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C++

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