diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/nav_generate.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/nav_generate.cpp')
| -rw-r--r-- | mp/src/game/server/nav_generate.cpp | 9868 |
1 files changed, 4934 insertions, 4934 deletions
diff --git a/mp/src/game/server/nav_generate.cpp b/mp/src/game/server/nav_generate.cpp index fe577273..c9d2ea4b 100644 --- a/mp/src/game/server/nav_generate.cpp +++ b/mp/src/game/server/nav_generate.cpp @@ -1,4934 +1,4934 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-// nav_generate.cpp
-// Auto-generate a Navigation Mesh by sampling the current map
-// Author: Michael S. Booth ([email protected]), 2003
-
-#include "cbase.h"
-#include "util_shared.h"
-#include "nav_mesh.h"
-#include "nav_node.h"
-#include "nav_pathfind.h"
-#include "viewport_panel_names.h"
-//#include "terror/TerrorShared.h"
-#include "fmtstr.h"
-
-#ifdef TERROR
-#include "func_simpleladder.h"
-#endif
-
-// NOTE: This has to be the last file included!
-#include "tier0/memdbgon.h"
-
-
-enum { MAX_BLOCKED_AREAS = 256 };
-static unsigned int blockedID[ MAX_BLOCKED_AREAS ];
-static int blockedIDCount = 0;
-static float lastMsgTime = 0.0f;
-
-bool TraceAdjacentNode( int depth, const Vector& start, const Vector& end, trace_t *trace, float zLimit = DeathDrop );
-bool StayOnFloor( trace_t *trace, float zLimit = DeathDrop );
-
-ConVar nav_slope_limit( "nav_slope_limit", "0.7", FCVAR_CHEAT, "The ground unit normal's Z component must be greater than this for nav areas to be generated." );
-ConVar nav_slope_tolerance( "nav_slope_tolerance", "0.1", FCVAR_CHEAT, "The ground unit normal's Z component must be this close to the nav area's Z component to be generated." );
-ConVar nav_displacement_test( "nav_displacement_test", "10000", FCVAR_CHEAT, "Checks for nodes embedded in displacements (useful for in-development maps)" );
-ConVar nav_generate_fencetops( "nav_generate_fencetops", "1", FCVAR_CHEAT, "Autogenerate nav areas on fence and obstacle tops" );
-ConVar nav_generate_fixup_jump_areas( "nav_generate_fixup_jump_areas", "1", FCVAR_CHEAT, "Convert obsolete jump areas into 2-way connections" );
-ConVar nav_generate_incremental_range( "nav_generate_incremental_range", "2000", FCVAR_CHEAT );
-ConVar nav_generate_incremental_tolerance( "nav_generate_incremental_tolerance", "0", FCVAR_CHEAT, "Z tolerance for adding new nav areas." );
-ConVar nav_area_max_size( "nav_area_max_size", "50", FCVAR_CHEAT, "Max area size created in nav generation" );
-
-// Common bounding box for traces
-Vector NavTraceMins( -0.45, -0.45, 0 );
-Vector NavTraceMaxs( 0.45, 0.45, HumanCrouchHeight );
-bool FindGroundForNode( Vector *pos, Vector *normal ); // find a ground Z for pos that is clear for NavTraceMins -> NavTraceMaxs
-
-const float MaxTraversableHeight = StepHeight; // max internal obstacle height that can occur between nav nodes and safely disregarded
-const float MinObstacleAreaWidth = 10.0f; // min width of a nav area we will generate on top of an obstacle
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Shortest path cost, paying attention to "blocked" areas
- */
-class ApproachAreaCost
-{
-public:
- float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator )
- {
- // check if this area is "blocked"
- for( int i=0; i<blockedIDCount; ++i )
- {
- if (area->GetID() == blockedID[i])
- {
- return -1.0f;
- }
- }
-
- if (fromArea == NULL)
- {
- // first area in path, no cost
- return 0.0f;
- }
- else
- {
- // compute distance traveled along path so far
- float dist;
-
- if (ladder)
- {
- dist = ladder->m_length;
- }
- else
- {
- dist = (area->GetCenter() - fromArea->GetCenter()).Length();
- }
-
- float cost = dist + fromArea->GetCostSoFar();
-
- return cost;
- }
- }
-};
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Start at given position and find first area in given direction
- */
-inline CNavArea *findFirstAreaInDirection( const Vector *start, NavDirType dir, float range, float beneathLimit, CBaseEntity *traceIgnore = NULL, Vector *closePos = NULL )
-{
- CNavArea *area = NULL;
-
- Vector pos = *start;
-
- int end = (int)((range / GenerationStepSize) + 0.5f);
-
- for( int i=1; i<=end; i++ )
- {
- AddDirectionVector( &pos, dir, GenerationStepSize );
-
- // make sure we dont look thru the wall
- trace_t result;
-
- UTIL_TraceHull( *start, pos, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), traceIgnore, COLLISION_GROUP_NONE, &result );
-
- if (result.fraction < 1.0f)
- break;
-
- area = TheNavMesh->GetNavArea( pos, beneathLimit );
- if (area)
- {
- if (closePos)
- {
- closePos->x = pos.x;
- closePos->y = pos.y;
- closePos->z = area->GetZ( pos.x, pos.y );
- }
-
- break;
- }
- }
-
- return area;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * For each ladder in the map, create a navigation representation of it.
- */
-void CNavMesh::BuildLadders( void )
-{
- // remove any left-over ladders
- DestroyLadders();
-
-#ifdef TERROR
- CFuncSimpleLadder *ladder = NULL;
- while( (ladder = dynamic_cast< CFuncSimpleLadder * >(gEntList.FindEntityByClassname( ladder, "func_simpleladder" ))) != NULL )
- {
- Vector mins, maxs;
- ladder->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs );
- CreateLadder( mins, maxs, 0.0f );
- }
-#endif
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Create a navigation representation of a ladder.
- */
-void CNavMesh::CreateLadder( const Vector& absMin, const Vector& absMax, float maxHeightAboveTopArea )
-{
- CNavLadder *ladder = new CNavLadder;
-
- // compute top & bottom of ladder
- ladder->m_top.x = (absMin.x + absMax.x) / 2.0f;
- ladder->m_top.y = (absMin.y + absMax.y) / 2.0f;
- ladder->m_top.z = absMax.z;
-
- ladder->m_bottom.x = ladder->m_top.x;
- ladder->m_bottom.y = ladder->m_top.y;
- ladder->m_bottom.z = absMin.z;
-
- // determine facing - assumes "normal" runged ladder
- float xSize = absMax.x - absMin.x;
- float ySize = absMax.y - absMin.y;
- trace_t result;
- if (xSize > ySize)
- {
- // ladder is facing north or south - determine which way
- // "pull in" traceline from bottom and top in case ladder abuts floor and/or ceiling
- Vector from = ladder->m_bottom + Vector( 0.0f, GenerationStepSize, GenerationStepSize/2 );
- Vector to = ladder->m_top + Vector( 0.0f, GenerationStepSize, -GenerationStepSize/2 );
-
- UTIL_TraceLine( from, to, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result );
-
- if (result.fraction != 1.0f || result.startsolid)
- ladder->SetDir( NORTH );
- else
- ladder->SetDir( SOUTH );
-
- ladder->m_width = xSize;
- }
- else
- {
- // ladder is facing east or west - determine which way
- Vector from = ladder->m_bottom + Vector( GenerationStepSize, 0.0f, GenerationStepSize/2 );
- Vector to = ladder->m_top + Vector( GenerationStepSize, 0.0f, -GenerationStepSize/2 );
-
- UTIL_TraceLine( from, to, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result );
-
- if (result.fraction != 1.0f || result.startsolid)
- ladder->SetDir( WEST );
- else
- ladder->SetDir( EAST );
-
- ladder->m_width = ySize;
- }
-
- // adjust top and bottom of ladder to make sure they are reachable
- // (cs_office has a crate right in front of the base of a ladder)
- Vector along = ladder->m_top - ladder->m_bottom;
- float length = along.NormalizeInPlace();
- Vector on, out;
- const float minLadderClearance = 32.0f;
-
- // adjust bottom to bypass blockages
- const float inc = 10.0f;
- float t;
- for( t = 0.0f; t <= length; t += inc )
- {
- on = ladder->m_bottom + t * along;
-
- out = on + ladder->GetNormal() * minLadderClearance;
-
- UTIL_TraceLine( on, out, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result );
-
- if (result.fraction == 1.0f && !result.startsolid)
- {
- // found viable ladder bottom
- ladder->m_bottom = on;
- break;
- }
- }
-
- // adjust top to bypass blockages
- for( t = 0.0f; t <= length; t += inc )
- {
- on = ladder->m_top - t * along;
-
- out = on + ladder->GetNormal() * minLadderClearance;
-
- UTIL_TraceLine( on, out, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result );
-
- if (result.fraction == 1.0f && !result.startsolid)
- {
- // found viable ladder top
- ladder->m_top = on;
- break;
- }
- }
-
- ladder->m_length = (ladder->m_top - ladder->m_bottom).Length();
-
- ladder->SetDir( ladder->GetDir() ); // now that we've adjusted the top and bottom, re-check the normal
-
- ladder->m_bottomArea = NULL;
- ladder->m_topForwardArea = NULL;
- ladder->m_topLeftArea = NULL;
- ladder->m_topRightArea = NULL;
- ladder->m_topBehindArea = NULL;
- ladder->ConnectGeneratedLadder( maxHeightAboveTopArea );
-
- // add ladder to global list
- m_ladders.AddToTail( ladder );
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Create a navigation representation of a ladder.
- */
-void CNavMesh::CreateLadder( const Vector &top, const Vector &bottom, float width, const Vector2D &ladderDir, float maxHeightAboveTopArea )
-{
- CNavLadder *ladder = new CNavLadder;
-
- ladder->m_top = top;
- ladder->m_bottom = bottom;
- ladder->m_width = width;
- if ( fabs( ladderDir.x ) > fabs( ladderDir.y ) )
- {
- if ( ladderDir.x > 0.0f )
- {
- ladder->SetDir( EAST );
- }
- else
- {
- ladder->SetDir( WEST );
- }
- }
- else
- {
- if ( ladderDir.y > 0.0f )
- {
- ladder->SetDir( SOUTH );
- }
- else
- {
- ladder->SetDir( NORTH );
- }
- }
-
- // adjust top and bottom of ladder to make sure they are reachable
- // (cs_office has a crate right in front of the base of a ladder)
- Vector along = ladder->m_top - ladder->m_bottom;
- float length = along.NormalizeInPlace();
- Vector on, out;
- const float minLadderClearance = 32.0f;
-
- // adjust bottom to bypass blockages
- const float inc = 10.0f;
- float t;
- trace_t result;
- for( t = 0.0f; t <= length; t += inc )
- {
- on = ladder->m_bottom + t * along;
-
- out = on + ladder->GetNormal() * minLadderClearance;
-
- UTIL_TraceLine( on, out, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result );
-
- if (result.fraction == 1.0f && !result.startsolid)
- {
- // found viable ladder bottom
- ladder->m_bottom = on;
- break;
- }
- }
-
- // adjust top to bypass blockages
- for( t = 0.0f; t <= length; t += inc )
- {
- on = ladder->m_top - t * along;
-
- out = on + ladder->GetNormal() * minLadderClearance;
-
- UTIL_TraceLine( on, out, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result );
-
- if (result.fraction == 1.0f && !result.startsolid)
- {
- // found viable ladder top
- ladder->m_top = on;
- break;
- }
- }
-
- ladder->m_length = (ladder->m_top - ladder->m_bottom).Length();
-
- ladder->SetDir( ladder->GetDir() ); // now that we've adjusted the top and bottom, re-check the normal
-
- ladder->m_bottomArea = NULL;
- ladder->m_topForwardArea = NULL;
- ladder->m_topLeftArea = NULL;
- ladder->m_topRightArea = NULL;
- ladder->m_topBehindArea = NULL;
- ladder->ConnectGeneratedLadder( maxHeightAboveTopArea );
-
- // add ladder to global list
- m_ladders.AddToTail( ladder );
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-void CNavLadder::ConnectGeneratedLadder( float maxHeightAboveTopArea )
-{
- const float nearLadderRange = 75.0f; // 50
-
- //
- // Find naviagtion area at bottom of ladder
- //
-
- // get approximate postion of player on ladder
- Vector center = m_bottom + Vector( 0, 0, GenerationStepSize );
- AddDirectionVector( ¢er, m_dir, HalfHumanWidth );
-
- m_bottomArea = TheNavMesh->GetNearestNavArea( center, true );
- if (!m_bottomArea)
- {
- DevMsg( "ERROR: Unconnected ladder bottom at ( %g, %g, %g )\n", m_bottom.x, m_bottom.y, m_bottom.z );
- }
- else
- {
- // store reference to ladder in the area
- m_bottomArea->AddLadderUp( this );
- }
-
- //
- // Find adjacent navigation areas at the top of the ladder
- //
-
- // get approximate postion of player on ladder
- center = m_top + Vector( 0, 0, GenerationStepSize );
- AddDirectionVector( ¢er, m_dir, HalfHumanWidth );
-
- float beneathLimit = MIN( 120.0f, m_top.z - m_bottom.z + HalfHumanWidth );
-
- // find "ahead" area
- m_topForwardArea = findFirstAreaInDirection( ¢er, OppositeDirection( m_dir ), nearLadderRange, beneathLimit, NULL );
- if (m_topForwardArea == m_bottomArea)
- m_topForwardArea = NULL;
-
- // find "left" area
- m_topLeftArea = findFirstAreaInDirection( ¢er, DirectionLeft( m_dir ), nearLadderRange, beneathLimit, NULL );
- if (m_topLeftArea == m_bottomArea)
- m_topLeftArea = NULL;
-
- // find "right" area
- m_topRightArea = findFirstAreaInDirection( ¢er, DirectionRight( m_dir ), nearLadderRange, beneathLimit, NULL );
- if (m_topRightArea == m_bottomArea)
- m_topRightArea = NULL;
-
- // find "behind" area - must look farther, since ladder is against the wall away from this area
- m_topBehindArea = findFirstAreaInDirection( ¢er, m_dir, 2.0f*nearLadderRange, beneathLimit, NULL );
- if (m_topBehindArea == m_bottomArea)
- m_topBehindArea = NULL;
-
- // can't include behind area, since it is not used when going up a ladder
- if (!m_topForwardArea && !m_topLeftArea && !m_topRightArea)
- DevMsg( "ERROR: Unconnected ladder top at ( %g, %g, %g )\n", m_top.x, m_top.y, m_top.z );
-
- // store reference to ladder in the area(s)
- if (m_topForwardArea)
- m_topForwardArea->AddLadderDown( this );
-
- if (m_topLeftArea)
- m_topLeftArea->AddLadderDown( this );
-
- if (m_topRightArea)
- m_topRightArea->AddLadderDown( this );
-
- if (m_topBehindArea)
- {
- m_topBehindArea->AddLadderDown( this );
- Disconnect( m_topBehindArea );
- }
-
- // adjust top of ladder to highest connected area
- float topZ = m_bottom.z + 5.0f;
- bool topAdjusted = false;
- CNavArea *topAreaList[4];
- topAreaList[0] = m_topForwardArea;
- topAreaList[1] = m_topLeftArea;
- topAreaList[2] = m_topRightArea;
- topAreaList[3] = m_topBehindArea;
-
- for( int a=0; a<4; ++a )
- {
- CNavArea *topArea = topAreaList[a];
- if (topArea == NULL)
- continue;
-
- Vector close;
- topArea->GetClosestPointOnArea( m_top, &close );
- if (topZ < close.z)
- {
- topZ = close.z;
- topAdjusted = true;
- }
- }
-
- if (topAdjusted)
- {
- if ( maxHeightAboveTopArea > 0.0f )
- {
- m_top.z = MIN( topZ + maxHeightAboveTopArea, m_top.z );
- }
- else
- {
- m_top.z = topZ; // not manually specifying a top, so snap exactly
- }
- }
-
- //
- // Determine whether this ladder is "dangling" or not
- // "Dangling" ladders are too high to go up
- //
- if (m_bottomArea)
- {
- Vector bottomSpot;
- m_bottomArea->GetClosestPointOnArea( m_bottom, &bottomSpot );
- if (m_bottom.z - bottomSpot.z > HumanHeight)
- {
- m_bottomArea->Disconnect( this );
- }
- }
-}
-
-
-//--------------------------------------------------------------------------------------------------------
-class JumpConnector
-{
-public:
- bool operator()( CNavArea *jumpArea )
- {
- if ( !(jumpArea->GetAttributes() & NAV_MESH_JUMP) )
- {
- return true;
- }
-
- for ( int i=0; i<NUM_DIRECTIONS; ++i )
- {
- NavDirType incomingDir = (NavDirType)i;
- NavDirType outgoingDir = OppositeDirection( incomingDir );
-
- const NavConnectVector *incoming = jumpArea->GetIncomingConnections( incomingDir );
- const NavConnectVector *from = jumpArea->GetAdjacentAreas( incomingDir );
- const NavConnectVector *dest = jumpArea->GetAdjacentAreas( outgoingDir );
-
- TryToConnect( jumpArea, incoming, dest, outgoingDir );
- TryToConnect( jumpArea, from, dest, outgoingDir );
- }
-
- return true;
- }
-
-private:
- struct Connection
- {
- CNavArea *source;
- CNavArea *dest;
- NavDirType direction;
- };
-
- void TryToConnect( CNavArea *jumpArea, const NavConnectVector *source, const NavConnectVector *dest, NavDirType outgoingDir )
- {
- FOR_EACH_VEC( (*source), sourceIt )
- {
- CNavArea *sourceArea = const_cast< CNavArea * >( (*source)[ sourceIt ].area );
- if ( !sourceArea->IsConnected( jumpArea, outgoingDir ) )
- {
- continue;
- }
-
- if ( sourceArea->HasAttributes( NAV_MESH_JUMP ) )
- {
- NavDirType incomingDir = OppositeDirection( outgoingDir );
- const NavConnectVector *in1 = sourceArea->GetIncomingConnections( incomingDir );
- const NavConnectVector *in2 = sourceArea->GetAdjacentAreas( incomingDir );
-
- TryToConnect( jumpArea, in1, dest, outgoingDir );
- TryToConnect( jumpArea, in2, dest, outgoingDir );
-
- continue;
- }
-
- TryToConnect( jumpArea, sourceArea, dest, outgoingDir );
- }
- }
-
- void TryToConnect( CNavArea *jumpArea, CNavArea *sourceArea, const NavConnectVector *dest, NavDirType outgoingDir )
- {
- FOR_EACH_VEC( (*dest), destIt )
- {
- CNavArea *destArea = const_cast< CNavArea * >( (*dest)[ destIt ].area );
- if ( destArea->HasAttributes( NAV_MESH_JUMP ) )
- {
- // Don't connect areas across 2 jump areas. This means we'll have some missing links due to sampling errors.
