; |
|
splitLen = splitCoord - extentBelow.lo.y; |
|
} |
|
else |
|
{ |
|
splitCoord = extentAbove.lo.y; |
|
splitLen = extentBelow.hi.y - splitCoord; |
|
} |
|
} |
|
Assert( splitLen >= 0 ); |
|
Assert( splitEdgeSize > 0 ); |
|
|
|
// if we split the lower nav area right where it's in shadow of the upper nav area, will it create a really tiny strip? |
|
if ( splitLen < GenerationStepSize ) |
|
{ |
|
// if the "in shadow" part of the lower nav area is really small or the lower nav area is really small to begin with, |
|
// don't split it, we're better off as is |
|
if ( ( splitLen < GenerationStepSize*0.3 ) || ( splitEdgeSize <= GenerationStepSize * 2 ) ) |
|
continue; |
|
|
|
// Move our split point so we don't create a really tiny strip on the lower nav area. Move the split point away from |
|
// the upper nav area so the "in shadow" area expands to be GenerationStepSize. The checks above ensure we have room to do this. |
|
float splitDelta = GenerationStepSize - splitLen; |
|
splitCoord += splitDelta * ( ( ( dirFromAboveToBelow == NORTH ) || ( dirFromAboveToBelow == WEST ) ) ? -1 : 1 ); |
|
} |
|
|
|
// remove any connections between the two areas (so they don't get inherited by the new areas when we split the lower area), |
|
// but remember what the connections were. |
|
bool bConnectionFromBelow = false, bConnectionFromAbove = false; |
|
if ( areaBelow->IsConnected( areaAbove, dirFromBelowToAbove ) ) |
|
{ |
|
bConnectionFromBelow = true; |
|
areaBelow->Disconnect( areaAbove ); |
|
} |
|
if ( areaAbove->IsConnected( areaBelow, dirFromAboveToBelow ) ) |
|
{ |
|
bConnectionFromAbove = true; |
|
areaAbove->Disconnect( areaBelow ); |
|
} |
|
|
|
CNavArea *pNewAlpha = NULL,*pNewBeta = NULL; |
|
// int idBelow = areaBelow->GetID(); |
|
// AddToSelectedSet( areaBelow ); |
|
// split the lower nav area |
|
if ( areaBelow->SplitEdit( bSplitAlongX, splitCoord, &pNewAlpha, &pNewBeta ) ) |
|
{ |
|
// Msg( "Split area %d into %d and %d\n", idBelow, pNewAlpha->GetID(), pNewBeta->GetID() ); |
|
|
|
// determine which of the two new lower areas is the one *not* in shadow of the upper nav area. This is the one we want to |
|
// reconnect to |
|
CNavArea *pNewNonoverlappedArea = ( ( dirFromAboveToBelow == NORTH ) || ( dirFromAboveToBelow == WEST ) ) ? pNewAlpha : pNewBeta; |
|
|
|
// restore the previous connections from the upper nav area to the new lower nav area that is not in shadow of the upper |
|
if ( bConnectionFromAbove ) |
|
{ |
|
areaAbove->ConnectTo( pNewNonoverlappedArea, dirFromAboveToBelow ); |
|
} |
|
if ( bConnectionFromBelow ) |
|
{ |
|
areaBelow->ConnectTo( pNewNonoverlappedArea, OppositeDirection( dirFromAboveToBelow ) ); |
|
} |
|
|
|
// Now we need to just start the whole process over. We've just perturbed the list we're iterating on (removed a nav area, added two |
|
// new ones, when we did the split), and it's possible we may have to subdivide a lower nav area twice if the upper nav area |
|
// overhangs a corner of the lower area. We just start all over again each time we do a split until no more overhangs occur. |
|
bRestartProcessing = true; |
|
} |
|
else |
|
{ |
|
// Msg( "Failed to split area %d\n", idBelow ); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
while ( bRestartProcessing ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
bool TestForValidCrouchArea( CNavNode *node ) |
|
{ |
|
// must make sure we don't have a bogus crouch area. check up to JumpCrouchHeight above |
|
// the node for a HumanCrouchHeight space. |
|
|
|
CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT, WALK_THRU_EVERYTHING ); |
|
trace_t tr; |
|
Vector start( *node->GetPosition() ); |
|
Vector end( *node->GetPosition() ); |
|
end.z += JumpCrouchHeight; |
|
|
|
Vector mins( 0, 0, 0 ); |
|
Vector maxs( GenerationStepSize, GenerationStepSize, HumanCrouchHeight ); |
|
|
|
UTIL_TraceHull( |
|
start, |
|
end, |
|
mins, |
|
maxs, |
|
TheNavMesh->GetGenerationTraceMask(), |
|
&filter, |
|
&tr ); |
|
|
|
return ( !tr.allsolid ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Make sure that if other* are similar, test is also close. Used in TestForValidJumpArea. |
|
*/ |
|
bool IsHeightDifferenceValid( float test, float other1, float other2, float other3 ) |
|
{ |
|
// Make sure the other nodes are level. |
|
const float CloseDelta = StepHeight / 2; |
|
if ( fabs( other1 - other2 ) > CloseDelta ) |
|
return true; |
|
|
|
if ( fabs( other1 - other3 ) > CloseDelta ) |
|
return true; |
|
|
|
if ( fabs( other2 - other3 ) > CloseDelta ) |
|
return true; |
|
|
|
// Now make sure the test node is near the others. If it is more than StepHeight away, |
|
// it'll form a distorted jump area. |
|
const float MaxDelta = StepHeight; |
|
if ( fabs( test - other1 ) > MaxDelta ) |
|
return false; |
|
|
|
if ( fabs( test - other2 ) > MaxDelta ) |
|
return false; |
|
|
|
if ( fabs( test - other3 ) > MaxDelta ) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Check that a 1x1 area with 'node' at the northwest corner has a valid shape - if 3 corners |
|
* are flat, and the 4th is significantly higher or lower, it would form a jump area that bots |
|
* can't navigate over well. |
|
*/ |
|
bool TestForValidJumpArea( CNavNode *node ) |
|
{ |
|
return true; |
|
|
|
CNavNode *east = node->GetConnectedNode( EAST ); |
|
CNavNode *south = node->GetConnectedNode( SOUTH ); |
|
if ( !east || !south ) |
|
return false; |
|
|
|
CNavNode *southEast = east->GetConnectedNode( SOUTH ); |
|
if ( !southEast ) |
|
return false; |
|
|
|
if ( !IsHeightDifferenceValid( |
|
node->GetPosition()->z, |
|
south->GetPosition()->z, |
|
southEast->GetPosition()->z, |
|
east->GetPosition()->z ) ) |
|
return false; |
|
|
|
if ( !IsHeightDifferenceValid( |
|
south->GetPosition()->z, |
|
node->GetPosition()->z, |
|
southEast->GetPosition()->z, |
|
east->GetPosition()->z ) ) |
|
return false; |
|
|
|
if ( !IsHeightDifferenceValid( |
|
southEast->GetPosition()->z, |
|
south->GetPosition()->z, |
|
node->GetPosition()->z, |
|
east->GetPosition()->z ) ) |
|
return false; |
|
|
|
if ( !IsHeightDifferenceValid( |
|
east->GetPosition()->z, |
|
south->GetPosition()->z, |
|
southEast->GetPosition()->z, |
|
node->GetPosition()->z ) ) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
class TestOverlapping |
|
{ |
|
Vector m_nw; |
|
Vector m_ne; |
|
Vector m_sw; |
|
Vector m_se; |
|
public: |
|
TestOverlapping( const Vector &nw, const Vector &ne, const Vector &sw, const Vector &se ) : |
|
m_nw( nw ), m_ne( ne ), m_sw( sw ), m_se( se ) |
|
{ |
|
} |
|
|
|
// This approximates CNavArea::GetZ, so we can pretend our four corners delineate a nav area |
|
float GetZ( const Vector &pos ) const |
|
{ |
|
float dx = m_se.x - m_nw.x; |
|
float dy = m_se.y - m_nw.y; |
|
|
|
// guard against division by zero due to degenerate areas |
|
if (dx == 0.0f || dy == 0.0f) |
|
return m_ne.z; |
|
|
|
float u = (pos.x - m_nw.x) / dx; |
|
float v = (pos.y - m_nw.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_nw.z + u * (m_ne.z - m_nw.z); |
|
float southZ = m_sw.z + u * (m_se.z - m_sw.z); |
|
|
|
return northZ + v * (southZ - northZ); |
|
} |
|
|
|
bool OverlapsExistingArea( void ) |
|
{ |
|
CNavArea *overlappingArea = NULL; |
|
CNavLadder *overlappingLadder = NULL; |
|
|
|
Vector nw = m_nw; |
|
Vector se = m_se; |
|
Vector start = nw; |
|
start.x += GenerationStepSize/2; |
|
start.y += GenerationStepSize/2; |
|
|
|
while ( start.x < se.x ) |
|
{ |
|
start.y = nw.y + GenerationStepSize/2; |
|
while ( start.y < se.y ) |
|
{ |
|
start.z = GetZ( start ); |
|
Vector end = start; |
|
start.z -= StepHeight; |
|
end.z += HalfHumanHeight; |
|
|
|
if ( TheNavMesh->FindNavAreaOrLadderAlongRay( start, end, &overlappingArea, &overlappingLadder, NULL ) ) |
|
{ |
|
if ( overlappingArea ) |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
start.y += GenerationStepSize; |
|
} |
|
start.x += GenerationStepSize; |
|
} |
|
return false; |
|
} |
|
}; |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Check if an rectangular area of the given size can be |
|
* made starting from the given node as the NW corner. |
|
* Only consider fully connected nodes for this check. |
|
* All of the nodes within the test area must have the same attributes. |
|
* All of the nodes must be approximately co-planar w.r.t the NW node's normal, with the |
