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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_mesh.h
// The Navigation Mesh interface
// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
//
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
//
// NOTE: The Navigation code uses Doxygen-style comments. If you run Doxygen
// over this code, it will auto-generate documentation. Visit www.doxygen.org
// to download the system for free.
//
#ifndef _NAV_MESH_H_
#define _NAV_MESH_H_
#include "GameEventListener.h"
#include "filesystem.h"
#include "utlbuffer.h"
#include "nav.h"
#include "nav_area.h"
#include "nav_colors.h"
class CNavArea;
class CBaseEntity;
class CBreakable;
extern ConVar nav_edit;
extern ConVar nav_quicksave;
extern ConVar nav_show_approach_points;
extern ConVar nav_show_danger;
//--------------------------------------------------------------------------------------------------------
class NavAreaCollector {
bool m_checkForDuplicates;
public:
NavAreaCollector(bool checkForDuplicates = false) {
m_checkForDuplicates = checkForDuplicates;
}
bool operator()(CNavArea *area) {
if (m_checkForDuplicates && m_area.HasElement(area)) return true;
m_area.AddToTail(area);
return true;
}
CUtlVector<CNavArea *> m_area;
};
//--------------------------------------------------------------------------------------------------------
class EditDestroyNotification {
CNavArea *m_deadArea;
public:
EditDestroyNotification(CNavArea *deadArea) { m_deadArea = deadArea; }
bool operator()(CBaseCombatCharacter *actor) {
actor->OnNavAreaRemoved(m_deadArea);
return true;
}
};
//--------------------------------------------------------------------------------------------------------
class NavAttributeClearer {
public:
NavAttributeClearer(NavAttributeType attribute) { m_attribute = attribute; }
bool operator()(CNavArea *area) {
area->SetAttributes(area->GetAttributes() & (~m_attribute));
return true;
}
NavAttributeType m_attribute;
};
//--------------------------------------------------------------------------------------------------------
class NavAttributeSetter {
public:
NavAttributeSetter(NavAttributeType attribute) { m_attribute = attribute; }
bool operator()(CNavArea *area) {
area->SetAttributes(area->GetAttributes() | m_attribute);
return true;
}
NavAttributeType m_attribute;
};
//--------------------------------------------------------------------------------------------------------
class NavAttributeToggler {
public:
NavAttributeToggler(NavAttributeType attribute) { m_attribute = attribute; }
bool operator()(CNavArea *area);
NavAttributeType m_attribute;
};
//--------------------------------------------------------------------------------------------------------
struct NavAttributeLookup {
const char *name;
NavAttributeType attribute;
};
extern NavAttributeLookup TheNavAttributeTable[];
//--------------------------------------------------------------------------------------------------------
class SelectOverlappingAreas {
public:
bool operator()(CNavArea *area);
};
//--------------------------------------------------------------------------------------------------------
abstract_class INavAvoidanceObstacle {
public:
virtual bool IsPotentiallyAbleToObstructNavAreas(void)
const = 0; // could we at some future time obstruct nav?
virtual float GetNavObstructionHeight(void)
const = 0; // height at which to obstruct nav areas
virtual bool CanObstructNavAreas(void)
const = 0; // can we obstruct nav right this instant?
virtual CBaseEntity *GetObstructingEntity(void) = 0;
virtual void OnNavMeshLoaded(void) = 0;
};
//--------------------------------------------------------------------------------------------------------
enum GetNavAreaFlags_t {
GETNAVAREA_CHECK_LOS = 0x1,
GETNAVAREA_ALLOW_BLOCKED_AREAS = 0x2,
GETNAVAREA_CHECK_GROUND = 0x4,
};
//--------------------------------------------------------------------------------------------------------
// for nav mesh visibilty computation
struct NavVisPair_t {
void SetPair(CNavArea *pArea1, CNavArea *pArea2) {
int iArea1 = (int)(pArea1 > pArea2);
int iArea2 = (iArea1 + 1) % 2;
pAreas[iArea1] = pArea1;
pAreas[iArea2] = pArea2;
}
CNavArea *pAreas[2];
};
// for nav mesh visibilty computation
class CVisPairHashFuncs {
public:
CVisPairHashFuncs(int) {}
bool operator()(const NavVisPair_t &lhs, const NavVisPair_t &rhs) const {
return (lhs.pAreas[0] == rhs.pAreas[0] &&
lhs.pAreas[1] == rhs.pAreas[1]);
}
unsigned int operator()(const NavVisPair_t &item) const {
COMPILE_TIME_ASSERT(sizeof(CNavArea *) == 4);
int key[2] = {(int)item.pAreas[0] + item.pAreas[1]->GetID(),
(int)item.pAreas[1] + item.pAreas[0]->GetID()};
return Hash8(key);
}
};
//--------------------------------------------------------------------------------------------------------------
//
// The 'place directory' is used to save and load places from
// nav files in a size-efficient manner that also allows for the
// order of the place ID's to change without invalidating the
// nav files.
//
// The place directory is stored in the nav file as a list of
// place name strings. Each nav area then contains an index
// into that directory, or zero if no place has been assigned to
// that area.
//
class PlaceDirectory {
public:
typedef unsigned short IndexType; // Loaded/Saved as UnsignedShort. Change
// this and you'll have to version.
PlaceDirectory(void);
void Reset(void);
bool IsKnown(Place place)
const; /// return true if this place is already in the directory
IndexType GetIndex(
Place place) const; /// return the directory index corresponding to
/// this Place (0 = no entry)
void AddPlace(
Place place); /// add the place to the directory if not already known
Place IndexToPlace(
IndexType entry) const; /// given an index, return the Place
void Save(CUtlBuffer &fileBuffer); /// store the directory
void Load(CUtlBuffer &fileBuffer, int version); /// load the directory
const CUtlVector<Place> *GetPlaces(void) const { return &m_directory; }
bool HasUnnamedPlaces(void) const { return m_hasUnnamedAreas; }
private:
CUtlVector<Place> m_directory;
bool m_hasUnnamedAreas;
};
extern PlaceDirectory placeDirectory;
//--------------------------------------------------------------------------------------------------------
/**
* The CNavMesh is the global interface to the Navigation Mesh.