- // This is preferable to generating incorrect links across multiple jump areas, which is far more common.
- continue;
- }
-
- Vector center;
- float halfWidth;
- sourceArea->ComputePortal( destArea, outgoingDir, ¢er, &halfWidth );
-
- // Don't create corner-to-corner connections
- if ( halfWidth <= 0.0f )
- {
- continue;
- }
-
- Vector dir( vec3_origin );
- AddDirectionVector( &dir, outgoingDir, 5.0f );
-
- if ( halfWidth > 0.0f )
- {
- Vector sourcePos, destPos;
- sourceArea->GetClosestPointOnArea( center, &sourcePos );
- destArea->GetClosestPointOnArea( center, &destPos );
-
- // No jumping up from stairs.
- if ( sourceArea->HasAttributes( NAV_MESH_STAIRS ) && sourcePos.z + StepHeight < destPos.z )
- {
- continue;
- }
-
- if ( (sourcePos-destPos).AsVector2D().IsLengthLessThan( GenerationStepSize * 3 ) )
- {
- sourceArea->ConnectTo( destArea, outgoingDir );
-// DevMsg( "Connected %d->%d via %d (len %f)\n",
-// sourceArea->GetID(), destArea->GetID(), jumpArea->GetID(), sourcePos.DistTo( destPos ) );
- }
- }
- }
- }
-};
-
-//--------------------------------------------------------------------------------------------------------------
-void CNavMesh::MarkPlayerClipAreas( void )
-{
-#ifdef TERROR
- FOR_EACH_VEC( TheNavAreas, it )
- {
- TerrorNavArea *area = static_cast< TerrorNavArea * >(TheNavAreas[it]);
-
- // Trace upward a bit from our center point just colliding wtih PLAYERCLIP to see if we're in one, if we are, mark us as accordingly.
- trace_t trace;
- Vector start = area->GetCenter() + Vector(0.0f, 0.0f, 16.0f );
- Vector end = area->GetCenter() + Vector(0.0f, 0.0f, 32.0f );
- UTIL_TraceHull( start, end, Vector(0,0,0), Vector(0,0,0), CONTENTS_PLAYERCLIP, NULL, &trace);
-
- if ( trace.fraction < 1.0 )
- {
- area->SetAttributes( area->GetAttributes() | TerrorNavArea::NAV_PLAYERCLIP );
- }
- }
-#endif
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Mark all areas that require a jump to get through them.
- * This currently relies on jump areas having extreme slope.
- */
-void CNavMesh::MarkJumpAreas( void )
-{
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
- if ( !area->HasNodes() )
- continue;
-
- Vector normal, otherNormal;
- area->ComputeNormal( &normal );
- area->ComputeNormal( &otherNormal, true );
-
- float lowestNormalZ = MIN( normal.z, otherNormal.z );
- if (lowestNormalZ < nav_slope_limit.GetFloat())
- {
- // The area is a jump area, and we don't merge jump areas together
- area->SetAttributes( area->GetAttributes() | NAV_MESH_JUMP | NAV_MESH_NO_MERGE );
- }
- else if ( lowestNormalZ < nav_slope_limit.GetFloat() + nav_slope_tolerance.GetFloat() )
- {
- Vector testPos = area->GetCenter();
- testPos.z += HalfHumanHeight;
- Vector groundNormal;
- float dummy;
- if ( GetSimpleGroundHeight( testPos, &dummy, &groundNormal ) )
- {
- // If the ground normal is divergent from the area's normal, mark it as a jump area - it's not
- // really representative of the ground.
- float deltaNormalZ = fabs( groundNormal.z - lowestNormalZ );
- if ( deltaNormalZ > nav_slope_tolerance.GetFloat() )
- {
- // The area is a jump area, and we don't merge jump areas together
- area->SetAttributes( area->GetAttributes() | NAV_MESH_JUMP | NAV_MESH_NO_MERGE );
- }
- }
- }
- }
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Remove all areas marked as jump areas and connect the areas connecting to them
-*
-*/
-void CNavMesh::StichAndRemoveJumpAreas( void )
-{
- // Now, go through and remove jump areas, connecting areas to make up for it
- JumpConnector connector;
- ForAllAreas( connector );
- RemoveJumpAreas();
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Adjusts obstacle start and end distances such that obstacle width (end-start) is not less than MinObstacleAreaWidth,
-* and end distance is not greater than maxAllowedDist
-*/
-void AdjustObstacleDistances( float *pObstacleStartDist, float *pObstacleEndDist, float maxAllowedDist )
-{
- float obstacleWidth = *pObstacleEndDist - *pObstacleStartDist;
- // is the obstacle width too narrow?
- if ( obstacleWidth < MinObstacleAreaWidth )
- {
- float halfDelta = ( MinObstacleAreaWidth - obstacleWidth ) /2;
- // move start so it's half of min width from center, but no less than zero
- *pObstacleStartDist = MAX( *pObstacleStartDist - halfDelta, 0 );
- // move end so it's min width from start
- *pObstacleEndDist = *pObstacleStartDist + MinObstacleAreaWidth;
-
- // if this pushes the end past max allowed distance, pull start and end back so that end is within allowed distance
- if ( *pObstacleEndDist > maxAllowedDist )
- {
- float delta = *pObstacleEndDist - maxAllowedDist;
- *pObstacleStartDist -= delta;
- *pObstacleEndDist -= delta;
- }
- }
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Makes sure tall, slim obstacles like fencetops, railings and narrow walls have nav areas placed on top of them
-* to allow climbing & traversal
-*/
-void CNavMesh::HandleObstacleTopAreas( void )
-{
- if ( !nav_generate_fencetops.GetBool() )
- return;
-
- // For any 1x1 area that is internally blocked by an obstacle, raise it on top of the obstacle and size to fit.
- RaiseAreasWithInternalObstacles();
-
- // Create new areas as required
- CreateObstacleTopAreas();
-
- // It's possible for obstacle top areas to wind up overlapping one another, fix any such cases
- RemoveOverlappingObstacleTopAreas();
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* For any nav area that has internal obstacles between its corners of greater than traversable height,
-* raise that nav area to sit at the top of the obstacle, and shrink it to fit the obstacle. Such nav
-* areas are already restricted to be 1x1 so this will only be performed on areas that are already small.
-*/
-void CNavMesh::RaiseAreasWithInternalObstacles()
-{
- // obstacle areas next to stairs are bad - delete them
- CUtlVector< CNavArea * > areasToDelete;
-
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
-
- // any nav area with internal obstacles will be 1x1 (width and height = GenerationStepSize), so
- // only need to consider areas of that size
- if ( ( area->GetSizeX() != GenerationStepSize ) || (area->GetSizeY() != GenerationStepSize ) )
- continue;
-
- float obstacleZ[2] = { -FLT_MAX, -FLT_MAX };
- float obstacleZMax = -FLT_MAX;
- NavDirType obstacleDir = NORTH;
- float obstacleStartDist = GenerationStepSize;
- float obstacleEndDist = 0;
-
- bool isStairNeighbor = false;
-
- // Look at all 4 directions and determine if there are obstacles in that direction. Find the direction with the highest obstacle, if any.
- for ( int i = 0; i < NUM_DIRECTIONS; i++ )
- {
- NavDirType dir = (NavDirType) i;
-
- // For this direction, look at the left and right edges of the nav area relative to this direction and determined if they are both blocked
- // by obstacles. We only consider this area obstructed if both edges are blocked (e.g. fence runs all the way through it).
-
- NavCornerType corner[2];
- int iEdgesBlocked = 0;
- corner[0] = (NavCornerType) ( ( i + 3 ) % NUM_CORNERS ); // lower left-hand corner relative to current direction
- corner[1] = (NavCornerType) ( ( i + 2 ) % NUM_CORNERS ); // lower right-hand corner relative to current direction
- float obstacleZThisDir[2] = { -FLT_MAX, -FLT_MAX }; // absolute Z pos of obstacle for left and right edge in this direction
- float obstacleStartDistThisDir = GenerationStepSize; // closest obstacle start distance in this direction
- float obstacleEndDistThisDir = 0; // farthest obstacle end distance in this direction
-
- // consider left and right edges of nav area relative to current direction
- for ( int iEdge = 0; iEdge < 2; iEdge++ )
- {
- NavCornerType cornerType = corner[iEdge];
- CNavNode *nodeFrom = area->m_node[cornerType];
- if ( nodeFrom )
- {
- // is there an obstacle going from corner to corner along this edge?
- float obstacleHeight = nodeFrom->m_obstacleHeight[dir];
- if ( obstacleHeight > MaxTraversableHeight )
- {
- // yes, this edge is blocked
- iEdgesBlocked++;
- // keep track of obstacle height and start and end distance for this edge
- float obstacleZ = nodeFrom->GetPosition()->z + obstacleHeight;
- if ( obstacleZ > obstacleZThisDir[iEdge] )
- {
- obstacleZThisDir[iEdge] = obstacleZ;
- }
- obstacleStartDistThisDir = MIN( nodeFrom->m_obstacleStartDist[dir], obstacleStartDistThisDir );
- obstacleEndDistThisDir = MAX( nodeFrom->m_obstacleEndDist[dir], obstacleEndDistThisDir );
- }
- }
- }
-
- int BlockedEdgeCutoff = 2;
- const NavConnectVector *connections = area->GetAdjacentAreas( dir );
- if ( connections )
- {
- for ( int conIndex=0; conIndex<connections->Count(); ++conIndex )
- {
- const CNavArea *connectedArea = connections->Element( conIndex ).area;
- if ( connectedArea && connectedArea->HasAttributes( NAV_MESH_STAIRS ) )
- {
- isStairNeighbor = true;
- BlockedEdgeCutoff = 1; // one blocked edge is already too much when we're next to a stair
- break;
- }
- }
- }
-
- // are both edged blocked in this direction, and is the obstacle height in this direction the tallest we've seen?