|
* exception of 1x1 areas which can be any angle. |
|
*/ |
|
bool CNavMesh::TestArea( CNavNode *node, int width, int height ) |
|
{ |
|
Vector normal = *node->GetNormal(); |
|
float d = -DotProduct( normal, *node->GetPosition() ); |
|
|
|
bool nodeCrouch = node->m_crouch[ SOUTH_EAST ]; |
|
|
|
// The area's interior will be the south-east side of this north-west node. |
|
// If that interior space is blocked, there's no space to build an area. |
|
if ( node->m_isBlocked[ SOUTH_EAST ] ) |
|
{ |
|
return false; |
|
} |
|
|
|
int nodeAttributes = node->GetAttributes() & ~NAV_MESH_CROUCH; |
|
|
|
const float offPlaneTolerance = 5.0f; |
|
|
|
CNavNode *vertNode, *horizNode; |
|
|
|
vertNode = node; |
|
int x,y; |
|
for( y=0; y<height; y++ ) |
|
{ |
|
horizNode = vertNode; |
|
|
|
for( x=0; x<width; x++ ) |
|
{ |
|
// |
|
// Compute the crouch attributes for the test node, taking into account only the side(s) of the node |
|
// that are in the area |
|
|
|
// NOTE: The nodes on the south and east borders of an area aren't contained in the area. This means that |
|
// crouch attributes and blocked state need to be checked to the south and east of the southEdge and eastEdge nodes. |
|
|
|
bool horizNodeCrouch = false; |
|
bool westEdge = (x == 0); |
|
bool eastEdge = (x == width - 1); |
|
bool northEdge = (y == 0); |
|
bool southEdge = (y == height - 1); |
|
|
|
// Check corners first |
|
if ( northEdge && westEdge ) |
|
{ |
|
// The area's interior will be the south-east side of this north-west node. |
|
// If that interior space is blocked, there's no space to build an area. |
|
horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ]; |
|
if ( horizNode->m_isBlocked[ SOUTH_EAST ] ) |
|
{ |
|
return false; |
|
} |
|
} |
|
else if ( northEdge && eastEdge ) |
|
{ |
|
// interior space of the area extends one more cell to the east past the easternmost nodes. |
|
// This means we need to check to the southeast as well as the southwest. |
|
horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ] || horizNode->m_crouch[ SOUTH_WEST ]; |
|
if ( horizNode->m_isBlocked[ SOUTH_EAST ] || horizNode->m_isBlocked[ SOUTH_WEST ] ) |
|
{ |
|
return false; |
|
} |
|
} |
|
else if ( southEdge && westEdge ) |
|
{ |
|
// The interior space of the area extends one more cell to the south past the southernmost nodes. |
|
// This means we need to check to the southeast as well as the southwest. |
|
horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ] || horizNode->m_crouch[ NORTH_EAST ]; |
|
if ( horizNode->m_isBlocked[ SOUTH_EAST ] || horizNode->m_isBlocked[ NORTH_EAST ] ) |
|
{ |
|
return false; |
|
} |
|
} |
|
else if ( southEdge && eastEdge ) |
|
{ |
|
// This node is completely in the interior of the area, so we need to check in all directions. |
|
horizNodeCrouch = (horizNode->GetAttributes() & NAV_MESH_CROUCH) != 0; |
|
if ( horizNode->IsBlockedInAnyDirection() ) |
|
{ |
|
return false; |
|
} |
|
} |
|
// check sides next |
|
else if ( northEdge ) |
|
{ |
|
horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ] || horizNode->m_crouch[ SOUTH_WEST ]; |
|
if ( horizNode->m_isBlocked[ SOUTH_EAST ] || horizNode->m_isBlocked[ SOUTH_WEST ] ) |
|
{ |
|
return false; |
|
} |
|
} |
|
else if ( southEdge ) |
|
{ |
|
// This node is completely in the interior of the area, so we need to check in all directions. |
|
horizNodeCrouch = (horizNode->GetAttributes() & NAV_MESH_CROUCH) != 0; |
|
if ( horizNode->IsBlockedInAnyDirection() ) |
|
{ |
|
return false; |
|
} |
|
} |
|
else if ( eastEdge ) |
|
{ |
|
// This node is completely in the interior of the area, so we need to check in all directions. |
|
horizNodeCrouch = (horizNode->GetAttributes() & NAV_MESH_CROUCH) != 0; |
|
if ( horizNode->IsBlockedInAnyDirection() ) |
|
{ |
|
return false; |
|
} |
|
} |
|
else if ( westEdge ) |
|
{ |
|
horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ] || horizNode->m_crouch[ NORTH_EAST ]; |
|
if ( horizNode->m_isBlocked[ SOUTH_EAST ] || horizNode->m_isBlocked[ NORTH_EAST ] ) |
|
{ |
|
return false; |
|
} |
|
} |
|
// finally, we have a center node |
|
else |
|
{ |
|
// This node is completely in the interior of the area, so we need to check in all directions. |
|
horizNodeCrouch = (horizNode->GetAttributes() & NAV_MESH_CROUCH) != 0; |
|
if ( horizNode->IsBlockedInAnyDirection() ) |
|
{ |
|
return false; |
|
} |
|
} |
|
|
|
// all nodes must be crouch/non-crouch |
|
if ( nodeCrouch != horizNodeCrouch ) |
|
return false; |
|
|
|
// all nodes must have the same non-crouch attributes |
|
int horizNodeAttributes = horizNode->GetAttributes() & ~NAV_MESH_CROUCH; |
|
if (horizNodeAttributes != nodeAttributes) |
|
return false; |
|
|
|
if (horizNode->IsCovered()) |
|
return false; |
|
|
|
if (!horizNode->IsClosedCell()) |
|
return false; |
|
|
|
if ( !CheckObstacles( horizNode, width, height, x, y ) ) |
|
return false; |
|
|
|
horizNode = horizNode->GetConnectedNode( EAST ); |
|
if (horizNode == NULL) |
|
return false; |
|
|
|
// nodes must lie on/near the plane |
|
if (width > 1 || height > 1) |
|
{ |
|
float dist = (float)fabs( DotProduct( *horizNode->GetPosition(), normal ) + d ); |
|
if (dist > offPlaneTolerance) |
|
return false; |
|
} |
|
} |
|
|
|
// Check the final (x=width) node, the above only checks thru x=width-1 |
|
if ( !CheckObstacles( horizNode, width, height, x, y ) ) |
|
return false; |
|
|
|
vertNode = vertNode->GetConnectedNode( SOUTH ); |
|
if (vertNode == NULL) |
|
return false; |
|
|
|
// nodes must lie on/near the plane |
|
if (width > 1 || height > 1) |
|
{ |
|
float dist = (float)fabs( DotProduct( *vertNode->GetPosition(), normal ) + d ); |
|
if (dist > offPlaneTolerance) |
|
return false; |
|
} |
|
} |
|
|
|
// check planarity of southern edge |
|
if (width > 1 || height > 1) |
|
{ |
|
horizNode = vertNode; |
|
|
|
for( x=0; x<width; x++ ) |
|
{ |
|
if ( !CheckObstacles( horizNode, width, height, x, y ) ) |
|
return false; |
|
|
|
horizNode = horizNode->GetConnectedNode( EAST ); |
|
if (horizNode == NULL) |
|
return false; |
|
|
|
// nodes must lie on/near the plane |
|
float dist = (float)fabs( DotProduct( *horizNode->GetPosition(), normal ) + d ); |
|
if (dist > offPlaneTolerance) |
|
return false; |
|
} |
|
|
|
// Check the final (x=width) node, the above only checks thru x=width-1 |
|
if ( !CheckObstacles( horizNode, width, height, x, y ) ) |
|
return false; |
|
} |
|
|
|
vertNode = node; |
|
for( y=0; y<height; ++y ) |
|
{ |
|
horizNode = vertNode; |
|
|
|
for( int x=0; x<width; ++x ) |
|
{ |
|
// look for odd jump areas (3 points on the ground, 1 point floating much higher or lower) |
|
if ( !TestForValidJumpArea( horizNode ) ) |
|
{ |
|
return false; |
|
} |
|
|
|
// Now that we've done the quick checks, test for a valid crouch area. |
|
// This finds pillars etc in the middle of 4 nodes, that weren't found initially. |
|
if ( nodeCrouch && !TestForValidCrouchArea( horizNode ) ) |
|
{ |
|
return false; |
|
} |
|
|
|
horizNode = horizNode->GetConnectedNode( EAST ); |
|
} |
|
|
|
vertNode = vertNode->GetConnectedNode( SOUTH ); |
|
} |
|
|
|
if ( m_generationMode == GENERATE_INCREMENTAL ) |
|
{ |
|
// Incremental generation needs to check that it's not overlapping existing areas... |
|
const Vector *nw = node->GetPosition(); |
|
|
|
vertNode = node; |
|
for( int y=0; y<height; ++y ) |
|
{ |
|
vertNode = vertNode->GetConnectedNode( SOUTH ); |
|
} |
|
const Vector *sw = vertNode->GetPosition(); |
|
|
|
horizNode = node; |
|
for( int x=0; x<width; ++x ) |
|
{ |
|
horizNode = horizNode->GetConnectedNode( EAST ); |
|
} |
|
const Vector *ne = horizNode->GetPosition(); |
|
|
|
vertNode = horizNode; |
|
for( int y=0; y<height; ++y ) |
|
{ |
|
vertNode = vertNode->GetConnectedNode( SOUTH ); |
|
} |
|
const Vector *se = vertNode->GetPosition(); |
|
|
|
TestOverlapping test( *nw, *ne, *sw, *se ); |
|
if ( test.OverlapsExistingArea() ) |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Checks if a node has an untraversable obstacle in any direction to a neighbor. |
|
* width and height are size of nav area this node would be a part of, x and y are node's position |
|
* within that grid |
|
*/ |
|
bool CNavMesh::CheckObstacles( CNavNode *node, int width, int height, int x, int y ) |
|
{ |
|