* @todo Make this an abstract base class interface, and derive mod-specific
* implementations.
*/
class CNavMesh : public CGameEventListener {
public:
CNavMesh(void);
virtual ~CNavMesh();
virtual void PreLoadAreas(int nAreas) {}
virtual CNavArea *CreateArea(void) const; // CNavArea factory
virtual void DestroyArea(CNavArea *) const;
virtual HidingSpot *CreateHidingSpot(void) const; // Hiding Spot factory
virtual void Reset(
void); // destroy Navigation Mesh data and revert to initial state
virtual void Update(void); // invoked on each game frame
virtual void FireGameEvent(IGameEvent *event); // incoming event processing
virtual NavErrorType Load(void); // load navigation data from a file
virtual NavErrorType PostLoad(
unsigned int version); // (EXTEND) invoked after all areas have been
// loaded - for pointer binding, etc
bool IsLoaded(void) const {
return m_isLoaded;
} // return true if a Navigation Mesh has been loaded
bool IsAnalyzed(void) const {
return m_isAnalyzed;
} // return true if a Navigation Mesh has been analyzed
/**
* Return true if nav mesh can be trusted for all climbing/jumping decisions
* because game environment is fairly simple. Authoritative meshes mean path
* followers can skip CPU intensive realtime scanning of unpredictable
* geometry.
*/
virtual bool IsAuthoritative(void) const { return false; }
const CUtlVector<Place> *GetPlacesFromNavFile(
bool *hasUnnamedPlaces); // Reads the used place names from the nav
// file (can be used to selectively precache
// before the nav is loaded)
virtual bool Save(void) const; // store Navigation Mesh to a file
bool IsOutOfDate(void) const {
return m_isOutOfDate;
} // return true if the Navigation Mesh is older than the current map
// version
virtual unsigned int GetSubVersionNumber(
void) const; // returns sub-version number of data format used by
// derived classes
virtual void SaveCustomData(CUtlBuffer &fileBuffer) const {
} // store custom mesh data for derived classes
virtual void LoadCustomData(CUtlBuffer &fileBuffer,
unsigned int subVersion) {
} // load custom mesh data for derived classes
virtual void SaveCustomDataPreArea(CUtlBuffer &fileBuffer) const {
} // store custom mesh data for derived classes that needs to be loaded
// before areas are read in
virtual void LoadCustomDataPreArea(CUtlBuffer &fileBuffer,
unsigned int subVersion) {
} // load custom mesh data for derived classes that needs to be loaded
// before areas are read in
// events
virtual void OnServerActivate(
void); // (EXTEND) invoked when server loads a new map
virtual void OnRoundRestart(void); // invoked when a game round restarts
virtual void OnRoundRestartPreEntity(
void); // invoked when a game round restarts, but before entities are
// deleted and recreated
virtual void OnBreakableCreated(CBaseEntity *breakable) {
} // invoked when a breakable is created
virtual void OnBreakableBroken(CBaseEntity *broken) {
} // invoked when a breakable is broken
virtual void OnAreaBlocked(
CNavArea *area); // invoked when the area becomes blocked
virtual void OnAreaUnblocked(
CNavArea *area); // invoked when the area becomes un-blocked
virtual void OnAvoidanceObstacleEnteredArea(
CNavArea *area); // invoked when the area becomes obstructed
virtual void OnAvoidanceObstacleLeftArea(
CNavArea *area); // invoked when the area becomes un-obstructed
virtual void OnEditCreateNotify(
CNavArea *newArea); // invoked when given area has just been added to
// the mesh in edit mode
virtual void OnEditDestroyNotify(
CNavArea *deadArea); // invoked when given area has just been deleted
// from the mesh in edit mode
virtual void OnEditDestroyNotify(
CNavLadder *deadLadder); // invoked when given ladder has just been
// deleted from the mesh in edit mode
virtual void OnNodeAdded(CNavNode *node){};
// Obstructions
void RegisterAvoidanceObstacle(INavAvoidanceObstacle *obstruction);
void UnregisterAvoidanceObstacle(INavAvoidanceObstacle *obstruction);
const CUtlVector<INavAvoidanceObstacle *> &GetObstructions(void) const {
return m_avoidanceObstacles;
}
unsigned int GetNavAreaCount(void) const {
return m_areaCount;
} // return total number of nav areas
// See GetNavAreaFlags_t for flags
CNavArea *GetNavArea(const Vector &pos, float beneathLimt = 120.0f)
const; // given a position, return the nav area that IsOverlapping and
// is *immediately* beneath it
CNavArea *GetNavArea(CBaseEntity *pEntity, int nGetNavAreaFlags,
float flBeneathLimit = 120.0f) const;
CNavArea *GetNavAreaByID(unsigned int id) const;
CNavArea *GetNearestNavArea(const Vector &pos, bool anyZ = false,
float maxDist = 10000.0f, bool checkLOS = false,
bool checkGround = true,
int team = TEAM_ANY) const;
CNavArea *GetNearestNavArea(CBaseEntity *pEntity,
int nGetNavAreaFlags = GETNAVAREA_CHECK_GROUND,
float maxDist = 10000.0f) const;
Place GetPlace(
const Vector &pos) const; // return Place at given coordinate
const char *PlaceToName(
Place place) const; // given a place, return its name
Place NameToPlace(
const char *name) const; // given a place name, return a place ID or
// zero if no place is defined
Place PartialNameToPlace(
const char *name) const; // given the first part of a place name,
// return a place ID or zero if no place is
// defined, or the partial match is ambiguous
void PrintAllPlaces(void) const; // output a list of names to the console
int PlaceNameAutocomplete(
char const *partial,
char commands
[COMMAND_COMPLETION_MAXITEMS]
[COMMAND_COMPLETION_ITEM_LENGTH]); // Given a partial place name,
// fill in possible place names
// for ConCommand autocomplete
bool GetGroundHeight(
const Vector &pos, float *height,
Vector *normal = NULL) const; // get the Z coordinate of the topmost
// ground level below the given point
bool GetSimpleGroundHeight(
const Vector &pos, float *height,
Vector *normal = NULL) const; // get the Z coordinate of the ground
// level directly below the given point
/// increase "danger" weights in the given nav area and nearby ones
void IncreaseDangerNearby(int teamID, float amount, CNavArea *area,
const Vector &pos, float maxRadius,
float dangerLimit = -1.0f);
void DrawDanger(void) const; // draw the current danger levels
void DrawPlayerCounts(
void) const; // draw the current player counts for each area
void DrawFuncNavAvoid(
void) const; // draw bot avoidance areas from func_nav_avoid entities
void DrawFuncNavPrefer(
void) const; // draw bot preference areas from func_nav_prefer entities
#ifdef NEXT_BOT
void DrawFuncNavPrerequisite(
void) const; // draw bot prerequisite areas from func_nav_prerequisite
// entities
#endif
//-------------------------------------------------------------------------------------
// Auto-generation
//
#define INCREMENTAL_GENERATION true
void BeginGeneration(
bool incremental = false); // initiate the generation process
void BeginAnalysis(bool quitWhenFinished =
false); // re-analyze an existing Mesh. Determine
// Hiding Spots, Encounter Spots, etc.