- if ( (iEdgesBlocked >= BlockedEdgeCutoff ) && ( MAX( obstacleZThisDir[0], obstacleZThisDir[1] ) ) > obstacleZMax )
- {
- // this is the tallest obstacle we've encountered so far, remember its details
- obstacleZ[0] = obstacleZThisDir[0];
- obstacleZ[1] = obstacleZThisDir[1];
- obstacleZMax = MAX( obstacleZ[0], obstacleZ[1] );
- obstacleDir = dir;
- obstacleStartDist = obstacleStartDistThisDir;
- obstacleEndDist = obstacleStartDistThisDir;
- }
- }
-
- if ( isStairNeighbor && obstacleZMax > -FLT_MAX )
- {
- areasToDelete.AddToTail( area );
- continue;
- }
-
- // if we found an obstacle, raise this nav areas and size it to fit
- if ( obstacleZMax > -FLT_MAX )
- {
- // enforce minimum obstacle width so we don't shrink to become a teensy nav area
- AdjustObstacleDistances( &obstacleStartDist, &obstacleEndDist, GenerationStepSize );
- Assert( obstacleEndDist - obstacleStartDist >= MinObstacleAreaWidth );
-
- // get current corner coords
- Vector corner[4];
- for ( int i = NORTH_WEST; i < NUM_CORNERS; i++ )
- {
- corner[i] = area->GetCorner( (NavCornerType) i );
- }
-
- // adjust our size to fit the obstacle
- switch ( obstacleDir )
- {
- case NORTH:
- corner[NORTH_WEST].y = corner[SOUTH_WEST].y - obstacleEndDist;
- corner[NORTH_EAST].y = corner[SOUTH_EAST].y - obstacleEndDist;
- corner[SOUTH_WEST].y -= obstacleStartDist;
- corner[SOUTH_EAST].y -= obstacleStartDist;
- break;
- case SOUTH:
- corner[SOUTH_WEST].y = corner[NORTH_WEST].y + obstacleEndDist;
- corner[SOUTH_EAST].y = corner[NORTH_EAST].y + obstacleEndDist;
- corner[NORTH_WEST].y += obstacleStartDist;
- corner[NORTH_EAST].y += obstacleStartDist;
- ::V_swap( obstacleZ[0], obstacleZ[1] ); // swap left and right Z heights for obstacle so we can run common code below
- break;
- case EAST:
- corner[NORTH_EAST].x = corner[NORTH_WEST].x + obstacleEndDist;
- corner[SOUTH_EAST].x = corner[SOUTH_WEST].x + obstacleEndDist;
- corner[NORTH_WEST].x += obstacleStartDist;
- corner[SOUTH_WEST].x += obstacleStartDist;
- case WEST:
- corner[NORTH_WEST].x = corner[NORTH_EAST].x - obstacleEndDist;
- corner[SOUTH_WEST].x = corner[SOUTH_EAST].x - obstacleEndDist;
- corner[NORTH_EAST].x -= obstacleStartDist;
- corner[SOUTH_EAST].x -= obstacleStartDist;
- ::V_swap( obstacleZ[0], obstacleZ[1] ); // swap left and right Z heights for obstacle so we can run common code below
- break;
- }
-
- // adjust Z positions to be z pos of obstacle top
- corner[NORTH_WEST].z = obstacleZ[0];
- corner[NORTH_EAST].z = obstacleZ[1];
- corner[SOUTH_EAST].z = obstacleZ[1];
- corner[SOUTH_WEST].z = obstacleZ[0];
-
- // move the area
- RemoveNavArea( area );
- area->Build( corner[NORTH_WEST], corner[NORTH_EAST], corner[SOUTH_EAST], corner[SOUTH_WEST] );
- Assert( !area->IsDegenerate() );
- AddNavArea( area );
-
- // remove side-to-side connections if there are any so AI does try to do things like run along fencetops
- area->RemoveOrthogonalConnections( obstacleDir );
- area->SetAttributes( area->GetAttributes() | NAV_MESH_NO_MERGE | NAV_MESH_OBSTACLE_TOP );
- area->SetAttributes( area->GetAttributes() & ( ~NAV_MESH_JUMP ) );
- // clear out the nodes associated with this area's corners -- corners don't match the node positions any more
- for ( int i = 0; i < NUM_CORNERS; i++ )
- {
- area->m_node[i] = NULL;
- }
- }
- }
-
- for ( int i=0; i<areasToDelete.Count(); ++i )
- {
- TheNavAreas.FindAndRemove( areasToDelete[i] );
- DestroyArea( areasToDelete[i] );
- }
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* For any two nav areas that have an obstacle between them such as a fence, railing or small wall, creates a new
-* nav area on top of the obstacle and connects it between the areas
-*/
-void CNavMesh::CreateObstacleTopAreas()
-{
- // enumerate all areas
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
-
- // if this is a jump node (which will ultimately get removed) or is an obstacle top, ignore it
- if ( area->GetAttributes() & ( NAV_MESH_JUMP | NAV_MESH_OBSTACLE_TOP ) )
- return;
-
- // Look in all directions
- for ( int i = NORTH; i < NUM_DIRECTIONS; i++ )
- {
- NavDirType dir = (NavDirType) i;
-
- // Look at all adjacent areas in this direction
- int iConnections = area->GetAdjacentCount( dir );
- for ( int j = 0; j < iConnections; j++ )
- {
- CNavArea *areaOther = area->GetAdjacentArea( dir, j );
- // if this is a jump node (which will ultimately get removed) or is an obstacle top, ignore it
- if ( areaOther->GetAttributes() & ( NAV_MESH_JUMP | NAV_MESH_OBSTACLE_TOP ) )
- continue;
-
- // create an obstacle top if there is a one-node separation between the areas and there is an intra-node obstacle within that separation
- if ( !CreateObstacleTopAreaIfNecessary( area, areaOther, dir, false ) )
- {
- // if not, create an obstacle top if there is a two-node separation between the areas and the intermediate node is significantly
- // higher than the two areas, which means there's some geometry there that causes the middle node to be higher
- CreateObstacleTopAreaIfNecessary( area, areaOther, dir, true );
- }
- }
- }
- }
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Creates a new nav area if an obstacle exists between the two nav areas. If bMultiNode is false, this checks
-* if there's a one-node separation between the areas, and if so if there is an obstacle detected between the nodes.
-* If bMultiNode is true, checks if there is a two-node separation between the areas, and if so if the middle node is
-* higher than the two areas, suggesting an obstacle in the middle.
-*/
-bool CNavMesh::CreateObstacleTopAreaIfNecessary( CNavArea *area, CNavArea *areaOther, NavDirType dir, bool bMultiNode )
-{
- float obstacleHeightMin = FLT_MAX;
- float obstacleHeightMax = 0;
- float obstacleHeightStart = 0;
- float obstacleHeightEnd = 0;
- float obstacleDistMin = GenerationStepSize;
- float obstacleDistMax = 0;
-
- Vector center;
- float halfPortalWidth;
-
- area->ComputePortal( areaOther, dir, ¢er, &halfPortalWidth );
-
- if ( halfPortalWidth > 0 )
- {
- // get the corners to left and right of direction toward other area
- NavCornerType cornerStart = (NavCornerType) dir;
- NavCornerType cornerEnd = (NavCornerType) ( ( dir + 1 ) % NUM_CORNERS );
- CNavNode *node = area->m_node[cornerStart];
- CNavNode *nodeEnd = area->m_node[cornerEnd];
- NavDirType dirEdge = (NavDirType) ( ( dir + 1 ) % NUM_DIRECTIONS );
- obstacleHeightMin = FLT_MAX;
- float zStart = 0, zEnd = 0;
- // along the edge of this area that faces the other area, look at every node that's in the portal between the two
- while ( node )
- {
- Vector vecToPortalCenter = *node->GetPosition() - center;
- vecToPortalCenter.z = 0;
- if ( vecToPortalCenter.IsLengthLessThan( halfPortalWidth + 1.0f ) )
- {
- // this node is in the portal
-
- float obstacleHeight = 0;
- float obstacleDistStartCur = node->m_obstacleStartDist[dir];
- float obstacleDistEndCur = node->m_obstacleEndDist[dir];
-
- if ( !bMultiNode )
- {
- // use the inter-node obstacle height from this node toward the next area
- obstacleHeight = node->m_obstacleHeight[dir];
- }
- else
- {
- if ( !areaOther->Contains( *node->GetPosition() ) )
- {
- // step one node toward the other area
- CNavNode *nodeTowardOtherArea = node->GetConnectedNode( dir );
- if ( nodeTowardOtherArea )
- {
- // see if that step took us upward a significant amount
- float deltaZ = nodeTowardOtherArea->GetPosition()->z - node->GetPosition()->z;
- if ( deltaZ > MaxTraversableHeight )
- {
- // see if we've arrived in the other area
- bool bInOtherArea = false;
- if ( areaOther->Contains( *nodeTowardOtherArea->GetPosition() ) )
- {
- float z = areaOther->GetZ( nodeTowardOtherArea->GetPosition()->x, nodeTowardOtherArea->GetPosition()->y );
- float deltaZ = fabs( nodeTowardOtherArea->GetPosition()->z - z );
- if ( deltaZ < 2.0f )
- {
- bInOtherArea = true;
- }
- }
-
- // if we have not arrived in the other area yet, take one more step in the same direction
- if ( !bInOtherArea )
- {
- CNavNode *nodeTowardOtherArea2 = nodeTowardOtherArea->GetConnectedNode( dir );
- if ( nodeTowardOtherArea2 && areaOther->Contains( *nodeTowardOtherArea2->GetPosition() ) )
- {
- float areaDeltaZ = node->GetPosition()->z - nodeTowardOtherArea2->GetPosition()->z;
- if ( fabs( areaDeltaZ ) <= MaxTraversableHeight )
- {
- // if we arrived in the other area, the obstacle height to get here was the peak deltaZ of the node above to get here
- obstacleHeight = deltaZ;
- // make a nav area MinObstacleAreaWidth wide centered on the peak node, which is GenerationStepSize away from where we started
- obstacleDistStartCur = GenerationStepSize - (MinObstacleAreaWidth / 2);
- obstacleDistEndCur = GenerationStepSize + (MinObstacleAreaWidth / 2);
- }
- }
- }
- }
- }
- }
- }
-
- obstacleHeightMin = MIN( obstacleHeight, obstacleHeightMin );
- obstacleHeightMax = MAX( obstacleHeight, obstacleHeightMax );
- obstacleDistMin = MIN( obstacleDistStartCur, obstacleDistMin );
- obstacleDistMax = MAX( obstacleDistEndCur, obstacleDistMax );
-
- if ( obstacleHeightStart == 0 )
- {
- // keep track of the obstacle height and node z pos at the start of the edge
- obstacleHeightStart = obstacleHeight;
- zStart = node->GetPosition()->z;
- }
- // keep track of the obstacle height and node z pos at the end of the edge
- obstacleHeightEnd = obstacleHeight;
- zEnd = node->GetPosition()->z;
-
- }
- if ( node == nodeEnd )
- break;
-
- node = node->GetConnectedNode( dirEdge );
- }
-
-
-
-
- // if we had some obstacle height from EVERY node along the portal, then getting from this area to the other requires scaling an obstacle,
- // need to generate a nav area on top of it
- if ( ( obstacleHeightMax > MaxTraversableHeight ) && ( obstacleHeightMin > MaxTraversableHeight ) )
- {
- // If the maximum obstacle height was greater than both the height at start and end of the edge, then the obstacle is highest somewhere
- // in the middle. Use that as the height of both ends.
- if ( ( obstacleHeightMax > obstacleHeightStart ) && ( obstacleHeightMax > obstacleHeightEnd ) )
- {
- obstacleHeightStart = obstacleHeightMax;
- obstacleHeightEnd = obstacleHeightMax;
- }
-
- // for south and west, swap "start" and "end" values of edges so we can use common code below
- if ( dir == SOUTH || dir == WEST )
- {
- ::V_swap( obstacleHeightStart, obstacleHeightEnd );
- ::V_swap( zStart, zEnd );
- }
-
- // Enforce min area width for new area
- AdjustObstacleDistances( &obstacleDistMin, &obstacleDistMax, bMultiNode ? GenerationStepSize * 2 : GenerationStepSize );
- Assert( obstacleDistMin < obstacleDistMax );
- Assert( obstacleDistMax - obstacleDistMin >= MinObstacleAreaWidth );
- float newAreaWidth = obstacleDistMax - obstacleDistMin;
- Assert( newAreaWidth > 0 );
-
- // Calculate new area coordinates
- AddDirectionVector( ¢er, dir, obstacleDistMin + (newAreaWidth/2) );
-
- Vector cornerNW, cornerNE, cornerSE, cornerSW;
- switch ( dir )
- {
- case NORTH:
- case SOUTH:
- cornerNW.Init( center.x - halfPortalWidth, center.y - (newAreaWidth/2), zStart + obstacleHeightStart );
- cornerNE.Init( center.x + halfPortalWidth, center.y - (newAreaWidth/2), zEnd + obstacleHeightEnd );
- cornerSE.Init( center.x + halfPortalWidth, center.y + (newAreaWidth/2), zEnd + obstacleHeightEnd );
- cornerSW.Init( center.x - halfPortalWidth, center.y + (newAreaWidth/2), zStart + obstacleHeightStart );
- break;
- case EAST:
- case WEST:
- cornerNW.Init( center.x - (newAreaWidth/2), center.y - halfPortalWidth, zStart + obstacleHeightStart );
- cornerNE.Init( center.x + (newAreaWidth/2), center.y - halfPortalWidth, zEnd + obstacleHeightEnd );
- cornerSE.Init( center.x + (newAreaWidth/2), center.y + halfPortalWidth, zEnd + obstacleHeightEnd );
- cornerSW.Init( center.x - (newAreaWidth/2), center.y + halfPortalWidth, zStart + obstacleHeightStart );
- break;
- }
-
- CNavArea *areaNew = CreateArea();
- areaNew->Build( cornerNW, cornerNE, cornerSE, cornerSW );
-
- // add it to the nav area list
- TheNavAreas.AddToTail( areaNew );
- AddNavArea( areaNew );
-
- Assert( !areaNew->IsDegenerate() );
-
- Msg( "Created new fencetop area %d(%x) between %d(%x) and %d(%x)\n", areaNew->GetID(), areaNew->GetDebugID(), area->GetID(), area->GetDebugID(), areaOther->GetID(), areaOther->GetDebugID() );
-
- areaNew->SetAttributes( area->GetAttributes() );
- areaNew->SetAttributes( area->GetAttributes() | NAV_MESH_NO_MERGE | NAV_MESH_OBSTACLE_TOP );
-
- area->Disconnect( areaOther );
- area->ConnectTo( areaNew, dir );
-
- areaNew->ConnectTo( area, OppositeDirection( dir ) );
- areaNew->ConnectTo( areaOther, dir );
- if ( areaOther->IsConnected( area, OppositeDirection( dir ) ) )
- {
- areaOther->Disconnect( area );
- areaOther->ConnectTo( areaNew, OppositeDirection( dir ) );
- }
-// AddToSelectedSet( areaNew );
- return true;
- }
- }
-
- return false;
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Remove any obstacle top areas which overlap.
-*/
-void CNavMesh::RemoveOverlappingObstacleTopAreas()
-{
- // What we really want is the union of all obstacle top areas that get generated. That would be hard to compute exactly,
- // so instead we'll just remove any that overlap. The obstacle top areas don't have to be exact, we just need enough of
- // them so there is generally a path to get over any obstacle.