// any area bigger than 1x1 can't have obstacles in any connection between nodes |
|
if ( width > 1 || height > 1 ) |
|
{ |
|
if ( ( x > 0 ) && ( node->m_obstacleHeight[WEST] > MaxTraversableHeight ) ) |
|
return false; |
|
|
|
if ( ( y > 0 ) && ( node->m_obstacleHeight[NORTH] > MaxTraversableHeight ) ) |
|
return false; |
|
|
|
if ( ( x < width-1 ) && ( node->m_obstacleHeight[EAST] > MaxTraversableHeight ) ) |
|
return false; |
|
|
|
if ( ( y < height-1 ) && ( node->m_obstacleHeight[SOUTH] > MaxTraversableHeight ) ) |
|
return false; |
|
} |
|
|
|
// 1x1 area can have obstacles, that area will get fixed up later |
|
return true; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Create a nav area, and mark all nodes it overlaps as "covered" |
|
* NOTE: Nodes on the east and south edges are not included. |
|
* Returns number of nodes covered by this area, or -1 for error; |
|
*/ |
|
int CNavMesh::BuildArea( CNavNode *node, int width, int height ) |
|
{ |
|
CNavNode *nwNode = node; |
|
CNavNode *neNode = NULL; |
|
CNavNode *swNode = NULL; |
|
CNavNode *seNode = NULL; |
|
|
|
CNavNode *vertNode = node; |
|
CNavNode *horizNode; |
|
|
|
int coveredNodes = 0; |
|
|
|
for( int y=0; y<height; y++ ) |
|
{ |
|
horizNode = vertNode; |
|
|
|
for( int x=0; x<width; x++ ) |
|
{ |
|
horizNode->Cover(); |
|
++coveredNodes; |
|
|
|
horizNode = horizNode->GetConnectedNode( EAST ); |
|
} |
|
|
|
if (y == 0) |
|
neNode = horizNode; |
|
|
|
vertNode = vertNode->GetConnectedNode( SOUTH ); |
|
} |
|
|
|
swNode = vertNode; |
|
|
|
horizNode = vertNode; |
|
for( int x=0; x<width; x++ ) |
|
{ |
|
horizNode = horizNode->GetConnectedNode( EAST ); |
|
} |
|
seNode = horizNode; |
|
|
|
if (!nwNode || !neNode || !seNode || !swNode) |
|
{ |
|
Error( "BuildArea - NULL node.\n" ); |
|
return -1; |
|
} |
|
|
|
CNavArea *area = CreateArea(); |
|
if (area == NULL) |
|
{ |
|
Error( "BuildArea: Out of memory.\n" ); |
|
return -1; |
|
} |
|
|
|
area->Build( nwNode, neNode, seNode, swNode ); |
|
|
|
TheNavAreas.AddToTail( area ); |
|
// since all internal nodes have the same attributes, set this area's attributes |
|
|
|
area->SetAttributes( node->GetAttributes() ); |
|
|
|
// If any of the corners have an obstacle in the direction of another corner, then there's an internal obstruction of this nav node. |
|
// Mark it as not mergable so it doesn't become a part of anything else and we will fix it up later. |
|
if ( nwNode->m_obstacleHeight[SOUTH] > MaxTraversableHeight || nwNode->m_obstacleHeight[EAST] > MaxTraversableHeight || |
|
neNode->m_obstacleHeight[WEST] > MaxTraversableHeight || neNode->m_obstacleHeight[SOUTH] > MaxTraversableHeight || |
|
seNode->m_obstacleHeight[NORTH] > MaxTraversableHeight || seNode->m_obstacleHeight[WEST] > MaxTraversableHeight || |
|
swNode->m_obstacleHeight[EAST] > MaxTraversableHeight || swNode->m_obstacleHeight[NORTH] > MaxTraversableHeight ) |
|
{ |
|
Assert( width == 1 ); // We should only ever try to build a 1x1 area out of any two nodes that have an obstruction between them |
|
Assert( height == 1 ); |
|
|
|
area->SetAttributes( area->GetAttributes() | NAV_MESH_NO_MERGE ); |
|
} |
|
|
|
// Check that the node was crouch in the right direction |
|
bool nodeCrouch = node->m_crouch[ SOUTH_EAST ]; |
|
if ( (area->GetAttributes() & NAV_MESH_CROUCH) && !nodeCrouch ) |
|
{ |
|
area->SetAttributes( area->GetAttributes() & ~NAV_MESH_CROUCH ); |
|
} |
|
|
|
return coveredNodes; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* This function uses the CNavNodes that have been sampled from the map to |
|
* generate CNavAreas - rectangular areas of "walkable" space. These areas |
|
* are connected to each other, proving information on know how to move from |
|
* area to area. |
|
* |
|
* This is a "greedy" algorithm that attempts to cover the walkable area |
|
* with the fewest, largest, rectangles. |
|
*/ |
|
void CNavMesh::CreateNavAreasFromNodes( void ) |
|
{ |
|
// haven't yet seen a map use larger than 30... |
|
int tryWidth = nav_area_max_size.GetInt(); |
|
int tryHeight = tryWidth; |
|
int uncoveredNodes = CNavNode::GetListLength(); |
|
|
|
while( uncoveredNodes > 0 ) |
|
{ |
|
for( CNavNode *node = CNavNode::GetFirst(); node; node = node->GetNext() ) |
|
{ |
|
if (node->IsCovered()) |
|
continue; |
|
|
|
if (TestArea( node, tryWidth, tryHeight )) |
|
{ |
|
int covered = BuildArea( node, tryWidth, tryHeight ); |
|
if (covered < 0) |
|
{ |
|
Error( "Generate: Error - Data corrupt.\n" ); |
|
return; |
|
} |
|
|
|
uncoveredNodes -= covered; |
|
} |
|
} |
|
|
|
if (tryWidth >= tryHeight) |
|
--tryWidth; |
|
else |
|
--tryHeight; |
|
|
|
if (tryWidth <= 0 || tryHeight <= 0) |
|
break; |
|
} |
|
|
|
if ( !TheNavAreas.Count() ) |
|
{ |
|
// If we somehow have no areas, don't try to create an impossibly-large grid |
|
AllocateGrid( 0, 0, 0, 0 ); |
|
return; |
|
} |
|
|
|
Extent extent; |
|
extent.lo.x = 9999999999.9f; |
|
extent.lo.y = 9999999999.9f; |
|
extent.hi.x = -9999999999.9f; |
|
extent.hi.y = -9999999999.9f; |
|
|
|
// compute total extent |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
Extent areaExtent; |
|
area->GetExtent( &areaExtent ); |
|
|
|
if (areaExtent.lo.x < extent.lo.x) |
|
extent.lo.x = areaExtent.lo.x; |
|
if (areaExtent.lo.y < extent.lo.y) |
|
extent.lo.y = areaExtent.lo.y; |
|
if (areaExtent.hi.x > extent.hi.x) |
|
extent.hi.x = areaExtent.hi.x; |
|
if (areaExtent.hi.y > extent.hi.y) |
|
extent.hi.y = areaExtent.hi.y; |
|
} |
|
|
|
// add the areas to the grid |
|
AllocateGrid( extent.lo.x, extent.hi.x, extent.lo.y, extent.hi.y ); |
|
|
|
FOR_EACH_VEC( TheNavAreas, git ) |
|
{ |
|
AddNavArea( TheNavAreas[ git ] ); |
|
} |
|
|
|
|
|
ConnectGeneratedAreas(); |
|
MarkPlayerClipAreas(); |
|
MarkJumpAreas(); // mark jump areas before we merge generated areas, so we don't merge jump and non-jump areas |
|
MergeGeneratedAreas(); |
|
SplitAreasUnderOverhangs(); |
|
SquareUpAreas(); |
|
MarkStairAreas(); |
|
StichAndRemoveJumpAreas(); |
|
HandleObstacleTopAreas(); |
|
FixUpGeneratedAreas(); |
|
|
|
/// @TODO: incremental generation doesn't create ladders yet |
|
if ( m_generationMode != GENERATE_INCREMENTAL ) |
|
{ |
|
for ( int i=0; i<m_ladders.Count(); ++i ) |
|
{ |
|
CNavLadder *ladder = m_ladders[i]; |
|
ladder->ConnectGeneratedLadder( 0.0f ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
// adds walkable positions for any/all positions a mod specifies |
|
void CNavMesh::AddWalkableSeeds( void ) |
|
{ |
|
CBaseEntity *spawn = gEntList.FindEntityByClassname( NULL, GetPlayerSpawnName() ); |
|
|
|
if (spawn ) |
|
{ |
|
// snap it to the sampling grid |
|
Vector pos = spawn->GetAbsOrigin(); |
|
pos.x = TheNavMesh->SnapToGrid( pos.x ); |
|
pos.y = TheNavMesh->SnapToGrid( pos.y ); |
|
|
|
Vector normal; |
|
if ( FindGroundForNode( &pos, &normal ) ) |
|
{ |
|
AddWalkableSeed( pos, normal ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Initiate the generation process |
|
*/ |
|
void CNavMesh::BeginGeneration( bool incremental ) |
|
{ |
|
IGameEvent *event = gameeventmanager->CreateEvent( "nav_generate" ); |
|
if ( event ) |
|
{ |
|
gameeventmanager->FireEvent( event ); |
|
} |
|
|
|
#ifdef TERROR |
|
engine->ServerCommand( "director_stop\nnb_delete_all\n" ); |
|
if ( !incremental && !engine->IsDedicatedServer() ) |
|
{ |
|
CBasePlayer *host = UTIL_GetListenServerHost(); |
|
if ( host ) |
|
{ |
|
host->ChangeTeam( TEAM_SPECTATOR ); |
|
} |
|
} |
|
#else |
|
engine->ServerCommand( "bot_kick\n" ); |
|
#endif |
|
|
|
// Right now, incrementally-generated areas won't connect to existing areas automatically. |
|
// Since this means hand-editing will be necessary, don't do a full analyze. |
|
if ( incremental ) |
|
{ |
|
nav_quicksave.SetValue( 1 ); |
|
} |
|
|
|
m_generationState = SAMPLE_WALKABLE_SPACE; |
|
m_sampleTick = 0; |
|
m_generationMode = (incremental) ? GENERATE_INCREMENTAL : GENERATE_FULL; |
|
lastMsgTime = 0.0f; |
|
|
|
// clear any previous mesh |
|
DestroyNavigationMesh( incremental ); |
|
|
|
SetNavPlace( UNDEFINED_PLACE ); |
|
|
|
// build internal representations of ladders, which are used to find new walkable areas |
|
if ( !incremental ) ///< @incremental update doesn't build ladders to avoid overlapping existing ones |
|
{ |
|
BuildLadders(); |
|
} |
|
|
|
// start sampling from a spawn point |