bool IsGenerating(void) const {
return m_generationMode != GENERATE_NONE;
} // return true while a Navigation Mesh is being generated
const char *GetPlayerSpawnName(
void) const; // return name of player spawn entity
void SetPlayerSpawnName(
const char *name); // define the name of player spawn entities
void AddWalkableSeed(
const Vector &pos,
const Vector &normal); // add given walkable position to list of seed
// positions for map sampling
virtual void AddWalkableSeeds(
void); // adds walkable positions for any/all positions a mod specifies
void ClearWalkableSeeds(void) {
m_walkableSeeds.RemoveAll();
} // erase all walkable seed positions
void MarkStairAreas(void);
virtual unsigned int GetGenerationTraceMask(
void) const; // return the mask used by traces when generating the mesh
//-------------------------------------------------------------------------------------
// Edit mode
//
unsigned int GetNavPlace(void) const { return m_navPlace; }
void SetNavPlace(unsigned int place) { m_navPlace = place; }
// Edit callbacks from ConCommands
void CommandNavDelete(void); // delete current area
void CommandNavDeleteMarked(void); // delete current marked area
virtual void CommandNavFloodSelect(
const CCommand
&args); // select current area and all connected areas, recursively
void CommandNavToggleSelectedSet(
void); // toggles all areas into/out of the selected set
void CommandNavStoreSelectedSet(
void); // stores the current selected set for later
void CommandNavRecallSelectedSet(void); // restores an older selected set
void CommandNavAddToSelectedSet(void); // add current area to selected set
void CommandNavAddToSelectedSetByID(
const CCommand &args); // add specified area id to selected set
void CommandNavRemoveFromSelectedSet(
void); // remove current area from selected set
void CommandNavToggleInSelectedSet(
void); // add/remove current area from selected set
void CommandNavClearSelectedSet(void); // clear the selected set to empty
void CommandNavBeginSelecting(
void); // start continuously selecting areas into the selected set
void CommandNavEndSelecting(
void); // stop continuously selecting areas into the selected set
void CommandNavBeginDragSelecting(void); // start dragging a selection area
void CommandNavEndDragSelecting(void); // stop dragging a selection area
void CommandNavBeginDragDeselecting(
void); // start dragging a deselection area
void CommandNavEndDragDeselecting(
void); // stop dragging a deselection area
void CommandNavRaiseDragVolumeMax(
void); // raise the top of the drag volume
void CommandNavLowerDragVolumeMax(
void); // lower the top of the drag volume
void CommandNavRaiseDragVolumeMin(
void); // raise the bottom of the drag volume
void CommandNavLowerDragVolumeMin(
void); // lower the bottom of the drag volume
void CommandNavToggleSelecting(
bool playSound = true); // start/stop continuously selecting areas into
// the selected set
void CommandNavBeginDeselecting(
void); // start continuously de-selecting areas from the selected set
void CommandNavEndDeselecting(
void); // stop continuously de-selecting areas from the selected set
void CommandNavToggleDeselecting(
bool playSound = true); // start/stop continuously de-selecting areas
// from the selected set
void CommandNavSelectInvalidAreas(
void); // adds invalid areas to the selected set
void CommandNavSelectBlockedAreas(
void); // adds blocked areas to the selected set
void CommandNavSelectObstructedAreas(
void); // adds obstructed areas to the selected set
void CommandNavSelectDamagingAreas(
void); // adds damaging areas to the selected set
void CommandNavSelectHalfSpace(
const CCommand
&args); // selects all areas that intersect the half-space
void CommandNavSelectStairs(void); // adds stairs areas to the selected set
void CommandNavSelectOrphans(
void); // adds areas not connected to mesh to the selected set
void CommandNavSplit(void); // split current area
void CommandNavMerge(void); // merge adjacent areas
void CommandNavMark(
const CCommand &args); // mark an area for further operations
void CommandNavUnmark(void); // removes the mark
void CommandNavBeginArea(void); // begin creating a new nav area
void CommandNavEndArea(void); // end creation of the new nav area
void CommandNavBeginShiftXY(
void); // begin shifting selected set in the XY plane
void CommandNavEndShiftXY(
void); // end shifting selected set in the XY plane
void CommandNavConnect(void); // connect marked area to selected area
void CommandNavDisconnect(
void); // disconnect marked area from selected area
void CommandNavDisconnectOutgoingOneWays(
void); // disconnect all outgoing one-way connects from each area in
// the selected set
void CommandNavSplice(
void); // create new area in between marked and selected areas
void CommandNavCrouch(void); // toggle crouch attribute on current area
void CommandNavTogglePlaceMode(
void); // switch between normal and place editing
void CommandNavSetPlaceMode(
void); // switch between normal and place editing
void CommandNavPlaceFloodFill(
void); // floodfill areas out from current area
void CommandNavPlaceSet(void); // sets the Place for the selected set