-
- // make a list of just the obstacle top areas to reduce the N of the N squared operation we're about to do
- CUtlVector<CNavArea *> vecObstacleTopAreas;
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
- if ( area->GetAttributes() & NAV_MESH_OBSTACLE_TOP )
- {
- vecObstacleTopAreas.AddToTail( area );
- }
- }
-
- // look at every pair of obstacle top areas
- CUtlVector<CNavArea *> vecAreasToRemove;
- FOR_EACH_VEC( vecObstacleTopAreas, it )
- {
- CNavArea *area = vecObstacleTopAreas[it];
-
- Vector normal, otherNormal;
- area->ComputeNormal( &normal );
- area->ComputeNormal( &otherNormal, true );
-
- // Remove any obstacle areas that are steep enough to be jump areas
- float lowestNormalZ = MIN( normal.z, otherNormal.z );
- if ( lowestNormalZ < nav_slope_limit.GetFloat() )
- {
- vecAreasToRemove.AddToTail( area );
- }
-
- for ( int it2 = it+1; it2 < vecObstacleTopAreas.Count(); it2++ )
- {
- CNavArea *areaOther = vecObstacleTopAreas[it2];
- if ( area->IsOverlapping( areaOther ) )
- {
- if ( area->Contains( areaOther ) )
- {
- // if one entirely contains the other, mark the other for removal
- vecAreasToRemove.AddToTail( areaOther );
- }
- else if ( areaOther->Contains( area ) )
- {
- // if one entirely contains the other, mark the other for removal
- vecAreasToRemove.AddToTail( area );
- }
- else
- {
- // if they overlap without one being a superset of the other, just remove the smaller area
- CNavArea *areaToRemove = ( area->GetSizeX() * area->GetSizeY() > areaOther->GetSizeX() * areaOther->GetSizeY() ? areaOther : area );
- vecAreasToRemove.AddToTail( areaToRemove );
- }
- }
- }
- }
-
- // now go delete all the areas we want to remove
- while ( vecAreasToRemove.Count() > 0 )
- {
- CNavArea *areaToDelete = vecAreasToRemove[0];
- RemoveFromSelectedSet( areaToDelete );
- TheNavMesh->OnEditDestroyNotify( areaToDelete );
- TheNavAreas.FindAndRemove( areaToDelete );
- TheNavMesh->DestroyArea( areaToDelete );
-
- // remove duplicates so we don't double-delete
- while ( vecAreasToRemove.FindAndRemove( areaToDelete ) );
- }
-
-}
-
-static void CommandNavCheckStairs( void )
-{
- TheNavMesh->MarkStairAreas();
-}
-static ConCommand nav_check_stairs( "nav_check_stairs", CommandNavCheckStairs, "Update the nav mesh STAIRS attribute" );
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Mark all areas that are on stairs.
- */
-void CNavMesh::MarkStairAreas( void )
-{
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
- area->TestStairs();
- }
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-enum StairTestType
-{
- STAIRS_NO,
- STAIRS_YES,
- STAIRS_MAYBE,
-};
-
-
-//--------------------------------------------------------------------------------------------------------
-// Test if a line across a nav area could be part of a stairway
-StairTestType IsStairs( const Vector &start, const Vector &end, StairTestType ret )
-{
- if ( ret == STAIRS_NO )
- return ret;
-
- const float inc = 5.0f;
-
- // the minimum height change each step to be a step and not a slope
- const float minStepZ = inc * tan( acos( nav_slope_limit.GetFloat() ) );
- const float MinStairNormal = 0.97f; // we don't care about ramps, just actual flat steps
-
- float t;
- Vector pos, normal;
- float height, priorHeight;
-
- // walk the line, checking for step height discontinuities
- float length = start.AsVector2D().DistTo( end.AsVector2D() );
-
- trace_t trace;
- CTraceFilterNoNPCsOrPlayer filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT );
- Vector hullMins( -inc/2, -inc/2, 0 );
- Vector hullMaxs( inc/2, inc/2, 0 );
- hullMaxs.z = 1; // don't care about vertical clearance
-
- if ( fabs( start.x - end.x ) > fabs( start.y - end.y ) )
- {
- hullMins.x = -8;
- hullMaxs.x = 8;
- }
- else
- {
- hullMins.y = -8;
- hullMaxs.y = 8;
- }
-
- Vector traceOffset( 0, 0, VEC_DUCK_HULL_MAX.z );
-
- // total height change must exceed a single step to be stairs
- if ( abs( start.z - end.z ) > StepHeight )
- {
- // initialize the height delta
- UTIL_TraceHull( start + traceOffset, start - traceOffset, hullMins, hullMaxs, MASK_NPCSOLID, &filter, &trace );
- if ( trace.startsolid || trace.IsDispSurface() )
- {
- return STAIRS_NO;
- }
- priorHeight = trace.endpos.z;
-
- // Save a copy for debug overlays
- Vector prevGround = start;
- prevGround.z = priorHeight;
-
- float traceIncrement = inc / length;
- for( t = 0.0f; t <= 1.0f; t += traceIncrement )
- {
- pos = start + t * ( end - start );
-
- UTIL_TraceHull( pos + traceOffset, pos - traceOffset, hullMins, hullMaxs, MASK_NPCSOLID, &filter, &trace );
- if ( trace.startsolid || trace.IsDispSurface() )
- {
- return STAIRS_NO;
- }
- height = trace.endpos.z;
- normal = trace.plane.normal;
-
- // Save a copy for debug overlays
- Vector ground( pos );
- ground.z = height;
- //NDebugOverlay::Cross3D( ground, 3, 0, 0, 255, true, 100.0f );
- //NDebugOverlay::Box( ground, hullMins, hullMaxs, 0, 0, 255, 0.0f, 100.0f );
-
- if ( t == 0.0f && fabs( height - start.z ) > StepHeight )
- {
- // Discontinuity at start
- return STAIRS_NO;
- }
-
- if ( t == 1.0f && fabs( height - end.z ) > StepHeight )
- {
- // Discontinuity at end
- return STAIRS_NO;
- }
-
- if ( normal.z < MinStairNormal )
- {
- // too steep here
- return STAIRS_NO;
- }
-
-
- float deltaZ = abs( height - priorHeight );
-
- if ( deltaZ >= minStepZ && deltaZ <= StepHeight )
- {
- // found a step
- ret = STAIRS_YES;
- }
- else if ( deltaZ > StepHeight )
- {
- // too steep here
- //NDebugOverlay::Cross3D( ground, 5, 255, 0, 0, true, 10.0f );
- //NDebugOverlay::Cross3D( prevGround, 5, 0, 255, 0, true, 10.0f );
- return STAIRS_NO;
- }
-
- // Save a copy for debug overlays
- prevGround = pos;
- prevGround.z = height;
-
- priorHeight = height;
- }
- }
-
- return ret;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Test an area for being on stairs
- * NOTE: This assumes a globally constant "step height",
- * and walkable surface normal, which really should be locomotor-specific.
- */
-bool CNavArea::TestStairs( void )
-{
- // clear STAIRS attribute
- SetAttributes( GetAttributes() & ~NAV_MESH_STAIRS );
-
- if ( GetSizeX() <= GenerationStepSize && GetSizeY() <= GenerationStepSize )
- {
- // Don't bother with stairs on small areas
- return false;
- }
-
- const float MatchingNormalDot = 0.95f;
- Vector firstNormal, secondNormal;
- ComputeNormal( &firstNormal );
- ComputeNormal( &secondNormal, true );
- if ( firstNormal.Dot( secondNormal ) < MatchingNormalDot )
- {
- // area corners aren't coplanar - no stairs
- return false;
- }
-
- // test center and edges north-to-south, and east-to-west
- StairTestType ret = STAIRS_MAYBE;
- Vector from, to;
-
- const float inset = 5.0f; // inset to keep the tests completely inside the nav area
-
- from = GetCorner( NORTH_WEST ) + Vector( inset, inset, 0 );
- to = GetCorner( NORTH_EAST ) + Vector( -inset, inset, 0 );
- ret = IsStairs( from, to, ret );
-
- from = GetCorner( SOUTH_WEST ) + Vector( inset, -inset, 0 );
- to = GetCorner( SOUTH_EAST ) + Vector( -inset, -inset, 0 );
- ret = IsStairs( from, to, ret );
-
- from = GetCorner( NORTH_WEST ) + Vector( inset, inset, 0 );
- to = GetCorner( SOUTH_WEST ) + Vector( inset, -inset, 0 );
- ret = IsStairs( from, to, ret );
-
- from = GetCorner( NORTH_EAST ) + Vector( -inset, inset, 0 );
- to = GetCorner( SOUTH_EAST ) + Vector( -inset, -inset, 0 );
- ret = IsStairs( from, to, ret );
-
- from = ( GetCorner( NORTH_WEST ) + GetCorner( NORTH_EAST ) ) / 2.0f + Vector( 0, inset, 0 );
- to = ( GetCorner( SOUTH_WEST ) + GetCorner( SOUTH_EAST ) ) / 2.0f + Vector( 0, -inset, 0 );
- ret = IsStairs( from, to, ret );
-
- from = ( GetCorner( NORTH_EAST ) + GetCorner( SOUTH_EAST ) ) / 2.0f + Vector( -inset, 0, 0 );
- to = ( GetCorner( NORTH_WEST ) + GetCorner( SOUTH_WEST ) ) / 2.0f + Vector( inset, 0, 0 );
- ret = IsStairs( from, to, ret );
-
- if ( ret == STAIRS_YES )
- {
- SetAttributes( NAV_MESH_STAIRS );
- return true;
- }
-
- return false;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-CON_COMMAND_F( nav_test_stairs, "Test the selected set for being on stairs", FCVAR_CHEAT )
-{
- int count = 0;
-
- const NavAreaVector &selectedSet = TheNavMesh->GetSelectedSet();
- for ( int i=0; i<selectedSet.Count(); ++i )
- {
- CNavArea *area = selectedSet[i];
- if ( area->TestStairs() )
- {
- ++count;
- }
- }
-
- Msg( "Marked %d areas as stairs\n", count );
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Jump areas aren't used by the NextBot. Delete them, connecting adjacent areas.
- */
-void CNavMesh::RemoveJumpAreas( void )
-{
- if ( !nav_generate_fixup_jump_areas.GetBool() )
- {
- return;
- }
-
- CUtlVector< CNavArea * > unusedAreas;
-
- int i;
- for ( i=0; i<TheNavAreas.Count(); ++i )
- {
- CNavArea *testArea = TheNavAreas[i];
- if ( !(testArea->GetAttributes() & NAV_MESH_JUMP) )
- {
- continue;
- }
-
- unusedAreas.AddToTail( testArea );
- }
-
- for ( i=0; i<unusedAreas.Count(); ++i )
- {
- CNavArea *areaToDelete = unusedAreas[i];
- TheNavMesh->OnEditDestroyNotify( areaToDelete );
- TheNavAreas.FindAndRemove( areaToDelete );
- TheNavMesh->DestroyArea( areaToDelete );
- }
-
- StripNavigationAreas();
-
- SetMarkedArea( NULL ); // unmark the mark area
- m_markedCorner = NUM_CORNERS; // clear the corner selection
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-void CNavMesh::CommandNavRemoveJumpAreas( void )
-{
- JumpConnector connector;
- ForAllAreas( connector );
-
- int before = TheNavAreas.Count();
- RemoveJumpAreas();
- int after = TheNavAreas.Count();
-
- Msg( "Removed %d jump areas\n", before - after );
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Recursively chop area in half along X until child areas are roughly square
- */
-static void splitX( CNavArea *area )
-{
- if (area->IsRoughlySquare())
- return;
-
- float split = area->GetSizeX();
- split /= 2.0f;
- split += area->GetCorner( NORTH_WEST ).x;
-
- split = TheNavMesh->SnapToGrid( split );
-
- const float epsilon = 0.1f;
- if (fabs(split - area->GetCorner( NORTH_WEST ).x) < epsilon ||
- fabs(split - area->GetCorner( SOUTH_EAST ).x) < epsilon)
- {
- // too small to subdivide
- return;
- }
-
- CNavArea *alpha, *beta;
- if (area->SplitEdit( false, split, &alpha, &beta ))
- {
- // split each new area until square
- splitX( alpha );
- splitX( beta );
- }
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Recursively chop area in half along Y until child areas are roughly square
- */
-static void splitY( CNavArea *area )
-{
- if (area->IsRoughlySquare())
- return;
-
- float split = area->GetSizeY();
- split /= 2.0f;
- split += area->GetCorner( NORTH_WEST ).y;
-
- split = TheNavMesh->SnapToGrid( split );
-
- const float epsilon = 0.1f;
- if (fabs(split - area->GetCorner( NORTH_WEST ).y) < epsilon ||
- fabs(split - area->GetCorner( SOUTH_EAST ).y) < epsilon)
- {
- // too small to subdivide
- return;
- }
-
- CNavArea *alpha, *beta;
- if (area->SplitEdit( true, split, &alpha, &beta ))
- {
- // split each new area until square
- splitY( alpha );
- splitY( beta );
- }
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Split any long, thin, areas into roughly square chunks.
- */
-void CNavMesh::SquareUpAreas( void )
-{
- int it = 0;
-
- while( it < TheNavAreas.Count() )
- {
- CNavArea *area = TheNavAreas[ it ];
-
- // move the iterator in case the current area is split and deleted
- ++it;
-
- if (area->HasNodes() && !area->IsRoughlySquare())
- {
- // chop this area into square pieces
- if (area->GetSizeX() > area->GetSizeY())
- splitX( area );
- else
- splitY( area );
- }
- }
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-static bool testStitchConnection( CNavArea *source, CNavArea *target, const Vector &sourcePos, const Vector &targetPos )
-{
- trace_t result;
- Vector from( sourcePos );
- Vector pos( targetPos );
- CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING );
- Vector to, toNormal;
- bool success = false;
- if ( TraceAdjacentNode( 0, from, pos, &result ) )
- {
- to = result.endpos;
- toNormal = result.plane.normal;
- success = true;
- }
- else
- {
- // test going up ClimbUpHeight
- bool success = false;
- for ( float height = StepHeight; height <= ClimbUpHeight; height += 1.0f )
- {
- trace_t tr;
- Vector start( from );
- Vector end( pos );
- start.z += height;
- end.z += height;
- UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, &tr );
- if ( !tr.startsolid && tr.fraction == 1.0f )
- {
- if ( !StayOnFloor( &tr ) )
- {
- break;
- }
-
- to = tr.endpos;
- toNormal = tr.plane.normal;
-
- start = end = from;
- end.z += height;
- UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, &tr );
- if ( tr.fraction < 1.0f )
- {
- break;
- }
-
- success = true;
- break;
- }
- }
- }
-
- return success;
-}
-
-
-
-
-//--------------------------------------------------------------------------------------------------------
-class IncrementallyGeneratedAreas
-{
-public:
- bool operator()( CNavArea *area )
- {
- return area->HasNodes();
- }
-};
-
-
-//--------------------------------------------------------------------------------------------------------
-/**
- * Incremental generation fixup for where edges lap up against the existing nav mesh:
- * we have nodes, but the surrounding areas don't. So, we trace outward, to see if we
- * can walk/fall to an adjacent area. This handles dropping down into existing areas etc.