|
if ( !incremental ) |
|
{ |
|
AddWalkableSeeds(); |
|
} |
|
|
|
// the system will see this NULL and select the next walkable seed |
|
m_currentNode = NULL; |
|
|
|
// if there are no seed points, we can't generate |
|
if (m_walkableSeeds.Count() == 0) |
|
{ |
|
m_generationMode = GENERATE_NONE; |
|
Msg( "No valid walkable seed positions. Cannot generate Navigation Mesh.\n" ); |
|
return; |
|
} |
|
|
|
// initialize seed list index |
|
m_seedIdx = 0; |
|
|
|
Msg( "Generating Navigation Mesh...\n" ); |
|
m_generationStartTime = Plat_FloatTime(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Re-analyze an existing Mesh. Determine Hiding Spots, Encounter Spots, etc. |
|
*/ |
|
void CNavMesh::BeginAnalysis( bool quitWhenFinished ) |
|
{ |
|
#ifdef TERROR |
|
if ( !engine->IsDedicatedServer() ) |
|
{ |
|
CBasePlayer *host = UTIL_GetListenServerHost(); |
|
if ( host ) |
|
{ |
|
host->ChangeTeam( TEAM_SPECTATOR ); |
|
engine->ServerCommand( "director_no_death_check 1\ndirector_stop\nnb_delete_all\n" ); |
|
|
|
ConVarRef mat_fullbright( "mat_fullbright" ); |
|
ConVarRef mat_hdr_level( "mat_hdr_level" ); |
|
|
|
if( mat_fullbright.GetBool() ) |
|
{ |
|
Warning( "Setting mat_fullbright 0\n" ); |
|
mat_fullbright.SetValue( 0 ); |
|
} |
|
|
|
if ( mat_hdr_level.GetInt() < 2 ) |
|
{ |
|
Warning( "Enabling HDR and reloading materials\n" ); |
|
mat_hdr_level.SetValue( 2 ); |
|
engine->ClientCommand( host->edict(), "mat_reloadallmaterials\n" ); |
|
} |
|
|
|
// Running a threaded server breaks our lighting calculations |
|
ConVarRef host_thread_mode( "host_thread_mode" ); |
|
m_hostThreadModeRestoreValue = host_thread_mode.GetInt(); |
|
host_thread_mode.SetValue( 0 ); |
|
ConVarRef mat_queue_mode( "mat_queue_mode" ); |
|
mat_queue_mode.SetValue( 0 ); |
|
} |
|
} |
|
#endif |
|
|
|
// Remove and re-add elements in TheNavAreas, to ensure indices are useful for progress feedback |
|
NavAreaVector tmpSet; |
|
{ |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
tmpSet.AddToTail( TheNavAreas[it] ); |
|
} |
|
} |
|
TheNavAreas.RemoveAll(); |
|
{ |
|
FOR_EACH_VEC( tmpSet, it ) |
|
{ |
|
TheNavAreas.AddToTail( tmpSet[it] ); |
|
} |
|
} |
|
|
|
DestroyHidingSpots(); |
|
m_generationState = FIND_HIDING_SPOTS; |
|
m_generationIndex = 0; |
|
m_generationMode = GENERATE_ANALYSIS_ONLY; |
|
m_bQuitWhenFinished = quitWhenFinished; |
|
lastMsgTime = 0.0f; |
|
m_generationStartTime = Plat_FloatTime(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void ShowViewPortPanelToAll( const char * name, bool bShow, KeyValues *data ) |
|
{ |
|
CRecipientFilter filter; |
|
filter.AddAllPlayers(); |
|
filter.MakeReliable(); |
|
|
|
int count = 0; |
|
KeyValues *subkey = NULL; |
|
|
|
if ( data ) |
|
{ |
|
subkey = data->GetFirstSubKey(); |
|
while ( subkey ) |
|
{ |
|
count++; subkey = subkey->GetNextKey(); |
|
} |
|
|
|
subkey = data->GetFirstSubKey(); // reset |
|
} |
|
|
|
UserMessageBegin( filter, "VGUIMenu" ); |
|
WRITE_STRING( name ); // menu name |
|
WRITE_BYTE( bShow?1:0 ); |
|
WRITE_BYTE( count ); |
|
|
|
// write additional data (be careful not more than 192 bytes!) |
|
while ( subkey ) |
|
{ |
|
WRITE_STRING( subkey->GetName() ); |
|
WRITE_STRING( subkey->GetString() ); |
|
subkey = subkey->GetNextKey(); |
|
} |
|
MessageEnd(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
static void AnalysisProgress( const char *msg, int ticks, int current, bool showPercent = true ) |
|
{ |
|
const float MsgInterval = 10.0f; |
|
float now = Plat_FloatTime(); |
|
if ( now > lastMsgTime + MsgInterval ) |
|
{ |
|
if ( showPercent && ticks ) |
|
{ |
|
Msg( "%s %.0f%%\n", msg, current*100.0f/ticks ); |
|
} |
|
else |
|
{ |
|
Msg( "%s\n", msg ); |
|
} |
|
|
|
lastMsgTime = now; |
|
} |
|
|
|
KeyValues *data = new KeyValues("data"); |
|
data->SetString( "msg", msg ); |
|
data->SetInt( "total", ticks ); |
|
data->SetInt( "current", current ); |
|
|
|
ShowViewPortPanelToAll( PANEL_NAV_PROGRESS, true, data ); |
|
|
|
data->deleteThis(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
static void HideAnalysisProgress( void ) |
|
{ |
|
KeyValues *data = new KeyValues("data"); |
|
ShowViewPortPanelToAll( PANEL_NAV_PROGRESS, false, data ); |
|
data->deleteThis(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Process the auto-generation for 'maxTime' seconds. return false if generation is complete. |
|
*/ |
|
bool CNavMesh::UpdateGeneration( float maxTime ) |
|
{ |
|
double startTime = Plat_FloatTime(); |
|
static unsigned int s_movedPlayerToArea = 0; // Last area we moved a player to for lighting calcs |
|
static CountdownTimer s_playerSettleTimer; // Settle time after moving the player for lighting calcs |
|
static CUtlVector<CNavArea *> s_unlitAreas; |
|
static CUtlVector<CNavArea *> s_unlitSeedAreas; |
|
|
|
static ConVarRef host_thread_mode( "host_thread_mode" ); |
|
|
|
switch( m_generationState ) |
|
{ |
|
//--------------------------------------------------------------------------- |
|
case SAMPLE_WALKABLE_SPACE: |
|
{ |
|
AnalysisProgress( "Sampling walkable space...", 100, m_sampleTick / 10, false ); |
|
m_sampleTick = ( m_sampleTick + 1 ) % 1000; |
|
|
|
while ( SampleStep() ) |
|
{ |
|
if ( Plat_FloatTime() - startTime > maxTime ) |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
// sampling is complete, now build nav areas |
|
m_generationState = CREATE_AREAS_FROM_SAMPLES; |
|
|
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------------------------- |
|
case CREATE_AREAS_FROM_SAMPLES: |
|
{ |
|
Msg( "Creating navigation areas from sampled data...\n" ); |
|
|
|
// Select all pre-existing areas |
|
if ( m_generationMode == GENERATE_INCREMENTAL ) |
|
{ |
|
ClearSelectedSet(); |
|
FOR_EACH_VEC( TheNavAreas, nit ) |
|
{ |
|
CNavArea *area = TheNavAreas[nit]; |
|
AddToSelectedSet( area ); |
|
} |
|
} |
|
|
|
// Create new areas |
|
CreateNavAreasFromNodes(); |
|
|
|
// And toggle the selection, so we end up with the new areas |
|
if ( m_generationMode == GENERATE_INCREMENTAL ) |
|
{ |
|
CommandNavToggleSelectedSet(); |
|
} |
|
|
|
DestroyHidingSpots(); |
|
|
|
// Remove and re-add elements in TheNavAreas, to ensure indices are useful for progress feedback |
|
NavAreaVector tmpSet; |
|
{ |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
tmpSet.AddToTail( TheNavAreas[it] ); |
|
} |
|
} |
|
TheNavAreas.RemoveAll(); |
|
{ |
|
FOR_EACH_VEC( tmpSet, it ) |
|
{ |
|
TheNavAreas.AddToTail( tmpSet[it] ); |
|
} |
|
} |
|
|
|
m_generationState = FIND_HIDING_SPOTS; |
|
m_generationIndex = 0; |
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------------------------- |
|
case FIND_HIDING_SPOTS: |
|
{ |
|
while( m_generationIndex < TheNavAreas.Count() ) |
|
{ |
|
CNavArea *area = TheNavAreas[ m_generationIndex ]; |
|
++m_generationIndex; |
|
|
|
area->ComputeHidingSpots(); |
|
|
|
// don't go over our time allotment |
|
if( Plat_FloatTime() - startTime > maxTime ) |
|
{ |
|
AnalysisProgress( "Finding hiding spots...", 100, 100 * m_generationIndex / TheNavAreas.Count() ); |
|
return true; |
|
} |
|
} |
|
|
|
Msg( "Finding hiding spots...DONE\n" ); |
|
|
|
m_generationState = FIND_ENCOUNTER_SPOTS; |
|
m_generationIndex = 0; |
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------------------------- |
|
case FIND_ENCOUNTER_SPOTS: |
|
{ |
|
while( m_generationIndex < TheNavAreas.Count() ) |
|
{ |
|
CNavArea *area = TheNavAreas[ m_generationIndex ]; |
|
++m_generationIndex; |
|
|
|
area->ComputeSpotEncounters(); |
|
|
|
// don't go over our time allotment |
|
if( Plat_FloatTime() - startTime > maxTime ) |
|
{ |
|
AnalysisProgress( "Finding encounter spots...", 100, 100 * m_generationIndex / TheNavAreas.Count() ); |
|
return true; |
|
} |
|
} |
|
|
|
Msg( "Finding encounter spots...DONE\n" ); |
|
|
|
m_generationState = FIND_SNIPER_SPOTS; |
|
m_generationIndex = 0; |
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------------------------- |
|
case FIND_SNIPER_SPOTS: |
|
{ |
|
while( m_generationIndex < TheNavAreas.Count() ) |
|
{ |
|
CNavArea *area = TheNavAreas[ m_generationIndex ]; |
|
++m_generationIndex; |
|
|
|
area->ComputeSniperSpots(); |
|
|
|
// don't go over our time allotment |
|
if( Plat_FloatTime() - startTime > maxTime ) |
|
{ |
|
AnalysisProgress( "Finding sniper spots...", 100, 100 * m_generationIndex / TheNavAreas.Count() ); |
