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2020-08-04 13:13:01 -04:00

54 lines
1.6 KiB
C

//========= Copyright 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) {
VectorSubtract(end, start, *pDirection);
pDirection->z = 0.0f;
return Vector2DNormalize(pDirection->AsVector2D());
} else {
VectorSubtract(end, start, *pDirection);
return VectorNormalize(*pDirection);
}
}
#endif // AI_ROUTEDIST_H