- * TODO: test pre-existing areas for drop-downs into the newly-generated areas.
- */
-void CNavMesh::StitchGeneratedAreas( void )
-{
- if ( m_generationMode == GENERATE_INCREMENTAL )
- {
- IncrementallyGeneratedAreas incrementalAreas;
- StitchMesh( incrementalAreas );
- }
-}
-
-
-//--------------------------------------------------------------------------------------------------------
-class AreaSet
-{
-public:
- AreaSet( CUtlVector< CNavArea * > *areas )
- {
- m_areas = areas;
- }
-
- bool operator()( CNavArea *area )
- {
- return ( m_areas->HasElement( area ) );
- }
-
-private:
- CUtlVector< CNavArea * > *m_areas;
-};
-
-
-//--------------------------------------------------------------------------------------------------------
-/**
- * Stitches an arbitrary set of areas (newly-merged, for example) into the existing mesh
- */
-void CNavMesh::StitchAreaSet( CUtlVector< CNavArea * > *areas )
-{
- AreaSet areaSet( areas );
- StitchMesh( areaSet );
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Determine if we can "jump down" from given point
- */
-inline bool testJumpDown( const Vector *fromPos, const Vector *toPos )
-{
- float dz = fromPos->z - toPos->z;
-
- // drop can't be too far, or too short (or nonexistant)
- if (dz <= JumpCrouchHeight || dz >= DeathDrop)
- return false;
-
- //
- // Check LOS out and down
- //
- // +-----+
- // | |
- // F |
- // |
- // T
- //
-
- Vector from, to;
- float up;
- trace_t result;
-
- // Try to go up and out, up to ClimbUpHeight, to get over obstacles
- for ( up=1.0f; up<=ClimbUpHeight; up += 1.0f )
- {
- from = *fromPos;
- to.Init( fromPos->x, fromPos->y, fromPos->z + up );
-
- UTIL_TraceHull( from, to, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result );
- if (result.fraction <= 0.0f || result.startsolid)
- continue;
-
- from.Init( fromPos->x, fromPos->y, result.endpos.z - 0.5f );
- to.Init( toPos->x, toPos->y, from.z );
-
- UTIL_TraceHull( from, to, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result );
- if (result.fraction != 1.0f || result.startsolid)
- continue;
-
- // Success!
- break;
- }
-
- if ( up > ClimbUpHeight )
- return false;
-
- // We've made it up and out, so see if we can drop down
- from = to;
- to.z = toPos->z + 2.0f;
- UTIL_TraceHull( from, to, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result );
- if (result.fraction <= 0.0f || result.startsolid)
- return false;
-
- // Allow a little fudge so we can drop down onto stairs
- if ( result.endpos.z > to.z + StepHeight )
- return false;
-
- return true;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-inline CNavArea *findJumpDownArea( const Vector *fromPos, NavDirType dir )
-{
- Vector start( fromPos->x, fromPos->y, fromPos->z + HalfHumanHeight );
- AddDirectionVector( &start, dir, GenerationStepSize/2.0f );
-
- Vector toPos;
- CNavArea *downArea = findFirstAreaInDirection( &start, dir, 4.0f * GenerationStepSize, DeathDrop, NULL, &toPos );
-
- if (downArea && testJumpDown( fromPos, &toPos ))
- return downArea;
-
- return NULL;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-template < typename Functor >
-void CNavMesh::StitchAreaIntoMesh( CNavArea *area, NavDirType dir, Functor &func )
-{
- Vector corner1, corner2;
- switch ( dir )
- {
- case NORTH:
- corner1 = area->GetCorner( NORTH_WEST );
- corner2 = area->GetCorner( NORTH_EAST );
- break;
- case SOUTH:
- corner1 = area->GetCorner( SOUTH_WEST );
- corner2 = area->GetCorner( SOUTH_EAST );
- break;
- case EAST:
- corner1 = area->GetCorner( NORTH_EAST );
- corner2 = area->GetCorner( SOUTH_EAST );
- break;
- case WEST:
- corner1 = area->GetCorner( NORTH_WEST );
- corner2 = area->GetCorner( SOUTH_WEST );
- break;
- }
-
- Vector edgeDir = corner2 - corner1;
- edgeDir.z = 0.0f;
-
- float edgeLength = edgeDir.NormalizeInPlace();
-
- for ( float n=0; n<edgeLength - 1.0f; n += GenerationStepSize )
- {
- Vector sourcePos = corner1 + edgeDir * ( n + 0.5f );
- sourcePos.z += HalfHumanHeight;
-
- Vector targetPos = sourcePos;
- switch ( dir )
- {
- case NORTH: targetPos.y -= GenerationStepSize * 0.5f; break;
- case SOUTH: targetPos.y += GenerationStepSize * 0.5f; break;
- case EAST: targetPos.x += GenerationStepSize * 0.5f; break;
- case WEST: targetPos.x -= GenerationStepSize * 0.5f; break;
- }
-
- CNavArea *targetArea = TheNavMesh->GetNavArea( targetPos );
- if ( targetArea && !func( targetArea ) )
- {
- targetPos.z = targetArea->GetZ( targetPos.x, targetPos.y ) + HalfHumanHeight;
-
- // outgoing connection
- if ( testStitchConnection( area, targetArea, sourcePos, targetPos ) )
- {
- area->ConnectTo( targetArea, dir );
- }
-
- // incoming connection
- if ( testStitchConnection( targetArea, area, targetPos, sourcePos ) )
- {
- targetArea->ConnectTo( area, OppositeDirection( dir ) );
- }
- }
- else
- {
- sourcePos.z -= HalfHumanHeight;
- sourcePos.z += 1;
- CNavArea *downArea = findJumpDownArea( &sourcePos, dir );
- if ( downArea && downArea != area && !func( downArea ) )
- {
- area->ConnectTo( downArea, dir );
- }
- }
- }
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Checks to see if there is a cliff - a drop of at least CliffHeight - in specified direction.
-*/
-inline bool CheckCliff( const Vector *fromPos, NavDirType dir, bool bExhaustive = true )
-{
- // cliffs are half-baked, not used by any existing AI, and create poorly behaved nav areas (ie: long, thin, strips) (MSB 8/7/09)
- return false;
-
-
- Vector toPos( fromPos->x, fromPos->y, fromPos->z );
- AddDirectionVector( &toPos, dir, GenerationStepSize );
-
- trace_t trace;
- // trace a step in specified direction and see where we'd find up
- if ( TraceAdjacentNode( 0, *fromPos, toPos, &trace, DeathDrop * 10 ) && !trace.allsolid && !trace.startsolid )
- {
- float deltaZ = fromPos->z - trace.endpos.z;
- // would we fall off a cliff?
- if ( deltaZ > CliffHeight )
- return true;
-
- // if not, special case for south and east. South and east edges are not considered part of a nav area, so
- // we look ahead two steps for south and east. This ensures that the n-1th row and column of nav nodes
- // on the south and east sides of a nav area reflect any cliffs on the nth row and column.
-
- // if we're looking to south or east, and the first node we found was approximately flat, and this is the top-level
- // call, recurse one level to check one more step in this direction
- if ( ( dir == SOUTH || dir == EAST ) && ( fabs( deltaZ ) < StepHeight ) && bExhaustive )
- {
- return CheckCliff( &trace.endpos, dir, false );
- }
- }
- return false;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Define connections between adjacent generated areas
- */
-void CNavMesh::ConnectGeneratedAreas( void )
-{
- Msg( "Connecting navigation areas...\n" );
-
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
-
- // scan along edge nodes, stepping one node over into the next area
- // for now, only use bi-directional connections
-
- // north edge
- CNavNode *node;
- for( node = area->m_node[ NORTH_WEST ]; node != area->m_node[ NORTH_EAST ]; node = node->GetConnectedNode( EAST ) )
- {
- CNavNode *adj = node->GetConnectedNode( NORTH );
-
- if (adj && adj->GetArea() && adj->GetConnectedNode( SOUTH ) == node )
- {
- area->ConnectTo( adj->GetArea(), NORTH );
- }
- else
- {
- CNavArea *downArea = findJumpDownArea( node->GetPosition(), NORTH );
- if (downArea && downArea != area)
- area->ConnectTo( downArea, NORTH );
- }
- }
-
- // west edge
- for( node = area->m_node[ NORTH_WEST ]; node != area->m_node[ SOUTH_WEST ]; node = node->GetConnectedNode( SOUTH ) )
- {
- CNavNode *adj = node->GetConnectedNode( WEST );
-
- if (adj && adj->GetArea() && adj->GetConnectedNode( EAST ) == node )
- {
- area->ConnectTo( adj->GetArea(), WEST );
- }
- else
- {
- CNavArea *downArea = findJumpDownArea( node->GetPosition(), WEST );
- if (downArea && downArea != area)
- area->ConnectTo( downArea, WEST );
- }
- }
-
- // south edge - this edge's nodes are actually part of adjacent areas
- // move one node north, and scan west to east
- /// @todo This allows one-node-wide areas - do we want this?
- node = area->m_node[ SOUTH_WEST ];
- if ( node ) // pre-existing areas in incremental generates won't have nodes
- {
- node = node->GetConnectedNode( NORTH );
- }
- if (node)
- {
- CNavNode *end = area->m_node[ SOUTH_EAST ]->GetConnectedNode( NORTH );
- /// @todo Figure out why cs_backalley gets a NULL node in here...
- for( ; node && node != end; node = node->GetConnectedNode( EAST ) )
- {
- CNavNode *adj = node->GetConnectedNode( SOUTH );
-
- if (adj && adj->GetArea() && adj->GetConnectedNode( NORTH ) == node )
- {
- area->ConnectTo( adj->GetArea(), SOUTH );
- }
- else
- {
- CNavArea *downArea = findJumpDownArea( node->GetPosition(), SOUTH );
- if (downArea && downArea != area)
- area->ConnectTo( downArea, SOUTH );
- }
- }
- }
-
- // south edge part 2 - scan the actual south edge. If the node is not part of an adjacent area, then it
- // really belongs to us. This will happen if our area runs right up against a ledge.
- for( node = area->m_node[ SOUTH_WEST ]; node != area->m_node[ SOUTH_EAST ]; node = node->GetConnectedNode( EAST ) )
- {
- if ( node->GetArea() )
- continue; // some other area owns this node, pay no attention to it
-
- CNavNode *adj = node->GetConnectedNode( SOUTH );
-
- if ( node->IsBlockedInAnyDirection() || (adj && adj->IsBlockedInAnyDirection()) )
- continue; // The space around this node is blocked, so don't connect across it
-
- // Don't directly connect to adj's area, since it's already 1 cell removed from our area.
- // There was no area in between, presumably for good reason. Only look for jump down links.
- if ( !adj || !adj->GetArea() )
- {
- CNavArea *downArea = findJumpDownArea( node->GetPosition(), SOUTH );
- if (downArea && downArea != area)
- area->ConnectTo( downArea, SOUTH );
- }
- }
-
- // east edge - this edge's nodes are actually part of adjacent areas
- node = area->m_node[ NORTH_EAST ];
- if ( node ) // pre-existing areas in incremental generates won't have nodes
- {
- node = node->GetConnectedNode( WEST );
- }
- if (node)
- {
- CNavNode *end = area->m_node[ SOUTH_EAST ]->GetConnectedNode( WEST );
- for( ; node && node != end; node = node->GetConnectedNode( SOUTH ) )
- {
- CNavNode *adj = node->GetConnectedNode( EAST );
-
- if (adj && adj->GetArea() && adj->GetConnectedNode( WEST ) == node )
- {
- area->ConnectTo( adj->GetArea(), EAST );
- }
- else
- {
- CNavArea *downArea = findJumpDownArea( node->GetPosition(), EAST );
- if (downArea && downArea != area)
- area->ConnectTo( downArea, EAST );
- }
- }
- }
-
- // east edge part 2 - scan the actual east edge. If the node is not part of an adjacent area, then it
- // really belongs to us. This will happen if our area runs right up against a ledge.
- for( node = area->m_node[ NORTH_EAST ]; node != area->m_node[ SOUTH_EAST ]; node = node->GetConnectedNode( SOUTH ) )
- {
- if ( node->GetArea() )
- continue; // some other area owns this node, pay no attention to it
-
- CNavNode *adj = node->GetConnectedNode( EAST );
-
- if ( node->IsBlockedInAnyDirection() || (adj && adj->IsBlockedInAnyDirection()) )
- continue; // The space around this node is blocked, so don't connect across it
-
- // Don't directly connect to adj's area, since it's already 1 cell removed from our area.
- // There was no area in between, presumably for good reason. Only look for jump down links.
- if ( !adj || !adj->GetArea() )
- {
- CNavArea *downArea = findJumpDownArea( node->GetPosition(), EAST );
- if (downArea && downArea != area)
- area->ConnectTo( downArea, EAST );
- }
- }
- }
-
- StitchGeneratedAreas();
-}
-
-//--------------------------------------------------------------------------------------------------------------
-bool CNavArea::IsAbleToMergeWith( CNavArea *other ) const
-{
- if ( !HasNodes() || ( GetAttributes() & NAV_MESH_NO_MERGE ) )
- return false;
-
- if ( !other->HasNodes() || ( other->GetAttributes() & NAV_MESH_NO_MERGE ) )
- return false;
-
- return true;
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Merge areas together to make larger ones (must remain rectangular - convex).
- * Areas can only be merged if their attributes match.
