Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_ROUTEDIST_H
#define AI_ROUTEDIST_H
#include "ai_navtype.h"
#if defined( _WIN32 )
#pragma once
#endif
// ----------------------------------------------------------------------------
// Computes the route distance + route direction based on nav type
// FIXME: Where should this go?
// ----------------------------------------------------------------------------
inline float ComputePathDistance( Navigation_t navType, const Vector &start, const Vector &end )
{
if (navType == NAV_GROUND)
{
return (end - start).Length2D();
}
else
{
return (end - start).Length();
}
}
inline void ComputePathVector( Navigation_t navType, const Vector &start, const Vector &end, Vector *pDelta )
{
if (navType == NAV_GROUND)
{
Vector2DSubtract( end.AsVector2D(), start.AsVector2D(), pDelta->AsVector2D() );
pDelta->z = 0.0f;
}
else
{
VectorSubtract( end, start, *pDelta );
}
}
inline float ComputePathDirection( Navigation_t navType, const Vector &start, const Vector &end, Vector *pDirection )
{
if (navType == NAV_GROUND || navType == NAV_CRAWL)
{
VectorSubtract( end, start, *pDirection );
pDirection->z = 0.0f;
return Vector2DNormalize( pDirection->AsVector2D() );
}
else
{
VectorSubtract( end, start, *pDirection );
return VectorNormalize( *pDirection );
}
}
#endif // AI_ROUTEDIST_H