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Diffstat (limited to 'game/server/nav_node.h')
| -rw-r--r-- | game/server/nav_node.h | 151 |
1 files changed, 151 insertions, 0 deletions
diff --git a/game/server/nav_node.h b/game/server/nav_node.h new file mode 100644 index 0000000..9bbafe7 --- /dev/null +++ b/game/server/nav_node.h @@ -0,0 +1,151 @@ +//========= 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 ([email protected]), 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_ |