- */
-void CNavMesh::MergeGeneratedAreas( void )
-{
- Msg( "Merging navigation areas...\n" );
-
- bool merged;
-
- do
- {
- merged = false;
-
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
- if ( !area->HasNodes() || ( area->GetAttributes() & NAV_MESH_NO_MERGE ) )
- continue;
-
- // north edge
- FOR_EACH_VEC( area->m_connect[ NORTH ], nit )
- {
- CNavArea *adjArea = area->m_connect[ NORTH ][ nit ].area;
- if ( !area->IsAbleToMergeWith( adjArea ) ) // pre-existing areas in incremental generates won't have nodes
- continue;
-
- if ( area->GetSizeY() + adjArea->GetSizeY() > GenerationStepSize * nav_area_max_size.GetInt() )
- continue;
-
- if (area->m_node[ NORTH_WEST ] == adjArea->m_node[ SOUTH_WEST ] &&
- area->m_node[ NORTH_EAST ] == adjArea->m_node[ SOUTH_EAST ] &&
- area->GetAttributes() == adjArea->GetAttributes() &&
- area->IsCoplanar( adjArea ))
- {
- // merge vertical
- area->m_node[ NORTH_WEST ] = adjArea->m_node[ NORTH_WEST ];
- area->m_node[ NORTH_EAST ] = adjArea->m_node[ NORTH_EAST ];
-
- merged = true;
- //CONSOLE_ECHO( " Merged (north) areas #%d and #%d\n", area->m_id, adjArea->m_id );
-
- area->FinishMerge( adjArea );
-
- // restart scan - iterator is invalidated
- break;
- }
- }
-
- if (merged)
- break;
-
- // south edge
- FOR_EACH_VEC( area->m_connect[ SOUTH ], sit )
- {
- CNavArea *adjArea = area->m_connect[ SOUTH ][ sit ].area;
- if ( !area->IsAbleToMergeWith( adjArea ) ) // pre-existing areas in incremental generates won't have nodes
- continue;
-
- if ( area->GetSizeY() + adjArea->GetSizeY() > GenerationStepSize * nav_area_max_size.GetInt() )
- continue;
-
- if (adjArea->m_node[ NORTH_WEST ] == area->m_node[ SOUTH_WEST ] &&
- adjArea->m_node[ NORTH_EAST ] == area->m_node[ SOUTH_EAST ] &&
- area->GetAttributes() == adjArea->GetAttributes() &&
- area->IsCoplanar( adjArea ))
- {
- // merge vertical
- area->m_node[ SOUTH_WEST ] = adjArea->m_node[ SOUTH_WEST ];
- area->m_node[ SOUTH_EAST ] = adjArea->m_node[ SOUTH_EAST ];
-
- merged = true;
- //CONSOLE_ECHO( " Merged (south) areas #%d and #%d\n", area->m_id, adjArea->m_id );
-
- area->FinishMerge( adjArea );
-
- // restart scan - iterator is invalidated
- break;
- }
-
- }
-
- if (merged)
- break;
-
-
- // west edge
- FOR_EACH_VEC( area->m_connect[ WEST ], wit )
- {
- CNavArea *adjArea = area->m_connect[ WEST ][ wit ].area;
- if ( !area->IsAbleToMergeWith( adjArea ) ) // pre-existing areas in incremental generates won't have nodes
- continue;
-
- if ( area->GetSizeX() + adjArea->GetSizeX() > GenerationStepSize * nav_area_max_size.GetInt() )
- continue;
-
- if (area->m_node[ NORTH_WEST ] == adjArea->m_node[ NORTH_EAST ] &&
- area->m_node[ SOUTH_WEST ] == adjArea->m_node[ SOUTH_EAST ] &&
- area->GetAttributes() == adjArea->GetAttributes() &&
- area->IsCoplanar( adjArea ))
- {
- // merge horizontal
- area->m_node[ NORTH_WEST ] = adjArea->m_node[ NORTH_WEST ];
- area->m_node[ SOUTH_WEST ] = adjArea->m_node[ SOUTH_WEST ];
-
- merged = true;
- //CONSOLE_ECHO( " Merged (west) areas #%d and #%d\n", area->m_id, adjArea->m_id );
-
- area->FinishMerge( adjArea );
-
- // restart scan - iterator is invalidated
- break;
- }
-
- }
-
- if (merged)
- break;
-
- // east edge
- FOR_EACH_VEC( area->m_connect[ EAST ], eit )
- {
- CNavArea *adjArea = area->m_connect[ EAST ][ eit ].area;
- if ( !area->IsAbleToMergeWith( adjArea ) ) // pre-existing areas in incremental generates won't have nodes
- continue;
-
- if ( area->GetSizeX() + adjArea->GetSizeX() > GenerationStepSize * nav_area_max_size.GetInt() )
- continue;
-
- if (adjArea->m_node[ NORTH_WEST ] == area->m_node[ NORTH_EAST ] &&
- adjArea->m_node[ SOUTH_WEST ] == area->m_node[ SOUTH_EAST ] &&
- area->GetAttributes() == adjArea->GetAttributes() &&
- area->IsCoplanar( adjArea ))
- {
- // merge horizontal
- area->m_node[ NORTH_EAST ] = adjArea->m_node[ NORTH_EAST ];
- area->m_node[ SOUTH_EAST ] = adjArea->m_node[ SOUTH_EAST ];
-
- merged = true;
- //CONSOLE_ECHO( " Merged (east) areas #%d and #%d\n", area->m_id, adjArea->m_id );
-
- area->FinishMerge( adjArea );
-
- // restart scan - iterator is invalidated
- break;
- }
- }
-
- if (merged)
- break;
- }
- }
- while( merged );
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Given arbitrary corners of a compass grid-aligned rectangle, classify them by compass direction.
-* Input: vec[4]: arbitrary corners
-* Output: vecNW, vecNE, vecSE, vecSW: filled in with which corner is in which compass direction
-*/
-void ClassifyCorners( Vector vec[4], Vector &vecNW, Vector &vecNE, Vector &vecSE, Vector &vecSW )
-{
- vecNW = vecNE = vecSE = vecSW = vec[0];
-
- for ( int i = 0; i < 4; i++ )
- {
- if ( ( vec[i].x <= vecNW.x ) && ( vec[i].y <= vecNW.y ) )
- {
- vecNW = vec[i];
- }
- if ( ( vec[i].x >= vecNE.x ) && ( vec[i].y <= vecNE.y ) )
- {
- vecNE = vec[i];
- }
- if ( ( vec[i].x >= vecSE.x ) && ( vec[i].y >= vecSE.y ) )
- {
- vecSE = vec[i];
- }
- if ( ( vec[i].x <= vecSW.x ) && ( vec[i].y >= vecSW.y ) )
- {
- vecSW = vec[i];
- }
- }
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Perform miscellaneous fixups to generated mesh
-*/
-void CNavMesh::FixUpGeneratedAreas( void )
-{
- FixCornerOnCornerAreas();
- FixConnections();
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-void CNavMesh::FixConnections( void )
-{
- // Test the steep sides of stairs for any outgoing links that cross nodes that were partially obstructed.
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
- if ( !area->HasAttributes( NAV_MESH_STAIRS ) )
- continue;
-
- if ( !area->HasNodes() )
- continue;
-
- for ( int dir=0; dir<NUM_DIRECTIONS; ++dir )
- {
- NavCornerType cornerType[2];
- GetCornerTypesInDirection( (NavDirType)dir, &cornerType[0], &cornerType[1] );
-
- // Flat edges of stairs need to connect. It's the slopes we don't want to climb over things for.
- float cornerDeltaZ = fabs( area->GetCorner( cornerType[0] ).z - area->GetCorner( cornerType[1] ).z );
- if ( cornerDeltaZ < StepHeight )
- continue;
-
- const NavConnectVector *connectedAreas = area->GetAdjacentAreas( (NavDirType)dir );
- CUtlVector< CNavArea * > areasToDisconnect;
- for ( int i=0; i<connectedAreas->Count(); ++i )
- {
- CNavArea *adjArea = connectedAreas->Element(i).area;
- if ( !adjArea->HasNodes() )
- continue;
-
- Vector pos, adjPos;
- float width;
- area->ComputePortal( adjArea, (NavDirType)dir, &pos, &width );
- adjArea->GetClosestPointOnArea( pos, &adjPos );
-
- CNavNode *node = area->FindClosestNode( pos, (NavDirType)dir );
- CNavNode *adjNode = adjArea->FindClosestNode( adjPos, OppositeDirection( (NavDirType)dir ) );
- pos = *node->GetPosition();
- adjPos = *adjNode->GetPosition();
-
- if ( !node || !adjNode )
- continue;
-
- NavCornerType adjCornerType[2];
- GetCornerTypesInDirection( OppositeDirection((NavDirType)dir), &adjCornerType[0], &adjCornerType[1] );
-
- // From the stair's perspective, we can't go up more than step height to reach the adjacent area.
- // Also, if the adjacent area has to jump up higher than StepHeight above the stair area to reach the stairs,
- // there's an obstruction close to the adjacent area that could prevent walking from the stairs down.
- if ( node->GetGroundHeightAboveNode( cornerType[0] ) > StepHeight )
- {
- areasToDisconnect.AddToTail( adjArea );
- }
- else if ( node->GetGroundHeightAboveNode( cornerType[1] ) > StepHeight )
- {
- areasToDisconnect.AddToTail( adjArea );
- }
- else if ( adjPos.z + adjNode->GetGroundHeightAboveNode( adjCornerType[0] ) > pos.z + StepHeight )
- {
- areasToDisconnect.AddToTail( adjArea );
- }
- else if ( adjPos.z + adjNode->GetGroundHeightAboveNode( adjCornerType[1] ) > pos.z + StepHeight )
- {
- areasToDisconnect.AddToTail( adjArea );
- }
- }
-
- for ( int i=0; i<areasToDisconnect.Count(); ++i )
- {
- area->Disconnect( areasToDisconnect[i] );
- }
- }
- }
-
- // Test to prevent A->C if A->B->C. This can happen in doorways and dropdowns from rooftops.
- // @TODO: find the root cause of A->C links.
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
- CUtlVector< CNavArea * > areasToDisconnect;
- for ( int dir=0; dir<NUM_DIRECTIONS; ++dir )
- {
- const NavConnectVector *connectedAreas = area->GetAdjacentAreas( (NavDirType)dir );
- for ( int i=0; i<connectedAreas->Count(); ++i )
- {
- CNavArea *adjArea = connectedAreas->Element(i).area;
- const NavConnectVector *adjConnectedAreas = adjArea->GetAdjacentAreas( (NavDirType)dir );
- for ( int j=0; j<adjConnectedAreas->Count(); ++j )
- {
- CNavArea *farArea = adjConnectedAreas->Element(j).area;
-
- if ( area->IsConnected( farArea, (NavDirType)dir ) )
- {
- areasToDisconnect.AddToTail( farArea );
- }
- }
- }
- }
-
- for ( int i=0; i<areasToDisconnect.Count(); ++i )
- {
- area->Disconnect( areasToDisconnect[i] );
- }
- }
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Fix any spots where we there are nav nodes touching only corner-on-corner but we intend bots to be able to traverse
-*/
-void CNavMesh::FixCornerOnCornerAreas( void )
-{
- const float MaxDrop = StepHeight; // don't make corner on corner areas that are too steep
-
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
-
- // determine if we have any corners where the only nav area we touch is diagonally corner-to-corner.
- // if there are, generate additional small (0.5 x 0.5 grid size) nav areas in the corners between
- // them if map geometry allows and make connections in cardinal compass directions to create a path
- // between the two areas.
-
-//
-// XXXXXXXXX XXXXXXXXX
-// X X X X
-// X other X ****X other X
-// X X *newX X
-// XXXXXXXXXXXXXXXXX => XXXXXXXXXXXXXXXXX
-// X X X Xnew*
-// X area X X area X****
-// X X X X
-// XXXXXXXXX XXXXXXXXX
-//
-
- // check each corner
- for ( int iCorner = NORTH_WEST; iCorner < NUM_CORNERS; iCorner++ )
- {
- // get cardinal direction to right and left of this corner
- NavDirType dirToRight = (NavDirType) iCorner;
- NavDirType dirToLeft = (NavDirType) ( ( iCorner+3 ) % NUM_DIRECTIONS );
-
- // if we have any connections on cardinal compass directions on edge on either side of corner we're OK, skip this nav area
- if ( area->GetAdjacentCount( dirToLeft ) > 0 || area->GetAdjacentCount( dirToRight ) > 0 ||
- area->GetIncomingConnections( dirToLeft )->Count() > 0 || area->GetIncomingConnections( dirToRight )->Count() > 0 )
- continue;
-
- Vector cornerPos = area->GetCorner( (NavCornerType) iCorner );
- NavDirType dirToRightTwice = DirectionRight( dirToRight );
- NavDirType dirToLeftTwice = DirectionLeft( dirToLeft );
- NavDirType dirsAlongOtherEdge[2] = { dirToLeft, dirToRight };
- NavDirType dirsAlongOurEdge[2] = { dirToLeftTwice, dirToRightTwice };
-
- // consider 2 potential new nav areas, to left and right of the corner we're considering
- for ( int iDir = 0; iDir < ARRAYSIZE( dirsAlongOtherEdge ); iDir++ )
- {
- NavDirType dirAlongOtherEdge = dirsAlongOtherEdge[iDir];
- NavDirType dirAlongOurEdge = dirsAlongOurEdge[iDir];
-
- // look at the point 0.5 grid units along edge of other nav area
- Vector vecDeltaOtherEdge;
- DirectionToVector2D( dirAlongOtherEdge, (Vector2D *) &vecDeltaOtherEdge );
- vecDeltaOtherEdge.z = 0;
- vecDeltaOtherEdge *= GenerationStepSize * 0.5;
- Vector vecOtherEdgePos = cornerPos + vecDeltaOtherEdge;
-
- // see if there is a nav area at that location
- CNavArea *areaOther = GetNavArea( vecOtherEdgePos );
- Assert( areaOther != area );
- if ( !areaOther )
- continue; // no other area in that location, we're not touching on corner
-
- // see if we can move from our corner in that direction
- trace_t result;
- if ( !TraceAdjacentNode( 0, cornerPos, vecOtherEdgePos, &result, MaxDrop ) )
- continue; // something is blocking movement, don't create additional nodes to aid movement
-
- // get the corner of the other nav area that might touch our corner
- int iCornerOther = ( ( iCorner + 2 ) % NUM_CORNERS );
- Vector cornerPosOther = areaOther->GetCorner( (NavCornerType) iCornerOther );
-
- if ( cornerPos != cornerPosOther )
- continue; // that nav area does not touch us on corner
-
- // we are touching corner-to-corner with the other nav area and don't have connections in cardinal directions around
- // the corner that touches, this is a candidate to generate new small helper nav areas.
-
- // calculate the corners of the 0.5 x 0.5 nav area we would consider building between us and the other nav area whose corner we touch
- Vector vecDeltaOurEdge;
- DirectionToVector2D( dirAlongOurEdge, (Vector2D *) &vecDeltaOurEdge );
- vecDeltaOurEdge.z = 0;
- vecDeltaOurEdge *= GenerationStepSize * 0.5;
- Vector vecOurEdgePos = cornerPos + vecDeltaOurEdge;
- Vector vecCorner[4];
- vecCorner[0] = cornerPos + vecDeltaOtherEdge + vecDeltaOurEdge; // far corner of new nav area
- vecCorner[1] = cornerPos + vecDeltaOtherEdge; // intersection of far edge of new nav area with other nav area we touch
- vecCorner[2] = cornerPos; // common corner of this nav area, nav area we touch, and new nav area
- vecCorner[3] = cornerPos + vecDeltaOurEdge; // intersection of far edge of new nav area with this nav area
-
- CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING );
- if ( !TraceAdjacentNode( 0, vecCorner[1], vecCorner[0], &result, MaxDrop ) || // can we move from edge of other area to far corner of new node
- !TraceAdjacentNode( 0, vecCorner[3], vecCorner[0], &result, MaxDrop ) ) // can we move from edge of this area to far corner of new node
- continue; // new node would not fit
-
- // as sanity check, make sure there's not already a nav area there, shouldn't be
- CNavArea *areaTest = GetNavArea( vecCorner[0] );
- Assert ( !areaTest );
- if ( areaTest )
- continue;
-
- vecCorner[0] = result.endpos;
-
- // create a new nav area
- CNavArea *areaNew = CreateArea();
-
- // arrange the corners of the new nav area by compass direction
- Vector vecNW, vecNE, vecSE, vecSW;
- ClassifyCorners( vecCorner, vecNW, vecNE, vecSE, vecSW );
- areaNew->Build( vecNW, vecNE, vecSE, vecSW );
-
- // add it to the nav area list
- TheNavAreas.AddToTail( areaNew );
- AddNavArea( areaNew );
-
- areaNew->SetAttributes( area->GetAttributes() );
-
- // reciprocally connect between this area and new area
- area->ConnectTo( areaNew, dirAlongOtherEdge );
- areaNew->ConnectTo( area, OppositeDirection( dirAlongOtherEdge ) );
-
- // reciprocally connect between other area and new area
- areaOther->ConnectTo( areaNew, dirAlongOurEdge );
- areaNew->ConnectTo( areaOther, OppositeDirection( dirAlongOurEdge ) );
- }
- }
- }
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Fix any areas where one nav area overhangs another and the two nav areas are connected. Subdivide the lower
-* nav area such that the upper nav area doesn't overhang any area it's connected to.