void CommandNavPlacePick(void); // "pick up" the place at the current area
void CommandNavTogglePlacePainting(
void); // switch between "painting" places onto areas
void CommandNavMarkUnnamed(
void); // mark an unnamed area for further operations
void CommandNavCornerSelect(void); // select a corner on the current area
void CommandNavCornerRaise(
const CCommand &args); // raise a corner on the current area
void CommandNavCornerLower(
const CCommand &args); // lower a corner on the current area
void CommandNavCornerPlaceOnGround(
const CCommand
&args); // position a corner on the current area at ground height
void CommandNavWarpToMark(
void); // warp a spectating local player to the selected mark
void CommandNavLadderFlip(void); // Flips the direction a ladder faces
void CommandNavToggleAttribute(
NavAttributeType attribute); // toggle an attribute on current area
void CommandNavMakeSniperSpots(
void); // cuts up the marked area into individual areas suitable for
// sniper spots
void CommandNavBuildLadder(
void); // builds a nav ladder on the climbable surface under the cursor
void CommandNavRemoveJumpAreas(
void); // removes jump areas, replacing them with connections
void CommandNavSubdivide(
const CCommand &args); // subdivide each nav area in X and Y to create
// 4 new areas - limit min size
void CommandNavSaveSelected(
const CCommand &args); // Save selected set to disk
void CommandNavMergeMesh(
const CCommand
&args); // Merge a saved selected set into the current mesh
void CommandNavMarkWalkable(void);
void AddToDragSelectionSet(CNavArea *pArea);
void RemoveFromDragSelectionSet(CNavArea *pArea);
void ClearDragSelectionSet(void);
CNavArea *GetMarkedArea(
void) const; // return area marked by user in edit mode
CNavLadder *GetMarkedLadder(void) const {
return m_markedLadder;
} // return ladder marked by user in edit mode
CNavArea *GetSelectedArea(void) const {
return m_selectedArea;
} // return area user is pointing at in edit mode
CNavLadder *GetSelectedLadder(void) const {
return m_selectedLadder;
} // return ladder user is pointing at in edit mode
void SetMarkedLadder(
CNavLadder *ladder); // mark ladder for further edit operations
void SetMarkedArea(
CNavArea *area); // mark area for further edit operations
bool IsContinuouslySelecting(void) const {
return m_isContinuouslySelecting;
}
bool IsContinuouslyDeselecting(void) const {
return m_isContinuouslyDeselecting;
}
void CreateLadder(const Vector &mins, const Vector &maxs,
float maxHeightAboveTopArea);
void CreateLadder(const Vector &top, const Vector &bottom, float width,
const Vector2D &ladderDir, float maxHeightAboveTopArea);
float SnapToGrid(float x, bool forceGrid = false)
const; // snap given coordinate to generation grid boundary
Vector SnapToGrid(
const Vector &in, bool snapX = true, bool snapY = true,
bool forceGrid = false) const; // snap given vector's X & Y coordinates
// to generation grid boundary
const Vector &GetEditCursorPosition(void) const {
return m_editCursorPos;
} // return position of edit cursor
void StripNavigationAreas(void);
const char *GetFilename(
void) const; // return the filename for this map's "nav" file
/// @todo Remove old select code and make all commands use this selected set
void AddToSelectedSet(
CNavArea *area); // add area to the currently selected set
void RemoveFromSelectedSet(
CNavArea *area); // remove area from the currently selected set
void ClearSelectedSet(void); // clear the currently selected set to empty
bool IsSelectedSetEmpty(
void) const; // return true if the selected set is empty
bool IsInSelectedSet(const CNavArea *area)
const; // return true if the given area is in the selected set
int GetSelecteSetSize(void) const;
const NavAreaVector &GetSelectedSet(void) const; // return the selected set
/**
* Apply the functor to all navigation areas in the Selected Set,
* or the current selected area.
* If functor returns false, stop processing and return false.
*/
template <typename Functor>
bool ForAllSelectedAreas(Functor &func) {
if (IsSelectedSetEmpty()) {
CNavArea *area = GetSelectedArea();
if (area) {
if (func(area) == false) return false;
}
} else {
FOR_EACH_VEC(m_selectedSet, it) {
CNavArea *area = m_selectedSet[it];
if (func(area) == false) return false;
}
}
return true;
}
//-------------------------------------------------------------------------------------
/**
* Apply the functor to all navigation areas.
* If functor returns false, stop processing and return false.
*/
template <typename Functor>
bool ForAllAreas(Functor &func) {
FOR_EACH_VEC(TheNavAreas, it) {
CNavArea *area = TheNavAreas[it];
if (func(area) == false) return false;
}
return true;
}
// const version of the above
template <typename Functor>
bool ForAllAreas(Functor &func) const {
FOR_EACH_VEC(TheNavAreas, it) {
const CNavArea *area = TheNavAreas[it];
if (func(area) == false) return false;
}
return true;
}
//-------------------------------------------------------------------------------------
/**
* Apply the functor to all navigation areas that overlap the given extent.
* If functor returns false, stop processing and return false.