|
return true; |
|
} |
|
} |
|
|
|
Msg( "Finding sniper spots...DONE\n" ); |
|
|
|
m_generationState = COMPUTE_MESH_VISIBILITY; |
|
m_generationIndex = 0; |
|
BeginVisibilityComputations(); |
|
Msg( "Computing mesh visibility...\n" ); |
|
|
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------------------------- |
|
case COMPUTE_MESH_VISIBILITY: |
|
{ |
|
while( m_generationIndex < TheNavAreas.Count() ) |
|
{ |
|
CNavArea *area = TheNavAreas[ m_generationIndex ]; |
|
++m_generationIndex; |
|
|
|
area->ComputeVisibilityToMesh(); |
|
|
|
// don't go over our time allotment |
|
if ( Plat_FloatTime() - startTime > maxTime ) |
|
{ |
|
AnalysisProgress( "Computing mesh visibility...", 100, 100 * m_generationIndex / TheNavAreas.Count() ); |
|
return true; |
|
} |
|
} |
|
|
|
Msg( "Optimizing mesh visibility...\n" ); |
|
|
|
EndVisibilityComputations(); |
|
|
|
Msg( "Computing mesh visibility...DONE\n" ); |
|
|
|
m_generationState = FIND_EARLIEST_OCCUPY_TIMES; |
|
m_generationIndex = 0; |
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------------------------- |
|
case FIND_EARLIEST_OCCUPY_TIMES: |
|
{ |
|
while( m_generationIndex < TheNavAreas.Count() ) |
|
{ |
|
CNavArea *area = TheNavAreas[ m_generationIndex ]; |
|
++m_generationIndex; |
|
|
|
area->ComputeEarliestOccupyTimes(); |
|
|
|
// don't go over our time allotment |
|
if( Plat_FloatTime() - startTime > maxTime ) |
|
{ |
|
AnalysisProgress( "Finding earliest occupy times...", 100, 100 * m_generationIndex / TheNavAreas.Count() ); |
|
return true; |
|
} |
|
} |
|
|
|
Msg( "Finding earliest occupy times...DONE\n" ); |
|
|
|
#ifdef NAV_ANALYZE_LIGHT_INTENSITY |
|
bool shouldSkipLightComputation = ( m_generationMode == GENERATE_INCREMENTAL || engine->IsDedicatedServer() ); |
|
#else |
|
bool shouldSkipLightComputation = true; |
|
#endif |
|
|
|
if ( shouldSkipLightComputation ) |
|
{ |
|
m_generationState = CUSTOM; // no light intensity calcs for incremental generation or dedicated servers |
|
} |
|
else |
|
{ |
|
m_generationState = FIND_LIGHT_INTENSITY; |
|
s_playerSettleTimer.Invalidate(); |
|
CNavArea::MakeNewMarker(); |
|
s_unlitAreas.RemoveAll(); |
|
FOR_EACH_VEC( TheNavAreas, nit ) |
|
{ |
|
s_unlitAreas.AddToTail( TheNavAreas[nit] ); |
|
s_unlitSeedAreas.AddToTail( TheNavAreas[nit] ); |
|
} |
|
} |
|
|
|
m_generationIndex = 0; |
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------------------------- |
|
case FIND_LIGHT_INTENSITY: |
|
{ |
|
host_thread_mode.SetValue( 0 ); // need non-threaded server for light calcs |
|
|
|
CBasePlayer *host = UTIL_GetListenServerHost(); |
|
|
|
if ( !s_unlitAreas.Count() || !host ) |
|
{ |
|
Msg( "Finding light intensity...DONE\n" ); |
|
|
|
m_generationState = CUSTOM; |
|
m_generationIndex = 0; |
|
return true; |
|
} |
|
|
|
if ( !s_playerSettleTimer.IsElapsed() ) |
|
return true; // wait for eyePos to settle |
|
|
|
// Now try to compute lighting for remaining areas |
|
int sit = 0; |
|
while( sit < s_unlitAreas.Count() ) |
|
{ |
|
CNavArea *area = s_unlitAreas[sit]; |
|
if ( area->ComputeLighting() ) |
|
{ |
|
s_unlitSeedAreas.FindAndRemove( area ); |
|
s_unlitAreas.Remove( sit ); |
|
|
|
continue; |
|
} |
|
else |
|
{ |
|
++sit; |
|
} |
|
} |
|
|
|
if ( s_unlitAreas.Count() ) |
|
{ |
|
if ( s_unlitSeedAreas.Count() ) |
|
{ |
|
CNavArea *moveArea = s_unlitSeedAreas[0]; |
|
s_unlitSeedAreas.FastRemove( 0 ); |
|
|
|
//Msg( "Moving to new area %d to compute lighting for %d/%d areas\n", moveArea->GetID(), s_unlitAreas.Count(), TheNavAreas.Count() ); |
|
|
|
Vector eyePos = moveArea->GetCenter(); |
|
float height; |
|
if ( GetGroundHeight( eyePos, &height ) ) |
|
{ |
|
eyePos.z = height + HalfHumanHeight - StepHeight; // players light from their centers, and we light from slightly below that, to allow for low ceilings |
|
} |
|
else |
|
{ |
|
eyePos.z += HalfHumanHeight - StepHeight; // players light from their centers, and we light from slightly below that, to allow for low ceilings |
|
} |
|
host->SetAbsOrigin( eyePos ); |
|
AnalysisProgress( "Finding light intensity...", 100, 100 * (TheNavAreas.Count() - s_unlitAreas.Count()) / TheNavAreas.Count() ); |
|
s_movedPlayerToArea = moveArea->GetID(); |
|
s_playerSettleTimer.Start( 0.1f ); |
|
return true; |
|
} |
|
else |
|
{ |
|
Msg( "Finding light intensity...DONE (%d unlit areas)\n", s_unlitAreas.Count() ); |
|
if ( s_unlitAreas.Count() ) |
|
{ |
|
Warning( "To see unlit areas:\n" ); |
|
for ( int sit=0; sit<s_unlitAreas.Count(); ++sit ) |
|
{ |
|
CNavArea *area = s_unlitAreas[ sit ]; |
|
Warning( "nav_unmark; nav_mark %d; nav_warp_to_mark;\n", area->GetID() ); |
|
} |
|
} |
|
|
|
m_generationState = CUSTOM; |
|
m_generationIndex = 0; |
|
} |
|
} |
|
|
|
Msg( "Finding light intensity...DONE\n" ); |
|
|
|
m_generationState = CUSTOM; |
|
m_generationIndex = 0; |
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------------------------- |
|
case CUSTOM: |
|
{ |
|
if ( m_generationIndex == 0 ) |
|
{ |
|
BeginCustomAnalysis( m_generationMode == GENERATE_INCREMENTAL ); |
|
Msg( "Start custom...\n "); |
|
} |
|
while( m_generationIndex < TheNavAreas.Count() ) |
|
{ |
|
CNavArea *area = TheNavAreas[ m_generationIndex ]; |
|
++m_generationIndex; |
|
|
|
area->CustomAnalysis( m_generationMode == GENERATE_INCREMENTAL ); |
|
|
|
// don't go over our time allotment |
|
if( Plat_FloatTime() - startTime > maxTime ) |
|
{ |
|
AnalysisProgress( "Custom game-specific analysis...", 100, 100 * m_generationIndex / TheNavAreas.Count() ); |
|
return true; |
|
} |
|
} |
|
|
|
Msg( "Post custom...\n "); |
|
PostCustomAnalysis(); |
|
|
|
EndCustomAnalysis(); |
|
Msg( "Custom game-specific analysis...DONE\n" ); |
|
|
|
m_generationState = SAVE_NAV_MESH; |
|
m_generationIndex = 0; |
|
ConVarRef mat_queue_mode( "mat_queue_mode" ); |
|
mat_queue_mode.SetValue( -1 ); |
|
host_thread_mode.SetValue( m_hostThreadModeRestoreValue ); // restore this |
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------------------------- |
|
case SAVE_NAV_MESH: |
|
{ |
|
if ( m_generationMode == GENERATE_ANALYSIS_ONLY || m_generationMode == GENERATE_FULL ) |
|
{ |
|
m_isAnalyzed = true; |
|
} |
|
|
|
// generation complete! |
|
float generationTime = Plat_FloatTime() - m_generationStartTime; |
|
Msg( "Generation complete! %0.1f seconds elapsed.\n", generationTime ); |
|
bool restart = m_generationMode != GENERATE_INCREMENTAL; |
|
m_generationMode = GENERATE_NONE; |
|
m_isLoaded = true; |
|
ClearWalkableSeeds(); |
|
|
|
HideAnalysisProgress(); |
|
|
|
// save the mesh |
|
if (Save()) |
|
{ |
|
Msg( "Navigation map '%s' saved.\n", GetFilename() ); |
|
} |
|
else |
|
{ |
|
const char *filename = GetFilename(); |
|
Msg( "ERROR: Cannot save navigation map '%s'.\n", (filename) ? filename : "(null)" ); |
|
} |
|
|
|
if ( m_bQuitWhenFinished ) |
|
{ |
|
engine->ServerCommand( "quit\n" ); |
|
} |
|
else if ( restart ) |
|
{ |
|
engine->ChangeLevel( STRING( gpGlobals->mapname ), NULL ); |
|
} |
|
else |
|
{ |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
TheNavAreas[ it ]->ResetNodes(); |
|
} |
|
|
|
#if !(DEBUG_NAV_NODES) |
|
// destroy navigation nodes created during map generation |
|
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; |
|
#endif // !(DEBUG_NAV_NODES) |
|
} |
|
|
|
return false; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Define the name of player spawn entities |
|
*/ |
|
void CNavMesh::SetPlayerSpawnName( const char *name ) |
|
{ |
|
if (m_spawnName) |
|
{ |
|
delete [] m_spawnName; |
|
} |
|
|
|
m_spawnName = new char [ strlen(name) + 1 ]; |
|
strcpy( m_spawnName, name ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Return name of player spawn entity |
|
*/ |
|
const char *CNavMesh::GetPlayerSpawnName( void ) const |
|
{ |
|
if (m_spawnName) |
|
return m_spawnName; |
|
|
|
// default value |
|
return "info_player_start"; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Add a nav node and connect it. |
|
* Node Z positions are ground level. |
|
*/ |
|
CNavNode *CNavMesh::AddNode( const Vector &destPos, const Vector &normal, NavDirType dir, CNavNode *source, bool isOnDisplacement, |
|
float obstacleHeight, float obstacleStartDist, float obstacleEndDist ) |
|
{ |
|
// check if a node exists at this location |
|