-*/
-void CNavMesh::SplitAreasUnderOverhangs( void )
-{
- // restart the whole process whenever this gets set to true
- bool bRestartProcessing = false;
-
- do
- {
- bRestartProcessing = false;
-
- // iterate all nav areas
- for ( int it = 0; it < TheNavAreas.Count() && !bRestartProcessing; it++ )
- {
- CNavArea *area = TheNavAreas[ it ];
- Extent areaExtent;
- area->GetExtent( &areaExtent );
-
- // iterate all directions
- for ( int dir = NORTH; dir < NUM_DIRECTIONS && !bRestartProcessing; dir++ )
- {
- // iterate all connections in that direction
- const NavConnectVector *pConnections = area->GetAdjacentAreas( (NavDirType) dir );
- for ( int iConnection = 0; iConnection < pConnections->Count() && !bRestartProcessing; iConnection++ )
- {
- CNavArea *otherArea = (*pConnections)[iConnection].area;
- Extent otherAreaExtent;
- otherArea->GetExtent( &otherAreaExtent );
-
- // see if the area we are connected to overlaps our X/Y extents
- if ( area->IsOverlapping( otherArea ) )
- {
- // if the upper area isn't at least crouch height above the lower area, this is some weird minor
- // overlap, disregard it
- const float flMinSeparation = HumanCrouchHeight;
- if ( !( areaExtent.lo.z > otherAreaExtent.hi.z + flMinSeparation ) &&
- !( otherAreaExtent.lo.z > areaExtent.hi.z + flMinSeparation ) )
- continue;
-
- // figure out which area is above and which is below
- CNavArea *areaBelow = area, *areaAbove = otherArea;
- NavDirType dirFromAboveToBelow = OppositeDirection( (NavDirType) dir );
- if ( otherAreaExtent.lo.z < areaExtent.lo.z )
- {
- areaBelow = otherArea;
- areaAbove = area;
- dirFromAboveToBelow = OppositeDirection( dirFromAboveToBelow );
- }
- NavDirType dirFromBelowToAbove = OppositeDirection( dirFromAboveToBelow );
-
- // Msg( "area %d overhangs area %d and is connected\n", areaAbove->GetID(), areaBelow->GetID() );
-
- Extent extentBelow, extentAbove;
- areaBelow->GetExtent( &extentBelow );
- areaAbove->GetExtent( &extentAbove );
-
- float splitCoord; // absolute world coordinate along which we will split lower nav area (X or Y, depending on axis we split on)
- float splitLen; // length of the segment of lower nav area that is in shadow of the upper nav area
- float splitEdgeSize; // current length of the edge of nav area that is getting split
- bool bSplitAlongX = false;
-
- // determine along what edge we are splitting and make some key measurements
- if ( ( dirFromAboveToBelow == EAST ) || ( dirFromAboveToBelow == WEST ) )
- {
- splitEdgeSize = extentBelow.hi.x - extentBelow.lo.x;
- if ( extentAbove.hi.x < extentBelow.hi.x )
- {
- splitCoord = extentAbove.hi.x;
- splitLen = splitCoord - extentBelow.lo.x;
- }
- else
- {
- splitCoord = extentAbove.lo.x;
- splitLen = extentBelow.hi.x - splitCoord;
- }
- }
- else
- {
- splitEdgeSize = extentBelow.hi.y - extentBelow.lo.y;
- bSplitAlongX = true;
- if ( extentAbove.hi.y < extentBelow.hi.y )
- {
- splitCoord = extentAbove.hi.y;
- splitLen = splitCoord - extentBelow.lo.y;
- }
- else
- {
- splitCoord = extentAbove.lo.y;
- splitLen = extentBelow.hi.y - splitCoord;
- }
- }
- Assert( splitLen >= 0 );
- Assert( splitEdgeSize > 0 );
-
- // if we split the lower nav area right where it's in shadow of the upper nav area, will it create a really tiny strip?
- if ( splitLen < GenerationStepSize )
- {
- // if the "in shadow" part of the lower nav area is really small or the lower nav area is really small to begin with,
- // don't split it, we're better off as is
- if ( ( splitLen < GenerationStepSize*0.3 ) || ( splitEdgeSize <= GenerationStepSize * 2 ) )
- continue;
-
- // Move our split point so we don't create a really tiny strip on the lower nav area. Move the split point away from
- // the upper nav area so the "in shadow" area expands to be GenerationStepSize. The checks above ensure we have room to do this.
- float splitDelta = GenerationStepSize - splitLen;
- splitCoord += splitDelta * ( ( ( dirFromAboveToBelow == NORTH ) || ( dirFromAboveToBelow == WEST ) ) ? -1 : 1 );
- }
-
- // remove any connections between the two areas (so they don't get inherited by the new areas when we split the lower area),
- // but remember what the connections were.
- bool bConnectionFromBelow = false, bConnectionFromAbove = false;
- if ( areaBelow->IsConnected( areaAbove, dirFromBelowToAbove ) )
- {
- bConnectionFromBelow = true;
- areaBelow->Disconnect( areaAbove );
- }
- if ( areaAbove->IsConnected( areaBelow, dirFromAboveToBelow ) )
- {
- bConnectionFromAbove = true;
- areaAbove->Disconnect( areaBelow );
- }
-
- CNavArea *pNewAlpha = NULL,*pNewBeta = NULL;
-// int idBelow = areaBelow->GetID();
-// AddToSelectedSet( areaBelow );
- // split the lower nav area
- if ( areaBelow->SplitEdit( bSplitAlongX, splitCoord, &pNewAlpha, &pNewBeta ) )
- {
-// Msg( "Split area %d into %d and %d\n", idBelow, pNewAlpha->GetID(), pNewBeta->GetID() );
-
- // determine which of the two new lower areas is the one *not* in shadow of the upper nav area. This is the one we want to
- // reconnect to
- CNavArea *pNewNonoverlappedArea = ( ( dirFromAboveToBelow == NORTH ) || ( dirFromAboveToBelow == WEST ) ) ? pNewAlpha : pNewBeta;
-
- // restore the previous connections from the upper nav area to the new lower nav area that is not in shadow of the upper
- if ( bConnectionFromAbove )
- {
- areaAbove->ConnectTo( pNewNonoverlappedArea, dirFromAboveToBelow );
- }
- if ( bConnectionFromBelow )
- {
- areaBelow->ConnectTo( pNewNonoverlappedArea, OppositeDirection( dirFromAboveToBelow ) );
- }
-
- // Now we need to just start the whole process over. We've just perturbed the list we're iterating on (removed a nav area, added two
- // new ones, when we did the split), and it's possible we may have to subdivide a lower nav area twice if the upper nav area
- // overhangs a corner of the lower area. We just start all over again each time we do a split until no more overhangs occur.
- bRestartProcessing = true;
- }
- else
- {
-// Msg( "Failed to split area %d\n", idBelow );
- }
- }
- }
- }
- }
- }
- while ( bRestartProcessing );
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-bool TestForValidCrouchArea( CNavNode *node )
-{
- // must make sure we don't have a bogus crouch area. check up to JumpCrouchHeight above
- // the node for a HumanCrouchHeight space.
-
- CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT, WALK_THRU_EVERYTHING );
- trace_t tr;
- Vector start( *node->GetPosition() );
- Vector end( *node->GetPosition() );
- end.z += JumpCrouchHeight;
-
- Vector mins( 0, 0, 0 );
- Vector maxs( GenerationStepSize, GenerationStepSize, HumanCrouchHeight );
-
- UTIL_TraceHull(
- start,
- end,
- mins,
- maxs,
- TheNavMesh->GetGenerationTraceMask(),
- &filter,
- &tr );
-
- return ( !tr.allsolid );
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Make sure that if other* are similar, test is also close. Used in TestForValidJumpArea.
- */
-bool IsHeightDifferenceValid( float test, float other1, float other2, float other3 )
-{
- // Make sure the other nodes are level.
- const float CloseDelta = StepHeight / 2;
- if ( fabs( other1 - other2 ) > CloseDelta )
- return true;
-
- if ( fabs( other1 - other3 ) > CloseDelta )
- return true;
-
- if ( fabs( other2 - other3 ) > CloseDelta )
- return true;
-
- // Now make sure the test node is near the others. If it is more than StepHeight away,
- // it'll form a distorted jump area.
- const float MaxDelta = StepHeight;
- if ( fabs( test - other1 ) > MaxDelta )
- return false;
-
- if ( fabs( test - other2 ) > MaxDelta )
- return false;
-
- if ( fabs( test - other3 ) > MaxDelta )
- return false;
-
- return true;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Check that a 1x1 area with 'node' at the northwest corner has a valid shape - if 3 corners
- * are flat, and the 4th is significantly higher or lower, it would form a jump area that bots
- * can't navigate over well.
- */
-bool TestForValidJumpArea( CNavNode *node )
-{
- return true;
-
- CNavNode *east = node->GetConnectedNode( EAST );
- CNavNode *south = node->GetConnectedNode( SOUTH );
- if ( !east || !south )
- return false;
-
- CNavNode *southEast = east->GetConnectedNode( SOUTH );
- if ( !southEast )
- return false;
-
- if ( !IsHeightDifferenceValid(
- node->GetPosition()->z,
- south->GetPosition()->z,
- southEast->GetPosition()->z,
- east->GetPosition()->z ) )
- return false;
-
- if ( !IsHeightDifferenceValid(
- south->GetPosition()->z,
- node->GetPosition()->z,
- southEast->GetPosition()->z,
- east->GetPosition()->z ) )
- return false;
-
- if ( !IsHeightDifferenceValid(
- southEast->GetPosition()->z,
- south->GetPosition()->z,
- node->GetPosition()->z,
- east->GetPosition()->z ) )
- return false;
-
- if ( !IsHeightDifferenceValid(
- east->GetPosition()->z,
- south->GetPosition()->z,
- southEast->GetPosition()->z,
- node->GetPosition()->z ) )
- return false;
-
- return true;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-class TestOverlapping
-{
- Vector m_nw;
- Vector m_ne;
- Vector m_sw;
- Vector m_se;
-public:
- TestOverlapping( const Vector &nw, const Vector &ne, const Vector &sw, const Vector &se ) :
- m_nw( nw ), m_ne( ne ), m_sw( sw ), m_se( se )
- {
- }
-
- // This approximates CNavArea::GetZ, so we can pretend our four corners delineate a nav area
- float GetZ( const Vector &pos ) const
- {
- float dx = m_se.x - m_nw.x;
- float dy = m_se.y - m_nw.y;
-
- // guard against division by zero due to degenerate areas
- if (dx == 0.0f || dy == 0.0f)
- return m_ne.z;
-
- float u = (pos.x - m_nw.x) / dx;
- float v = (pos.y - m_nw.y) / dy;
-
- // clamp Z values to (x,y) volume
- if (u < 0.0f)
- u = 0.0f;
- else if (u > 1.0f)
- u = 1.0f;
-
- if (v < 0.0f)
- v = 0.0f;
- else if (v > 1.0f)
- v = 1.0f;
-
- float northZ = m_nw.z + u * (m_ne.z - m_nw.z);
- float southZ = m_sw.z + u * (m_se.z - m_sw.z);
-
- return northZ + v * (southZ - northZ);
- }
-
- bool OverlapsExistingArea( void )
- {
- CNavArea *overlappingArea = NULL;
- CNavLadder *overlappingLadder = NULL;
-
- Vector nw = m_nw;
- Vector se = m_se;
- Vector start = nw;
- start.x += GenerationStepSize/2;
- start.y += GenerationStepSize/2;
-
- while ( start.x < se.x )
- {
- start.y = nw.y + GenerationStepSize/2;
- while ( start.y < se.y )
- {
- start.z = GetZ( start );
- Vector end = start;
- start.z -= StepHeight;
- end.z += HalfHumanHeight;
-
- if ( TheNavMesh->FindNavAreaOrLadderAlongRay( start, end, &overlappingArea, &overlappingLadder, NULL ) )
- {
- if ( overlappingArea )
- {
- return true;
- }
- }
-
- start.y += GenerationStepSize;
- }
- start.x += GenerationStepSize;
- }
- return false;
- }
-};
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Check if an rectangular area of the given size can be
- * made starting from the given node as the NW corner.
- * Only consider fully connected nodes for this check.
- * All of the nodes within the test area must have the same attributes.
- * All of the nodes must be approximately co-planar w.r.t the NW node's normal, with the
- * exception of 1x1 areas which can be any angle.
- */
-bool CNavMesh::TestArea( CNavNode *node, int width, int height )
-{
- Vector normal = *node->GetNormal();
- float d = -DotProduct( normal, *node->GetPosition() );
-
- bool nodeCrouch = node->m_crouch[ SOUTH_EAST ];
-
- // The area's interior will be the south-east side of this north-west node.
- // If that interior space is blocked, there's no space to build an area.
- if ( node->m_isBlocked[ SOUTH_EAST ] )
- {
- return false;
- }
-
- int nodeAttributes = node->GetAttributes() & ~NAV_MESH_CROUCH;
-
- const float offPlaneTolerance = 5.0f;
-
- CNavNode *vertNode, *horizNode;
-
- vertNode = node;
- int x,y;
- for( y=0; y<height; y++ )
- {
- horizNode = vertNode;
-
- for( x=0; x<width; x++ )
- {
- //
- // Compute the crouch attributes for the test node, taking into account only the side(s) of the node
- // that are in the area
-
- // NOTE: The nodes on the south and east borders of an area aren't contained in the area. This means that
- // crouch attributes and blocked state need to be checked to the south and east of the southEdge and eastEdge nodes.
-
- bool horizNodeCrouch = false;
- bool westEdge = (x == 0);
- bool eastEdge = (x == width - 1);
- bool northEdge = (y == 0);
- bool southEdge = (y == height - 1);
-
- // Check corners first
- if ( northEdge && westEdge )
- {
- // The area's interior will be the south-east side of this north-west node.