*/
template <typename Functor>
bool ForAllAreasOverlappingExtent(Functor &func, const Extent &extent) {
if (!m_grid.Count()) {
#if _DEBUG
Warning("Query before nav mesh is loaded! %d\n",
TheNavAreas.Count());
#endif
return true;
}
static unsigned int searchMarker = RandomInt(0, 1024 * 1024);
if (++searchMarker == 0) {
++searchMarker;
}
Extent areaExtent;
// get list in cell that contains position
int startX = WorldToGridX(extent.lo.x);
int endX = WorldToGridX(extent.hi.x);
int startY = WorldToGridY(extent.lo.y);
int endY = WorldToGridY(extent.hi.y);
for (int x = startX; x <= endX; ++x) {
for (int y = startY; y <= endY; ++y) {
int iGrid = x + y * m_gridSizeX;
if (iGrid >= m_grid.Count()) {
ExecuteNTimes(
10, Warning("** Walked off of the CNavMesh::m_grid in "
"ForAllAreasOverlappingExtent()\n"));
return true;
}
NavAreaVector *areaVector = &m_grid[iGrid];
// find closest area in this cell
FOR_EACH_VEC((*areaVector), it) {
CNavArea *area = (*areaVector)[it];
// skip if we've already visited this area
if (area->m_nearNavSearchMarker == searchMarker) continue;
// mark as visited
area->m_nearNavSearchMarker = searchMarker;
area->GetExtent(&areaExtent);
if (extent.IsOverlapping(areaExtent)) {
if (func(area) == false) return false;
}
}
}
}
return true;
}
//-------------------------------------------------------------------------------------
/**
* Populate the given vector with all navigation areas that overlap the
* given extent.
*/
template <typename NavAreaType>
void CollectAreasOverlappingExtent(const Extent &extent,
CUtlVector<NavAreaType *> *outVector) {
if (!m_grid.Count()) {
return;
}
static unsigned int searchMarker = RandomInt(0, 1024 * 1024);
if (++searchMarker == 0) {
++searchMarker;
}
Extent areaExtent;
// get list in cell that contains position
int startX = WorldToGridX(extent.lo.x);
int endX = WorldToGridX(extent.hi.x);
int startY = WorldToGridY(extent.lo.y);
int endY = WorldToGridY(extent.hi.y);
for (int x = startX; x <= endX; ++x) {
for (int y = startY; y <= endY; ++y) {
int iGrid = x + y * m_gridSizeX;
if (iGrid >= m_grid.Count()) {
ExecuteNTimes(
10, Warning("** Walked off of the CNavMesh::m_grid in "
"CollectAreasOverlappingExtent()\n"));
return;
}
NavAreaVector *areaVector = &m_grid[iGrid];
// find closest area in this cell
for (int v = 0; v < areaVector->Count(); ++v) {
CNavArea *area = areaVector->Element(v);
// skip if we've already visited this area
if (area->m_nearNavSearchMarker == searchMarker) continue;
// mark as visited
area->m_nearNavSearchMarker = searchMarker;
area->GetExtent(&areaExtent);
if (extent.IsOverlapping(areaExtent)) {
outVector->AddToTail((NavAreaType *)area);
}
}
}
}
}
template <typename Functor>
bool ForAllAreasInRadius(Functor &func, const Vector &pos, float radius) {
// use a unique marker for this method, so it can be used within a
// SearchSurroundingArea() call
static unsigned int searchMarker = RandomInt(0, 1024 * 1024);
++searchMarker;
if (searchMarker == 0) {
++searchMarker;
}
// get list in cell that contains position
int originX = WorldToGridX(pos.x);
int originY = WorldToGridY(pos.y);
int shiftLimit = ceil(radius / m_gridCellSize);
float radiusSq = radius * radius;
if (radius == 0.0f) {
shiftLimit =
MAX(m_gridSizeX, m_gridSizeY); // range 0 means all areas
}
for (int x = originX - shiftLimit; x <= originX + shiftLimit; ++x) {
if (x < 0 || x >= m_gridSizeX) continue;
for (int y = originY - shiftLimit; y <= originY + shiftLimit; ++y) {
if (y < 0 || y >= m_gridSizeY) continue;
NavAreaVector *areaVector = &m_grid[x + y * m_gridSizeX];
// find closest area in this cell
FOR_EACH_VEC((*areaVector), it) {
CNavArea *area = (*areaVector)[it];
// skip if we've already visited this area
if (area->m_nearNavSearchMarker == searchMarker) continue;
// mark as visited
area->m_nearNavSearchMarker = searchMarker;
float distSq = (area->GetCenter() - pos).LengthSqr();
if ((distSq <= radiusSq) || (radiusSq == 0)) {
if (func(area) == false) return false;
}
}
}
}
return true;
}
//---------------------------------------------------------------------------------------------------------------
/*
* Step through nav mesh along line between startArea and endArea.