CNavNode *node = CNavNode::GetNode( destPos ); |
|
|
|
// if no node exists, create one |
|
bool useNew = false; |
|
if (node == NULL) |
|
{ |
|
node = new CNavNode( destPos, normal, source, isOnDisplacement ); |
|
OnNodeAdded( node ); |
|
useNew = true; |
|
} |
|
|
|
// connect source node to new node |
|
source->ConnectTo( node, dir, obstacleHeight, obstacleStartDist, obstacleEndDist ); |
|
|
|
// optimization: if deltaZ changes very little, assume connection is commutative |
|
const float zTolerance = 50.0f; |
|
float deltaZ = source->GetPosition()->z - destPos.z; |
|
if (fabs( deltaZ ) < zTolerance) |
|
{ |
|
if ( obstacleHeight > 0 ) |
|
{ |
|
obstacleHeight = MAX( obstacleHeight + deltaZ, 0 ); |
|
Assert( obstacleHeight > 0 ); |
|
} |
|
node->ConnectTo( source, OppositeDirection( dir ), obstacleHeight, GenerationStepSize - obstacleEndDist, GenerationStepSize - obstacleStartDist ); |
|
node->MarkAsVisited( OppositeDirection( dir ) ); |
|
} |
|
|
|
if (useNew) |
|
{ |
|
// new node becomes current node |
|
m_currentNode = node; |
|
} |
|
|
|
node->CheckCrouch(); |
|
|
|
// determine if there's a cliff nearby and set an attribute on this node |
|
for ( int i = 0; i < NUM_DIRECTIONS; i++ ) |
|
{ |
|
NavDirType dir = (NavDirType) i; |
|
if ( CheckCliff( node->GetPosition(), dir ) ) |
|
{ |
|
node->SetAttributes( node->GetAttributes() | NAV_MESH_CLIFF ); |
|
break; |
|
} |
|
} |
|
|
|
return node; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
inline CNavNode *LadderEndSearch( const Vector *pos, NavDirType mountDir ) |
|
{ |
|
Vector center = *pos; |
|
AddDirectionVector( ¢er, mountDir, HalfHumanWidth ); |
|
|
|
// |
|
// Test the ladder dismount point first, then each cardinal direction one and two steps away |
|
// |
|
for( int d=(-1); d<2*NUM_DIRECTIONS; ++d ) |
|
{ |
|
Vector tryPos = center; |
|
|
|
if (d >= NUM_DIRECTIONS) |
|
AddDirectionVector( &tryPos, (NavDirType)(d - NUM_DIRECTIONS), 2.0f*GenerationStepSize ); |
|
else if (d >= 0) |
|
AddDirectionVector( &tryPos, (NavDirType)d, GenerationStepSize ); |
|
|
|
// step up a rung, to ensure adjacent floors are below us |
|
tryPos.z += GenerationStepSize; |
|
|
|
tryPos.x = TheNavMesh->SnapToGrid( tryPos.x ); |
|
tryPos.y = TheNavMesh->SnapToGrid( tryPos.y ); |
|
|
|
// adjust height to account for sloping areas |
|
Vector tryNormal; |
|
if (TheNavMesh->GetGroundHeight( tryPos, &tryPos.z, &tryNormal ) == false) |
|
continue; |
|
|
|
// make sure this point is not on the other side of a wall |
|
const float fudge = 4.0f; |
|
trace_t result; |
|
UTIL_TraceHull( center + Vector( 0, 0, fudge ), tryPos + Vector( 0, 0, fudge ), NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); |
|
if (result.fraction != 1.0f || result.startsolid) |
|
continue; |
|
|
|
// if no node exists here, create one and continue the search |
|
if (CNavNode::GetNode( tryPos ) == NULL) |
|
{ |
|
return new CNavNode( tryPos, tryNormal, NULL, false ); |
|
} |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
bool CNavMesh::FindGroundForNode( Vector *pos, Vector *normal ) |
|
{ |
|
CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT, WALK_THRU_EVERYTHING ); |
|
trace_t tr; |
|
Vector start( pos->x, pos->y, pos->z + VEC_DUCK_HULL_MAX.z - 0.1f ); |
|
Vector end( *pos ); |
|
end.z -= DeathDrop; |
|
|
|
UTIL_TraceHull( |
|
start, |
|
end, |
|
NavTraceMins, |
|
NavTraceMaxs, |
|
GetGenerationTraceMask(), |
|
&filter, |
|
&tr ); |
|
|
|
*pos = tr.endpos; |
|
*normal = tr.plane.normal; |
|
|
|
return ( !tr.allsolid ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void DrawTrace( const trace_t *trace ) |
|
{ |
|
/* |
|
if ( trace->fraction > 0.0f && !trace->startsolid ) |
|
{ |
|
NDebugOverlay::SweptBox( trace->startpos, trace->endpos, NavTraceMins, NavTraceMaxs, vec3_angle, 0, 255, 0, 45, 100 ); |
|
} |
|
else |
|
{ |
|
NDebugOverlay::SweptBox( trace->startpos, trace->endpos, NavTraceMins, NavTraceMaxs, vec3_angle, 255, 0, 0, 45, 100 ); |
|
} |
|
*/ |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
bool StayOnFloor( trace_t *trace, float zLimit /* = DeathDrop */ ) |
|
{ |
|
Vector start( trace->endpos ); |
|
Vector end( start ); |
|
end.z -= zLimit; |
|
|
|
CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); |
|
UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, trace ); |
|
DrawTrace( trace ); |
|
|
|
if ( trace->startsolid || trace->fraction >= 1.0f ) |
|
{ |
|
return false; |
|
} |
|
|
|
if ( trace->plane.normal.z < nav_slope_limit.GetFloat() ) |
|
{ |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
bool TraceAdjacentNode( int depth, const Vector& start, const Vector& end, trace_t *trace, float zLimit /* = DeathDrop */ ) |
|
{ |
|
const float MinDistance = 1.0f; // if we can't move at least this far, don't bother stepping up. |
|
|
|
CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); |
|
UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, trace ); |
|
DrawTrace( trace ); |
|
|
|
// If we started in the ground for some reason, bail |
|
if ( trace->startsolid ) |
|
return false; |
|
|
|
// If we made it, so try to find the floor |
|
if ( end.x == trace->endpos.x && end.y == trace->endpos.y ) |
|
{ |
|
return StayOnFloor( trace, zLimit ); |
|
} |
|
|
|
// If we didn't make enough progress, bail |
|
if ( depth && start.AsVector2D().DistToSqr( trace->endpos.AsVector2D() ) < MinDistance * MinDistance ) |
|
{ |
|
return false; |
|
} |
|
|
|
// We made it more than MinDistance. If the slope is too steep, we can't go on. |
|
if ( !StayOnFloor( trace, zLimit ) ) |
|
{ |
|
return false; |
|
} |
|
|
|
// Try to go up as if we stepped up, forward, and down. |
|
Vector testStart( trace->endpos ); |
|
Vector testEnd( testStart ); |
|
testEnd.z += StepHeight; |
|
UTIL_TraceHull( testStart, testEnd, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, trace ); |
|
DrawTrace( trace ); |
|
|
|
Vector forwardTestStart = trace->endpos; |
|
Vector forwardTestEnd = end; |
|
forwardTestEnd.z = forwardTestStart.z; |
|
return TraceAdjacentNode( depth+1, forwardTestStart, forwardTestEnd, trace ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
static bool IsNodeOverlapped( const Vector& pos, const Vector& offset ) |
|
{ |
|
bool overlap = TheNavMesh->GetNavArea( pos + offset, HumanHeight ) != NULL; |
|
if ( !overlap ) |
|
{ |
|
Vector mins( -0.5f, -0.5f, -0.5f ); |
|
Vector maxs( 0.5f, 0.5f, 0.5f ); |
|
|
|
Vector start = pos; |
|
start.z += HalfHumanHeight; |
|
Vector end = start; |
|
end.x += offset.x * GenerationStepSize; |
|
end.y += offset.y * GenerationStepSize; |
|
trace_t trace; |
|
CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); |
|
UTIL_TraceHull( start, end, mins, maxs, TheNavMesh->GetGenerationTraceMask(), &filter, &trace ); |
|
if ( trace.startsolid || trace.allsolid ) |
|
{ |
|
return true; |
|
} |
|
|
|
if ( trace.fraction < 0.1f ) |
|
{ |
|
return true; |
|
} |
|
|
|
start = trace.endpos; |
|
end.z -= HalfHumanHeight * 2; |
|
UTIL_TraceHull( start, end, mins, maxs, TheNavMesh->GetGenerationTraceMask(), &filter, &trace ); |
|
if ( trace.startsolid || trace.allsolid ) |
|
{ |
|
return true; |
|
} |
|
|
|
if ( trace.fraction == 1.0f ) |
|
{ |
|
return true; |
|
} |
|
|
|
if ( trace.plane.normal.z < 0.7f ) |
|
{ |
|
return true; |
|
} |
|
} |
|
return overlap; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Search the world and build a map of possible movements. |
|
* The algorithm begins at the bot's current location, and does a recursive search |
|
* outwards, tracking all valid steps and generating a directed graph of CNavNodes. |
|
* |
|
* Sample the map one "step" in a cardinal direction to learn the map. |
|
* |
|
* Returns true if sampling needs to continue, or false if done. |
|
*/ |
|
bool CNavMesh::SampleStep( void ) |
|
{ |
|
// take a step |
|
while( true ) |
|
{ |
|
if (m_currentNode == NULL) |
|
{ |
|
// sampling is complete from current seed, try next one |
|
m_currentNode = GetNextWalkableSeedNode(); |
|
|
|
if (m_currentNode == NULL) |
|
{ |
|
if ( m_generationMode == GENERATE_INCREMENTAL || m_generationMode == GENERATE_SIMPLIFY ) |
|
{ |
|
return false; |
|
} |
|
|
|
// search is exhausted - continue search from ends of ladders |
|
for ( int i=0; i<m_ladders.Count(); ++i ) |
|
{ |
|
CNavLadder *ladder = m_ladders[i]; |
|
|
|
