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+//========= 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_