* Return true if enumeration reached endArea, false if doesn't reach it (no
* mesh between, bad connection, etc)
*/
template <typename Functor>
bool ForAllAreasAlongLine(Functor &func, CNavArea *startArea,
CNavArea *endArea) {
if (!startArea || !endArea) return false;
if (startArea == endArea) {
func(startArea);
return true;
}
Vector start = startArea->GetCenter();
Vector end = endArea->GetCenter();
Vector to = end - start;
float range = to.NormalizeInPlace();
const float epsilon = 0.00001f;
if (range < epsilon) {
func(startArea);
return true;
}
if (abs(to.x) < epsilon) {
NavDirType dir = (to.y < 0.0f) ? NORTH : SOUTH;
CNavArea *area = startArea;
while (area) {
func(area);
if (area == endArea) return true;
const NavConnectVector *adjVector = area->GetAdjacentAreas(dir);
area = NULL;
for (int i = 0; i < adjVector->Count(); ++i) {
CNavArea *adjArea = adjVector->Element(i).area;
const Vector &adjOrigin = adjArea->GetCorner(NORTH_WEST);
if (adjOrigin.x <= start.x &&
adjOrigin.x + adjArea->GetSizeX() >= start.x) {
area = adjArea;
break;
}
}
}
return false;
} else if (abs(to.y) < epsilon) {
NavDirType dir = (to.x < 0.0f) ? WEST : EAST;
CNavArea *area = startArea;
while (area) {
func(area);
if (area == endArea) return true;
const NavConnectVector *adjVector = area->GetAdjacentAreas(dir);
area = NULL;
for (int i = 0; i < adjVector->Count(); ++i) {
CNavArea *adjArea = adjVector->Element(i).area;
const Vector &adjOrigin = adjArea->GetCorner(NORTH_WEST);
if (adjOrigin.y <= start.y &&
adjOrigin.y + adjArea->GetSizeY() >= start.y) {
area = adjArea;
break;
}
}
}
return false;
}
CNavArea *area = startArea;
while (area) {
func(area);
if (area == endArea) return true;
const Vector &origin = area->GetCorner(NORTH_WEST);
float xMin = origin.x;
float xMax = xMin + area->GetSizeX();
float yMin = origin.y;
float yMax = yMin + area->GetSizeY();
// clip ray to area
Vector exit;
NavDirType edge = NUM_DIRECTIONS;
if (to.x < 0.0f) {
// find Y at west edge intersection
float t = (xMin - start.x) / (end.x - start.x);
if (t > 0.0f && t < 1.0f) {
float y = start.y + t * (end.y - start.y);
if (y >= yMin && y <= yMax) {
// intersects this edge
exit.x = xMin;
exit.y = y;
edge = WEST;
}
}
} else {
// find Y at east edge intersection
float t = (xMax - start.x) / (end.x - start.x);
if (t > 0.0f && t < 1.0f) {
float y = start.y + t * (end.y - start.y);
if (y >= yMin && y <= yMax) {
// intersects this edge
exit.x = xMax;
exit.y = y;
edge = EAST;
}
}
}
if (edge == NUM_DIRECTIONS) {
if (to.y < 0.0f) {
// find X at north edge intersection
float t = (yMin - start.y) / (end.y - start.y);
if (t > 0.0f && t < 1.0f) {
float x = start.x + t * (end.x - start.x);
if (x >= xMin && x <= xMax) {
// intersects this edge
exit.x = x;
exit.y = yMin;
edge = NORTH;
}
}
} else {
// find X at south edge intersection
float t = (yMax - start.y) / (end.y - start.y);
if (t > 0.0f && t < 1.0f) {
float x = start.x + t * (end.x - start.x);
if (x >= xMin && x <= xMax) {
// intersects this edge
exit.x = x;
exit.y = yMax;
edge = SOUTH;
}
}
}
}
if (edge == NUM_DIRECTIONS) break;
const NavConnectVector *adjVector = area->GetAdjacentAreas(edge);
area = NULL;
for (int i = 0; i < adjVector->Count(); ++i) {
CNavArea *adjArea = adjVector->Element(i).area;
const Vector &adjOrigin = adjArea->GetCorner(NORTH_WEST);
if (edge == NORTH || edge == SOUTH) {
if (adjOrigin.x <= exit.x &&
adjOrigin.x + adjArea->GetSizeX() >= exit.x) {
area = adjArea;
break;
}
} else {
if (adjOrigin.y <= exit.y &&
adjOrigin.y + adjArea->GetSizeY() >= exit.y) {
area = adjArea;
break;
}
}
}
}
return false;
}
//-------------------------------------------------------------------------------------
/**
* Apply the functor to all navigation ladders.
* If functor returns false, stop processing and return false.
*/
template <typename Functor>
bool ForAllLadders(Functor &func) {
for (int i = 0; i < m_ladders.Count(); ++i) {
CNavLadder *ladder = m_ladders[i];
if (func(ladder) == false) return false;
}
return true;
}
//-------------------------------------------------------------------------------------
/**
* Apply the functor to all navigation ladders.
* If functor returns false, stop processing and return false.
*/
template <typename Functor>
bool ForAllLadders(Functor &func) const {
for (int i = 0; i < m_ladders.Count(); ++i) {
const CNavLadder *ladder = m_ladders[i];
if (func(ladder) == false) return false;
}
return true;
}
//-------------------------------------------------------------------------------------
/**
* tests a new area for connections to adjacent pre-existing areas
*/
template <typename Functor>
void StitchAreaIntoMesh(CNavArea *area, NavDirType dir, Functor &func);
//-------------------------------------------------------------------------------------
/**
* Use the functor to test if an area is needing stitching into the existing
* nav mesh. The functor is different from how we normally use functors - it
* does no processing, and it's return value is true if the area is in the
* new set to be stiched, and false if it's a pre-existing area.
*/
template <typename Functor>
bool StitchMesh(Functor &func) {
FOR_EACH_VEC(TheNavAreas, it) {
CNavArea *area = TheNavAreas[it];
if (func(area)) {
StitchAreaIntoMesh(area, NORTH, func);
StitchAreaIntoMesh(area, SOUTH, func);
StitchAreaIntoMesh(area, EAST, func);
StitchAreaIntoMesh(area, WEST, func);
}
}
return true;
}
NavLadderVector &GetLadders(void) {
return m_ladders;
} // Returns the list of ladders
CNavLadder *GetLadderByID(unsigned int id) const;
CUtlVector<CNavArea *> &GetTransientAreas(void) { return m_transientAreas; }
enum EditModeType {
NORMAL, // normal mesh editing
PLACE_PAINTING, // in place painting mode
CREATING_AREA, // creating a new nav area
CREATING_LADDER, // creating a nav ladder
DRAG_SELECTING, // drag selecting a set of areas
SHIFTING_XY, // shifting selected set in XY plane
SHIFTING_Z, // shifting selected set in Z plane
};
EditModeType GetEditMode(void) const; // return the current edit mode
void SetEditMode(EditModeType mode); // change the edit mode
bool IsEditMode(EditModeType mode)
const; // return true if current mode matches given mode
bool FindNavAreaOrLadderAlongRay(const Vector &start, const Vector &end,
CNavArea **area, CNavLadder **ladder,
CNavArea *ignore = NULL);
void PostProcessCliffAreas();
void SimplifySelectedAreas(
void); // Simplifies the selected set by reducing to 1x1 areas and
// re-merging them up with loosened tolerances
protected:
virtual void PostCustomAnalysis(void) {
} // invoked when custom analysis step is complete
bool FindActiveNavArea(void); // Finds the area or ladder the local player
// is currently pointing at. Returns true if
// a surface was hit by the traceline.