// check ladder bottom |
|
if ((m_currentNode = LadderEndSearch( &ladder->m_bottom, ladder->GetDir() )) != 0) |
|
break; |
|
|
|
// check ladder top |
|
if ((m_currentNode = LadderEndSearch( &ladder->m_top, ladder->GetDir() )) != 0) |
|
break; |
|
} |
|
|
|
if (m_currentNode == NULL) |
|
{ |
|
// all seeds exhausted, sampling complete |
|
return false; |
|
} |
|
} |
|
} |
|
|
|
// |
|
// Take a step from this node |
|
// |
|
for( int dir = NORTH; dir < NUM_DIRECTIONS; dir++ ) |
|
{ |
|
if (!m_currentNode->HasVisited( (NavDirType)dir )) |
|
{ |
|
// have not searched in this direction yet |
|
|
|
// start at current node position |
|
Vector pos = *m_currentNode->GetPosition(); |
|
|
|
// snap to grid |
|
int cx = SnapToGrid( pos.x ); |
|
int cy = SnapToGrid( pos.y ); |
|
|
|
// attempt to move to adjacent node |
|
switch( dir ) |
|
{ |
|
case NORTH: cy -= GenerationStepSize; break; |
|
case SOUTH: cy += GenerationStepSize; break; |
|
case EAST: cx += GenerationStepSize; break; |
|
case WEST: cx -= GenerationStepSize; break; |
|
} |
|
|
|
pos.x = cx; |
|
pos.y = cy; |
|
|
|
m_generationDir = (NavDirType)dir; |
|
|
|
// mark direction as visited |
|
m_currentNode->MarkAsVisited( m_generationDir ); |
|
|
|
// sanity check to not generate across the world for incremental generation |
|
const float incrementalRange = nav_generate_incremental_range.GetFloat(); |
|
if ( m_generationMode == GENERATE_INCREMENTAL && incrementalRange > 0 ) |
|
{ |
|
bool inRange = false; |
|
for ( int i=0; i<m_walkableSeeds.Count(); ++i ) |
|
{ |
|
const Vector &seedPos = m_walkableSeeds[i].pos; |
|
if ( (seedPos - pos).IsLengthLessThan( incrementalRange ) ) |
|
{ |
|
inRange = true; |
|
break; |
|
} |
|
} |
|
|
|
if ( !inRange ) |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
if ( m_generationMode == GENERATE_SIMPLIFY ) |
|
{ |
|
if ( !m_simplifyGenerationExtent.Contains( pos ) ) |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
// test if we can move to new position |
|
trace_t result; |
|
Vector from( *m_currentNode->GetPosition() ); |
|
CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); |
|
Vector to, toNormal; |
|
float obstacleHeight = 0, obstacleStartDist = 0, obstacleEndDist = GenerationStepSize; |
|
if ( TraceAdjacentNode( 0, from, pos, &result ) ) |
|
{ |
|
to = result.endpos; |
|
toNormal = result.plane.normal; |
|
} |
|
else |
|
{ |
|
// test going up ClimbUpHeight |
|
bool success = false; |
|
for ( float height = StepHeight; height <= ClimbUpHeight; height += 1.0f ) |
|
{ |
|
trace_t tr; |
|
Vector start( from ); |
|
Vector end( pos ); |
|
start.z += height; |
|
end.z += height; |
|
UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &tr ); |
|
if ( !tr.startsolid && tr.fraction == 1.0f ) |
|
{ |
|
if ( !StayOnFloor( &tr ) ) |
|
{ |
|
break; |
|
} |
|
|
|
to = tr.endpos; |
|
toNormal = tr.plane.normal; |
|
|
|
start = end = from; |
|
end.z += height; |
|
UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &tr ); |
|
if ( tr.fraction < 1.0f ) |
|
{ |
|
break; |
|
} |
|
|
|
// keep track of far up we had to go to find a path to the next node |
|
obstacleHeight = height; |
|
success = true; |
|
break; |
|
} |
|
else |
|
{ |
|
// Could not trace from node to node at this height, something is in the way. |
|
// Trace in the other direction to see if we hit something |
|
Vector vecToObstacleStart = tr.endpos - start; |
|
Assert( vecToObstacleStart.LengthSqr() <= Square( GenerationStepSize ) ); |
|
if ( vecToObstacleStart.LengthSqr() <= Square( GenerationStepSize ) ) |
|
{ |
|
UTIL_TraceHull( end, start, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &tr ); |
|
if ( !tr.startsolid && tr.fraction < 1.0 ) |
|
{ |
|
// We hit something going the other direction. There is some obstacle between the two nodes. |
|
Vector vecToObstacleEnd = tr.endpos - start; |
|
Assert( vecToObstacleEnd.LengthSqr() <= Square( GenerationStepSize ) ); |
|
if ( vecToObstacleEnd.LengthSqr() <= Square( GenerationStepSize ) ) |
|
{ |
|
// Remember the distances to start and end of the obstacle (with respect to the "from" node). |
|
// Keep track of the last distances to obstacle as we keep increasing the height we do a trace for. |
|
// If we do eventually clear the obstacle, these values will be the start and end distance to the |
|
// very tip of the obstacle. |
|
obstacleStartDist = vecToObstacleStart.Length(); |
|
obstacleEndDist = vecToObstacleEnd.Length(); |
|
if ( obstacleEndDist == 0 ) |
|
{ |
|
obstacleEndDist = GenerationStepSize; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
if ( !success ) |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
// Don't generate nodes if we spill off the end of the world onto skybox |
|
if ( result.surface.flags & ( SURF_SKY|SURF_SKY2D ) ) |
|
{ |
|
return true; |
|
} |
|
|
|
// If we're incrementally generating, don't overlap existing nav areas. |
|
Vector testPos( to ); |
|
bool overlapSE = IsNodeOverlapped( testPos, Vector( 1, 1, HalfHumanHeight ) ); |
|
bool overlapSW = IsNodeOverlapped( testPos, Vector( -1, 1, HalfHumanHeight ) ); |
|
bool overlapNE = IsNodeOverlapped( testPos, Vector( 1, -1, HalfHumanHeight ) ); |
|
bool overlapNW = IsNodeOverlapped( testPos, Vector( -1, -1, HalfHumanHeight ) ); |
|
if ( overlapSE && overlapSW && overlapNE && overlapNW && m_generationMode != GENERATE_SIMPLIFY ) |
|
{ |
|
return true; |
|
} |
|
|
|
int nTolerance = nav_generate_incremental_tolerance.GetInt(); |
|
if ( nTolerance > 0 && m_generationMode == GENERATE_INCREMENTAL ) |
|
{ |
|
bool bValid = false; |
|
int zPos = to.z; |
|
for ( int i=0; i<m_walkableSeeds.Count(); ++i ) |
|
{ |
|
const Vector &seedPos = m_walkableSeeds[i].pos; |
|
int zMin = seedPos.z - nTolerance; |
|
int zMax = seedPos.z + nTolerance; |
|
|
|
if ( zPos >= zMin && zPos <= zMax ) |
|
{ |
|
bValid = true; |
|
break; |
|
} |
|
} |
|
|
|
if ( !bValid ) |
|
return true; |
|
} |
|
|
|
|
|
bool isOnDisplacement = result.IsDispSurface(); |
|
|
|
if ( nav_displacement_test.GetInt() > 0 ) |
|
{ |
|
// Test for nodes under displacement surfaces. |
|
// This happens during development, and is a pain because the space underneath a displacement |
|
// is not 'solid'. |
|
Vector start = to + Vector( 0, 0, 0 ); |
|
Vector end = start + Vector( 0, 0, nav_displacement_test.GetInt() ); |
|
UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &result ); |
|
|
|
if ( result.fraction > 0 ) |
|
{ |
|
end = start; |
|
start = result.endpos; |
|
UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &result ); |
|
if ( result.fraction < 1 ) |
|
{ |
|
// if we made it down to within StepHeight, maybe we're on a static prop |
|
if ( result.endpos.z > to.z + StepHeight ) |
|
{ |
|
return true; |
|
} |
|
} |
|
} |
|
} |
|
|
|
float deltaZ = to.z - m_currentNode->GetPosition()->z; |
|
// If there's an obstacle in the way and it's traversable, or the obstacle is not higher than the destination node itself minus a small epsilon |
|
// (meaning the obstacle was just the height change to get to the destination node, no extra obstacle between the two), clear obstacle height |
|
// and distances |
|
if ( ( obstacleHeight < MaxTraversableHeight ) || ( deltaZ > ( obstacleHeight - 2.0f ) ) ) |
|
{ |
|
obstacleHeight = 0; |
|
obstacleStartDist = 0; |
|
obstacleEndDist = GenerationStepSize; |
|
} |
|
|
|
// we can move here |
|
// create a new navigation node, and update current node pointer |
|
AddNode( to, toNormal, m_generationDir, m_currentNode, isOnDisplacement, obstacleHeight, obstacleStartDist, obstacleEndDist ); |
|
|
|
return true; |
|
} |
|
} |
|
|
|
// all directions have been searched from this node - pop back to its parent and continue |
|
m_currentNode = m_currentNode->GetParent(); |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Add given walkable position to list of seed positions for map sampling |
|
*/ |
|
void CNavMesh::AddWalkableSeed( const Vector &pos, const Vector &normal ) |
|
{ |
|
WalkableSeedSpot seed; |
|
|
|
seed.pos.x = RoundToUnits( pos.x, GenerationStepSize ); |
|
seed.pos.y = RoundToUnits( pos.y, GenerationStepSize ); |
|
seed.pos.z = pos.z; |
|
seed.normal = normal; |
|
|
|
m_walkableSeeds.AddToTail( seed ); |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Return the next walkable seed as a node |
|
*/ |
|