virtual void RemoveNavArea(CNavArea *area); // remove an area from the grid
bool FindGroundForNode(Vector *pos, Vector *normal);
void GenerateNodes(const Extent &bounds);
void RemoveNodes(void);
private:
friend class CNavArea;
friend class CNavNode;
friend class CNavUIBasePanel;
mutable CUtlVector<NavAreaVector> m_grid;
float m_gridCellSize; // the width/height of a grid cell for spatially
// partitioning nav areas for fast access
int m_gridSizeX;
int m_gridSizeY;
float m_minX;
float m_minY;
unsigned int m_areaCount; // total number of nav areas
bool m_isLoaded; // true if a Navigation Mesh has been loaded
bool m_isOutOfDate; // true if the Navigation Mesh is older than the actual
// BSP
bool m_isAnalyzed; // true if the Navigation Mesh needs analysis
enum { HASH_TABLE_SIZE = 256 };
CNavArea
*m_hashTable[HASH_TABLE_SIZE]; // hash table to optimize lookup by ID
int ComputeHashKey(
unsigned int id) const; // returns a hash key for the given nav area ID
int WorldToGridX(float wx) const; // given X component, return grid index
int WorldToGridY(float wy) const; // given Y component, return grid index
void AllocateGrid(
float minX, float maxX, float minY,
float maxY); // clear and reset the grid to the given extents
void GridToWorld(int gridX, int gridY, Vector *pos) const;
void AddNavArea(CNavArea *area); // add an area to the grid
void DestroyNavigationMesh(
bool incremental = false); // free all resources of the mesh and reset
// it to empty state
void DestroyHidingSpots(void);
void ComputeBattlefrontAreas(
void); // determine areas where rushing teams will first meet
//----------------------------------------------------------------------------------
// Place directory
//
char **m_placeName; // master directory of place names (ie: "places")
unsigned int m_placeCount; // number of "places" defined in placeName[]
void LoadPlaceDatabase(void); // load the place names from a file
//----------------------------------------------------------------------------------
// Edit mode
//
EditModeType m_editMode; // the current edit mode
bool m_isEditing; // true if in edit mode
unsigned int m_navPlace; // current navigation place for editing
void OnEditModeStart(void); // called when edit mode has just been enabled
void DrawEditMode(void); // draw navigation areas
void OnEditModeEnd(void); // called when edit mode has just been disabled
void UpdateDragSelectionSet(
void); // update which areas are overlapping the drag selected bounds
Vector m_editCursorPos; // current position of the cursor
CNavArea *m_markedArea; // currently marked area for edit operations
CNavArea *m_selectedArea; // area that is selected this frame
CNavArea *m_lastSelectedArea; // area that was selected last frame
NavCornerType
m_markedCorner; // currently marked corner for edit operations
Vector m_anchor; // first corner of an area being created
bool
m_isPlacePainting; // if true, we set an area's place by pointing at it
bool m_splitAlongX; // direction the selected nav area would be split
float m_splitEdge; // location of the possible split
bool m_climbableSurface; // if true, the cursor is pointing at a climable
// surface
Vector m_surfaceNormal; // Normal of the surface the cursor is pointing at
Vector m_ladderAnchor; // first corner of a ladder being created
Vector m_ladderNormal; // Normal of the surface of the ladder being created
CNavLadder *m_selectedLadder; // ladder that is selected this frame
CNavLadder *m_lastSelectedLadder; // ladder that was selected last frame
CNavLadder *m_markedLadder; // currently marked ladder for edit operations
bool FindLadderCorners(
Vector *c1, Vector *c2,
Vector *c3); // computes the other corners of a ladder given
// m_ladderAnchor, m_editCursorPos, and m_ladderNormal
void GetEditVectors(Vector *pos,
Vector *forward); // Gets the eye position and view
// direction of the editing player
CountdownTimer m_showAreaInfoTimer; // Timer that controls how long area
// info is displayed
NavAreaVector m_selectedSet; // all currently selected areas
NavAreaVector
m_dragSelectionSet; // all areas in the current drag selection
bool m_isContinuouslySelecting; // if true, we are continuously adding to
// the selected set
bool m_isContinuouslyDeselecting; // if true, we are continuously removing
// from the selected set
bool m_bIsDragDeselecting;
int m_nDragSelectionVolumeZMax;
int m_nDragSelectionVolumeZMin;
void DoToggleAttribute(
CNavArea *area,
NavAttributeType attribute); // toggle an attribute on given area
//----------------------------------------------------------------------------------
// Auto-generation
//
bool UpdateGeneration(
float maxTime =
0.25f); // process the auto-generation for 'maxTime' seconds.
// return false if generation is complete.
virtual void BeginCustomAnalysis(bool bIncremental) {}
virtual void EndCustomAnalysis() {}
CNavNode *m_currentNode; // the current node we are sampling from
NavDirType m_generationDir;
CNavNode *AddNode(const Vector &destPos, const Vector &destNormal,
NavDirType dir, CNavNode *source, bool isOnDisplacement,
float obstacleHeight, float flObstacleStartDist,
float flObstacleEndDist); // add a nav node and connect
// it, update current node
NavLadderVector m_ladders; // list of ladder navigation representations
void BuildLadders(void);
void DestroyLadders(void);
bool SampleStep(void); // sample the walkable areas of the map
void CreateNavAreasFromNodes(
void); // cover all of the sampled nodes with nav areas
bool TestArea(CNavNode *node, int width,
int height); // check if an area of size (width, height) can
// fit, starting from node as upper left corner
int BuildArea(CNavNode *node, int width,
int height); // create a CNavArea of size (width, height)
// starting fom node at upper left corner
bool CheckObstacles(CNavNode *node, int width, int height, int x, int y);
void MarkPlayerClipAreas(void);
void MarkJumpAreas(void);
void StichAndRemoveJumpAreas(void);
void RemoveJumpAreas(void);
void SquareUpAreas(void);
void MergeGeneratedAreas(void);
void ConnectGeneratedAreas(void);
void FixUpGeneratedAreas(void);
void FixCornerOnCornerAreas(void);
void FixConnections(void);
void SplitAreasUnderOverhangs(void);
void ValidateNavAreaConnections(void);
void StitchGeneratedAreas(
void); // Stitches incrementally-generated areas into the existing mesh
void StitchAreaSet(
CUtlVector<CNavArea *> *areas); // Stitches an arbitrary set of areas
// into the existing mesh
void HandleObstacleTopAreas(
void); // Handles fixing/generating areas on top of slim obstacles such
// as fences and railings
void RaiseAreasWithInternalObstacles();
void CreateObstacleTopAreas();
bool CreateObstacleTopAreaIfNecessary(CNavArea *area, CNavArea *areaOther,
NavDirType dir, bool bMultiNode);
void RemoveOverlappingObstacleTopAreas();
enum GenerationStateType {
SAMPLE_WALKABLE_SPACE,
CREATE_AREAS_FROM_SAMPLES,
FIND_HIDING_SPOTS,
FIND_ENCOUNTER_SPOTS,
FIND_SNIPER_SPOTS,
FIND_EARLIEST_OCCUPY_TIMES,
FIND_LIGHT_INTENSITY,
COMPUTE_MESH_VISIBILITY,
CUSTOM, // mod-specific generation step
SAVE_NAV_MESH,
NUM_GENERATION_STATES
} m_generationState; // the state of the generation process
enum GenerationModeType {
GENERATE_NONE,
GENERATE_FULL,
GENERATE_INCREMENTAL,
GENERATE_SIMPLIFY,
GENERATE_ANALYSIS_ONLY,
} m_generationMode; // true while a Navigation Mesh is being generated
int m_generationIndex; // used for iterating nav areas during generation
// process
int m_sampleTick; // counter for displaying pseudo-progress while sampling
// walkable space
bool m_bQuitWhenFinished;
float m_generationStartTime;
Extent m_simplifyGenerationExtent;
char
*m_spawnName; // name of player spawn entity, used to initiate sampling
struct WalkableSeedSpot {
Vector pos;
Vector normal;
};
CUtlVector<WalkableSeedSpot>
m_walkableSeeds; // list of walkable seed spots for sampling
CNavNode *GetNextWalkableSeedNode(
void); // return the next walkable seed as a node
int m_seedIdx;
int m_hostThreadModeRestoreValue; // stores the value of host_threadmode
// before we changed it
void BuildTransientAreaList(void);
CUtlVector<CNavArea *> m_transientAreas;
void UpdateAvoidanceObstacleAreas(void);
CUtlVector<CNavArea *> m_avoidanceObstacleAreas;
CUtlVector<INavAvoidanceObstacle *> m_avoidanceObstacles;
void UpdateBlockedAreas(void);
CUtlVector<CNavArea *> m_blockedAreas;
CUtlVector<int>
m_storedSelectedSet; // "Stored" selected set, so we can do some
// editing and then restore the old selected set.
// Done by ID, so we don't have to worry about
// split/delete/etc.
void BeginVisibilityComputations(void);
void EndVisibilityComputations(void);
void TestAllAreasForBlockedStatus(
void); // Used to update blocked areas after a round restart. Need to
// delay so the map logic has all fired.
CountdownTimer m_updateBlockedAreasTimer;
};
// the global singleton interface
extern CNavMesh *TheNavMesh;
// factory for creating the Navigation Mesh
extern CNavMesh *NavMeshFactory(void);
#ifdef STAGING_ONLY
// for debugging the A* algorithm, if nonzero, show debug display and decrement
// for each pathfind
extern int g_DebugPathfindCounter;
#endif
//--------------------------------------------------------------------------------------------------------------
inline bool CNavMesh::IsEditMode(EditModeType mode) const {
return m_editMode == mode;
}
//--------------------------------------------------------------------------------------------------------------
inline CNavMesh::EditModeType CNavMesh::GetEditMode(void) const {
return m_editMode;
}
//--------------------------------------------------------------------------------------------------------------
inline unsigned int CNavMesh::GetSubVersionNumber(void) const { return 0; }
//--------------------------------------------------------------------------------------------------------------
inline CNavArea *CNavMesh::CreateArea(void) const { return new CNavArea; }
//--------------------------------------------------------------------------------------------------------------
inline void CNavMesh::DestroyArea(CNavArea *pArea) const { delete pArea; }
//--------------------------------------------------------------------------------------------------------------
inline int CNavMesh::ComputeHashKey(unsigned int id) const { return id & 0xFF; }
//--------------------------------------------------------------------------------------------------------------
inline int CNavMesh::WorldToGridX(float wx) const {
int x = (int)((wx - m_minX) / m_gridCellSize);
if (x < 0)
x = 0;
else if (x >= m_gridSizeX)
x = m_gridSizeX - 1;
return x;
}
//--------------------------------------------------------------------------------------------------------------
inline int CNavMesh::WorldToGridY(float wy) const {
int y = (int)((wy - m_minY) / m_gridCellSize);
if (y < 0)
y = 0;
else if (y >= m_gridSizeY)
y = m_gridSizeY - 1;
return y;
}
//--------------------------------------------------------------------------------------------------------------
inline unsigned int CNavMesh::GetGenerationTraceMask(void) const {
return MASK_NPCSOLID_BRUSHONLY;
}
//--------------------------------------------------------------------------------------------------------------
//
// Function prototypes
//
extern void ApproachAreaAnalysisPrep(void);
extern void CleanupApproachAreaAnalysisPrep(void);
extern bool IsHeightDifferenceValid(float test, float other1, float other2,
float other3);
#endif // _NAV_MESH_H_