CNavNode *CNavMesh::GetNextWalkableSeedNode( void ) |
|
{ |
|
if ( m_seedIdx >= m_walkableSeeds.Count() ) |
|
return NULL; |
|
|
|
WalkableSeedSpot spot = m_walkableSeeds[ m_seedIdx ]; |
|
++m_seedIdx; |
|
|
|
// check if a node exists at this location |
|
CNavNode *node = CNavNode::GetNode( spot.pos ); |
|
if ( node ) |
|
return NULL; |
|
|
|
return new CNavNode( spot.pos, spot.normal, NULL, false ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Check LOS, ignoring any entities that we can walk through |
|
*/ |
|
bool IsWalkableTraceLineClear( const Vector &from, const Vector &to, unsigned int flags ) |
|
{ |
|
trace_t result; |
|
CBaseEntity *ignore = NULL; |
|
Vector useFrom = from; |
|
|
|
CTraceFilterWalkableEntities traceFilter( NULL, COLLISION_GROUP_NONE, flags ); |
|
|
|
result.fraction = 0.0f; |
|
|
|
const int maxTries = 50; |
|
for( int t=0; t<maxTries; ++t ) |
|
{ |
|
UTIL_TraceLine( useFrom, to, MASK_NPCSOLID, &traceFilter, &result ); |
|
|
|
// if we hit a walkable entity, try again |
|
if (result.fraction != 1.0f && IsEntityWalkable( result.m_pEnt, flags )) |
|
{ |
|
ignore = result.m_pEnt; |
|
|
|
// start from just beyond where we hit to avoid infinite loops |
|
Vector dir = to - from; |
|
dir.NormalizeInPlace(); |
|
useFrom = result.endpos + 5.0f * dir; |
|
} |
|
else |
|
{ |
|
break; |
|
} |
|
} |
|
|
|
if (result.fraction == 1.0f) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
class Subdivider |
|
{ |
|
public: |
|
Subdivider( int depth ) |
|
{ |
|
m_depth = depth; |
|
} |
|
|
|
bool operator() ( CNavArea *area ) |
|
{ |
|
SubdivideX( area, true, true, m_depth ); |
|
|
|
return true; |
|
} |
|
|
|
void SubdivideX( CNavArea *area, bool canDivideX, bool canDivideY, int depth ) |
|
{ |
|
if (!canDivideX || depth <= 0) |
|
return; |
|
|
|
float split = area->GetSizeX() / 2.0f; |
|
|
|
if (split < GenerationStepSize) |
|
{ |
|
if (canDivideY) |
|
{ |
|
SubdivideY( area, false, canDivideY, depth ); |
|
} |
|
return; |
|
} |
|
|
|
split += area->GetCorner( NORTH_WEST ).x; |
|
|
|
split = TheNavMesh->SnapToGrid( split ); |
|
|
|
CNavArea *alpha, *beta; |
|
if (area->SplitEdit( false, split, &alpha, &beta )) |
|
{ |
|
SubdivideY( alpha, canDivideX, canDivideY, depth ); |
|
SubdivideY( beta, canDivideX, canDivideY, depth ); |
|
} |
|
} |
|
|
|
|
|
void SubdivideY( CNavArea *area, bool canDivideX, bool canDivideY, int depth ) |
|
{ |
|
if (!canDivideY) |
|
return; |
|
|
|
float split = area->GetSizeY() / 2.0f; |
|
|
|
if (split < GenerationStepSize) |
|
{ |
|
if (canDivideX) |
|
{ |
|
SubdivideX( area, canDivideX, false, depth-1 ); |
|
} |
|
return; |
|
} |
|
|
|
split += area->GetCorner( NORTH_WEST ).y; |
|
|
|
split = TheNavMesh->SnapToGrid( split ); |
|
|
|
CNavArea *alpha, *beta; |
|
if (area->SplitEdit( true, split, &alpha, &beta )) |
|
{ |
|
SubdivideX( alpha, canDivideX, canDivideY, depth-1 ); |
|
SubdivideX( beta, canDivideX, canDivideY, depth-1 ); |
|
} |
|
} |
|
|
|
int m_depth; |
|
}; |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Subdivide each nav area in X and Y to create 4 new areas |
|
*/ |
|
void CNavMesh::CommandNavSubdivide( const CCommand &args ) |
|
{ |
|
int depth = 1; |
|
|
|
if (args.ArgC() == 2) |
|
{ |
|
depth = atoi( args[1] ); |
|
} |
|
|
|
Subdivider chop( depth ); |
|
TheNavMesh->ForAllSelectedAreas( chop ); |
|
} |
|
|
|
CON_COMMAND_F( nav_subdivide, "Subdivides all selected areas.", FCVAR_GAMEDLL | FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavSubdivide( args ); |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Debugging code to verify that all nav area connections are internally consistent |
|
*/ |
|
void CNavMesh::ValidateNavAreaConnections( void ) |
|
{ |
|
// iterate all nav areas |
|
NavConnect connect; |
|
|
|
for ( int it = 0; it < TheNavAreas.Count(); it++ ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
for ( NavDirType dir = NORTH; dir < NUM_DIRECTIONS; dir = (NavDirType) ( ( (int) dir ) +1 ) ) |
|
{ |
|
const NavConnectVector *pOutgoing = area->GetAdjacentAreas( dir ); |
|
const NavConnectVector *pIncoming = area->GetIncomingConnections( dir ); |
|
|
|
for ( int iConnect = 0; iConnect < pOutgoing->Count(); iConnect++ ) |
|
{ |
|
// make sure no area is on both the connection and incoming list |
|
CNavArea *areaOther = (*pOutgoing)[iConnect].area; |
|
connect.area = areaOther; |
|
if ( pIncoming->Find( connect ) != pIncoming->InvalidIndex() ) |
|
{ |
|
Msg( "Area %d has area %d on both 2-way and incoming list, should only be on one\n", area->GetID(), areaOther->GetID() ); |
|
Assert( false ); |
|
} |
|
|
|
// make sure there are no duplicate connections on the list |
|
for ( int iConnectCheck = iConnect+1; iConnectCheck < pOutgoing->Count(); iConnectCheck++ ) |
|
{ |
|
CNavArea *areaCheck = (*pOutgoing)[iConnectCheck].area; |
|
if ( areaOther == areaCheck ) |
|
{ |
|
Msg( "Area %d has multiple outgoing connections to area %d in direction %d\n", area->GetID(), areaOther->GetID(), dir ); |
|
Assert( false ); |
|
} |
|
} |
|
|
|
const NavConnectVector *pOutgoingOther = areaOther->GetAdjacentAreas( OppositeDirection( dir ) ); |
|
const NavConnectVector *pIncomingOther = areaOther->GetIncomingConnections( OppositeDirection( dir ) ); |
|
|
|
// if we have a one-way outgoing connection, make sure we are on the other area's incoming list |
|
connect.area = area; |
|
bool bIsTwoWay = pOutgoingOther->Find( connect ) != pOutgoingOther->InvalidIndex(); |
|
if ( !bIsTwoWay ) |
|
{ |
|
connect.area = area; |
|
bool bOnOthersIncomingList = pIncomingOther->Find( connect ) != pIncomingOther->InvalidIndex(); |
|
if ( !bOnOthersIncomingList ) |
|
{ |
|
Msg( "Area %d has one-way connect to area %d but does not appear on the latter's incoming list\n", area->GetID(), areaOther->GetID() ); |
|
} |
|
} |
|
} |
|
|
|
for ( int iConnect = 0; iConnect < pIncoming->Count(); iConnect++ ) |
|
{ |
|
CNavArea *areaOther = (*pIncoming)[iConnect].area; |
|
|
|
// make sure there are not duplicate areas on the incoming list |
|
for ( int iConnectCheck = iConnect+1; iConnectCheck < pIncoming->Count(); iConnectCheck++ ) |
|
{ |
|
CNavArea *areaCheck = (*pIncoming)[iConnectCheck].area; |
|
if ( areaOther == areaCheck ) |
|
{ |
|
Msg( "Area %d has multiple incoming connections to area %d in direction %d\n", area->GetID(), areaOther->GetID(), dir ); |
|
Assert( false ); |
|
} |
|
} |
|
|
|
const NavConnectVector *pOutgoingOther = areaOther->GetAdjacentAreas( OppositeDirection( dir ) ); |
|
connect.area = area; |
|
bool bOnOthersOutgoingList = pOutgoingOther->Find( connect ) != pOutgoingOther->InvalidIndex(); |
|
if ( !bOnOthersOutgoingList ) |
|
{ |
|
Msg( "Area %d has incoming connection from area %d but does not appear on latter's outgoing connection list\n", area->GetID(), areaOther->GetID() ); |
|
Assert( false ); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Temp way to mark cliff areas after generation without regen'ing. Any area that is adjacent to a cliff |
|
* gets marked as a cliff. This will leave some big areas marked as cliff just because one edge is adjacent to |
|
* a cliff so it's not great. The code that does this at generation time is better because it ensures that |
|
* areas next to cliffs don't get merged with no-cliff areas. |
|
*/ |
|
void CNavMesh::PostProcessCliffAreas() |
|
{ |
|
for ( int it = 0; it < TheNavAreas.Count(); it++ ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
if ( area->GetAttributes() & NAV_MESH_CLIFF ) |
|
continue; |
|
|
|
for ( int i = 0; i < NUM_DIRECTIONS; i++ ) |
|
{ |
|
bool bHasCliff = false; |
|
NavDirType dir = (NavDirType) i; |
|
NavCornerType corner[2]; |
|
|
|
// look at either corner along this edge |
|
corner[0] = (NavCornerType) i; |
|
corner[1] = (NavCornerType) ( ( i+ 1 ) % NUM_CORNERS ); |
|
|
|
for ( int j = 0; j < 2; j++ ) |
|
{ |
|
Vector cornerPos = area->GetCorner( corner[j] ); |
|
if ( CheckCliff( &cornerPos, dir ) ) |
|
{ |
|
bHasCliff = true; |
|
break; |
|
} |
|
} |
|
|
|
if ( bHasCliff ) |
|
{ |
|
area->SetAttributes( area->GetAttributes() | NAV_MESH_CLIFF ); |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
|
|
CON_COMMAND_F( nav_gen_cliffs_approx, "Mark cliff areas, post-processing approximation", FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->PostProcessCliffAreas(); |
|
}
|
|
|