- // If that interior space is blocked, there's no space to build an area.
- horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ];
- if ( horizNode->m_isBlocked[ SOUTH_EAST ] )
- {
- return false;
- }
- }
- else if ( northEdge && eastEdge )
- {
- // interior space of the area extends one more cell to the east past the easternmost nodes.
- // This means we need to check to the southeast as well as the southwest.
- horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ] || horizNode->m_crouch[ SOUTH_WEST ];
- if ( horizNode->m_isBlocked[ SOUTH_EAST ] || horizNode->m_isBlocked[ SOUTH_WEST ] )
- {
- return false;
- }
- }
- else if ( southEdge && westEdge )
- {
- // The interior space of the area extends one more cell to the south past the southernmost nodes.
- // This means we need to check to the southeast as well as the southwest.
- horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ] || horizNode->m_crouch[ NORTH_EAST ];
- if ( horizNode->m_isBlocked[ SOUTH_EAST ] || horizNode->m_isBlocked[ NORTH_EAST ] )
- {
- return false;
- }
- }
- else if ( southEdge && eastEdge )
- {
- // This node is completely in the interior of the area, so we need to check in all directions.
- horizNodeCrouch = (horizNode->GetAttributes() & NAV_MESH_CROUCH) != 0;
- if ( horizNode->IsBlockedInAnyDirection() )
- {
- return false;
- }
- }
- // check sides next
- else if ( northEdge )
- {
- horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ] || horizNode->m_crouch[ SOUTH_WEST ];
- if ( horizNode->m_isBlocked[ SOUTH_EAST ] || horizNode->m_isBlocked[ SOUTH_WEST ] )
- {
- return false;
- }
- }
- else if ( southEdge )
- {
- // This node is completely in the interior of the area, so we need to check in all directions.
- horizNodeCrouch = (horizNode->GetAttributes() & NAV_MESH_CROUCH) != 0;
- if ( horizNode->IsBlockedInAnyDirection() )
- {
- return false;
- }
- }
- else if ( eastEdge )
- {
- // This node is completely in the interior of the area, so we need to check in all directions.
- horizNodeCrouch = (horizNode->GetAttributes() & NAV_MESH_CROUCH) != 0;
- if ( horizNode->IsBlockedInAnyDirection() )
- {
- return false;
- }
- }
- else if ( westEdge )
- {
- horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ] || horizNode->m_crouch[ NORTH_EAST ];
- if ( horizNode->m_isBlocked[ SOUTH_EAST ] || horizNode->m_isBlocked[ NORTH_EAST ] )
- {
- return false;
- }
- }
- // finally, we have a center node
- else
- {
- // This node is completely in the interior of the area, so we need to check in all directions.
- horizNodeCrouch = (horizNode->GetAttributes() & NAV_MESH_CROUCH) != 0;
- if ( horizNode->IsBlockedInAnyDirection() )
- {
- return false;
- }
- }
-
- // all nodes must be crouch/non-crouch
- if ( nodeCrouch != horizNodeCrouch )
- return false;
-
- // all nodes must have the same non-crouch attributes
- int horizNodeAttributes = horizNode->GetAttributes() & ~NAV_MESH_CROUCH;
- if (horizNodeAttributes != nodeAttributes)
- return false;
-
- if (horizNode->IsCovered())
- return false;
-
- if (!horizNode->IsClosedCell())
- return false;
-
- if ( !CheckObstacles( horizNode, width, height, x, y ) )
- return false;
-
- horizNode = horizNode->GetConnectedNode( EAST );
- if (horizNode == NULL)
- return false;
-
- // nodes must lie on/near the plane
- if (width > 1 || height > 1)
- {
- float dist = (float)fabs( DotProduct( *horizNode->GetPosition(), normal ) + d );
- if (dist > offPlaneTolerance)
- return false;
- }
- }
-
- // Check the final (x=width) node, the above only checks thru x=width-1
- if ( !CheckObstacles( horizNode, width, height, x, y ) )
- return false;
-
- vertNode = vertNode->GetConnectedNode( SOUTH );
- if (vertNode == NULL)
- return false;
-
- // nodes must lie on/near the plane
- if (width > 1 || height > 1)
- {
- float dist = (float)fabs( DotProduct( *vertNode->GetPosition(), normal ) + d );
- if (dist > offPlaneTolerance)
- return false;
- }
- }
-
- // check planarity of southern edge
- if (width > 1 || height > 1)
- {
- horizNode = vertNode;
-
- for( x=0; x<width; x++ )
- {
- if ( !CheckObstacles( horizNode, width, height, x, y ) )
- return false;
-
- horizNode = horizNode->GetConnectedNode( EAST );
- if (horizNode == NULL)
- return false;
-
- // nodes must lie on/near the plane
- float dist = (float)fabs( DotProduct( *horizNode->GetPosition(), normal ) + d );
- if (dist > offPlaneTolerance)
- return false;
- }
-
- // Check the final (x=width) node, the above only checks thru x=width-1
- if ( !CheckObstacles( horizNode, width, height, x, y ) )
- return false;
- }
-
- vertNode = node;
- for( y=0; y<height; ++y )
- {
- horizNode = vertNode;
-
- for( int x=0; x<width; ++x )
- {
- // look for odd jump areas (3 points on the ground, 1 point floating much higher or lower)
- if ( !TestForValidJumpArea( horizNode ) )
- {
- return false;
- }
-
- // Now that we've done the quick checks, test for a valid crouch area.
- // This finds pillars etc in the middle of 4 nodes, that weren't found initially.
- if ( nodeCrouch && !TestForValidCrouchArea( horizNode ) )
- {
- return false;
- }
-
- horizNode = horizNode->GetConnectedNode( EAST );
- }
-
- vertNode = vertNode->GetConnectedNode( SOUTH );
- }
-
- if ( m_generationMode == GENERATE_INCREMENTAL )
- {
- // Incremental generation needs to check that it's not overlapping existing areas...
- const Vector *nw = node->GetPosition();
-
- vertNode = node;
- for( int y=0; y<height; ++y )
- {
- vertNode = vertNode->GetConnectedNode( SOUTH );
- }
- const Vector *sw = vertNode->GetPosition();
-
- horizNode = node;
- for( int x=0; x<width; ++x )
- {
- horizNode = horizNode->GetConnectedNode( EAST );
- }
- const Vector *ne = horizNode->GetPosition();
-
- vertNode = horizNode;
- for( int y=0; y<height; ++y )
- {
- vertNode = vertNode->GetConnectedNode( SOUTH );
- }
- const Vector *se = vertNode->GetPosition();
-
- TestOverlapping test( *nw, *ne, *sw, *se );
- if ( test.OverlapsExistingArea() )
- return false;
- }
-
- return true;
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Checks if a node has an untraversable obstacle in any direction to a neighbor.
-* width and height are size of nav area this node would be a part of, x and y are node's position
-* within that grid
-*/
-bool CNavMesh::CheckObstacles( CNavNode *node, int width, int height, int x, int y )
-{
- // any area bigger than 1x1 can't have obstacles in any connection between nodes
- if ( width > 1 || height > 1 )
- {
- if ( ( x > 0 ) && ( node->m_obstacleHeight[WEST] > MaxTraversableHeight ) )
- return false;
-
- if ( ( y > 0 ) && ( node->m_obstacleHeight[NORTH] > MaxTraversableHeight ) )
- return false;
-
- if ( ( x < width-1 ) && ( node->m_obstacleHeight[EAST] > MaxTraversableHeight ) )
- return false;
-
- if ( ( y < height-1 ) && ( node->m_obstacleHeight[SOUTH] > MaxTraversableHeight ) )
- return false;
- }
-
- // 1x1 area can have obstacles, that area will get fixed up later
- return true;
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Create a nav area, and mark all nodes it overlaps as "covered"
- * NOTE: Nodes on the east and south edges are not included.
- * Returns number of nodes covered by this area, or -1 for error;
- */
-int CNavMesh::BuildArea( CNavNode *node, int width, int height )
-{
- CNavNode *nwNode = node;
- CNavNode *neNode = NULL;
- CNavNode *swNode = NULL;
- CNavNode *seNode = NULL;
-
- CNavNode *vertNode = node;
- CNavNode *horizNode;
-
- int coveredNodes = 0;
-
- for( int y=0; y<height; y++ )
- {
- horizNode = vertNode;
-
- for( int x=0; x<width; x++ )
- {
- horizNode->Cover();
- ++coveredNodes;
-
- horizNode = horizNode->GetConnectedNode( EAST );
- }
-
- if (y == 0)
- neNode = horizNode;
-
- vertNode = vertNode->GetConnectedNode( SOUTH );
- }
-
- swNode = vertNode;
-
- horizNode = vertNode;
- for( int x=0; x<width; x++ )
- {
- horizNode = horizNode->GetConnectedNode( EAST );
- }
- seNode = horizNode;
-
- if (!nwNode || !neNode || !seNode || !swNode)
- {
- Error( "BuildArea - NULL node.\n" );
- return -1;
- }
-
- CNavArea *area = CreateArea();
- if (area == NULL)
- {
- Error( "BuildArea: Out of memory.\n" );
- return -1;
- }
-
- area->Build( nwNode, neNode, seNode, swNode );
-
- TheNavAreas.AddToTail( area );
- // since all internal nodes have the same attributes, set this area's attributes
-
- area->SetAttributes( node->GetAttributes() );
-
- // If any of the corners have an obstacle in the direction of another corner, then there's an internal obstruction of this nav node.
- // Mark it as not mergable so it doesn't become a part of anything else and we will fix it up later.
- if ( nwNode->m_obstacleHeight[SOUTH] > MaxTraversableHeight || nwNode->m_obstacleHeight[EAST] > MaxTraversableHeight ||
- neNode->m_obstacleHeight[WEST] > MaxTraversableHeight || neNode->m_obstacleHeight[SOUTH] > MaxTraversableHeight ||
- seNode->m_obstacleHeight[NORTH] > MaxTraversableHeight || seNode->m_obstacleHeight[WEST] > MaxTraversableHeight ||
- swNode->m_obstacleHeight[EAST] > MaxTraversableHeight || swNode->m_obstacleHeight[NORTH] > MaxTraversableHeight )
- {
- Assert( width == 1 ); // We should only ever try to build a 1x1 area out of any two nodes that have an obstruction between them
- Assert( height == 1 );
-
- area->SetAttributes( area->GetAttributes() | NAV_MESH_NO_MERGE );
- }
-
- // Check that the node was crouch in the right direction
- bool nodeCrouch = node->m_crouch[ SOUTH_EAST ];
- if ( (area->GetAttributes() & NAV_MESH_CROUCH) && !nodeCrouch )
- {
- area->SetAttributes( area->GetAttributes() & ~NAV_MESH_CROUCH );
- }
-
- return coveredNodes;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * This function uses the CNavNodes that have been sampled from the map to
- * generate CNavAreas - rectangular areas of "walkable" space. These areas
- * are connected to each other, proving information on know how to move from
- * area to area.
- *
- * This is a "greedy" algorithm that attempts to cover the walkable area
- * with the fewest, largest, rectangles.
- */
-void CNavMesh::CreateNavAreasFromNodes( void )
-{
- // haven't yet seen a map use larger than 30...
- int tryWidth = nav_area_max_size.GetInt();
- int tryHeight = tryWidth;
- int uncoveredNodes = CNavNode::GetListLength();
-
- while( uncoveredNodes > 0 )
- {
- for( CNavNode *node = CNavNode::GetFirst(); node; node = node->GetNext() )
- {
- if (node->IsCovered())
- continue;
-
- if (TestArea( node, tryWidth, tryHeight ))
- {
- int covered = BuildArea( node, tryWidth, tryHeight );
- if (covered < 0)
- {
- Error( "Generate: Error - Data corrupt.\n" );
- return;
- }
-
- uncoveredNodes -= covered;
- }
- }
-
- if (tryWidth >= tryHeight)
- --tryWidth;
- else
- --tryHeight;
-
- if (tryWidth <= 0 || tryHeight <= 0)
- break;
- }
-
- if ( !TheNavAreas.Count() )
- {
- // If we somehow have no areas, don't try to create an impossibly-large grid
- AllocateGrid( 0, 0, 0, 0 );
- return;
- }
-
- Extent extent;
- extent.lo.x = 9999999999.9f;
- extent.lo.y = 9999999999.9f;
- extent.hi.x = -9999999999.9f;
- extent.hi.y = -9999999999.9f;
-
- // compute total extent
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
- Extent areaExtent;
- area->GetExtent( &areaExtent );
-
- if (areaExtent.lo.x < extent.lo.x)
- extent.lo.x = areaExtent.lo.x;
- if (areaExtent.lo.y < extent.lo.y)
- extent.lo.y = areaExtent.lo.y;
- if (areaExtent.hi.x > extent.hi.x)
- extent.hi.x = areaExtent.hi.x;
- if (areaExtent.hi.y > extent.hi.y)
- extent.hi.y = areaExtent.hi.y;
- }
-
- // add the areas to the grid
- AllocateGrid( extent.lo.x, extent.hi.x, extent.lo.y, extent.hi.y );
-
- FOR_EACH_VEC( TheNavAreas, git )
- {
- AddNavArea( TheNavAreas[ git ] );
- }
-
-
- ConnectGeneratedAreas();
- MarkPlayerClipAreas();
- MarkJumpAreas(); // mark jump areas before we merge generated areas, so we don't merge jump and non-jump areas
- MergeGeneratedAreas();
- SplitAreasUnderOverhangs();
- SquareUpAreas();
- MarkStairAreas();
- StichAndRemoveJumpAreas();
- HandleObstacleTopAreas();
- FixUpGeneratedAreas();
-
- /// @TODO: incremental generation doesn't create ladders yet
- if ( m_generationMode != GENERATE_INCREMENTAL )
- {
- for ( int i=0; i<m_ladders.Count(); ++i )
- {
- CNavLadder *ladder = m_ladders[i];
- ladder->ConnectGeneratedLadder( 0.0f );
- }
- }
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-// adds walkable positions for any/all positions a mod specifies
-void CNavMesh::AddWalkableSeeds( void )
-{
- CBaseEntity *spawn = gEntList.FindEntityByClassname( NULL, GetPlayerSpawnName() );
-
- if (spawn )
- {
- // snap it to the sampling grid
- Vector pos = spawn->GetAbsOrigin();
- pos.x = TheNavMesh->SnapToGrid( pos.x );
- pos.y = TheNavMesh->SnapToGrid( pos.y );
-
- Vector normal;
- if ( FindGroundForNode( &pos, &normal ) )
- {
- AddWalkableSeed( pos, normal );
- }
- }
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Initiate the generation process
- */
-void CNavMesh::BeginGeneration( bool incremental )
-{
- IGameEvent *event = gameeventmanager->CreateEvent( "nav_generate" );
- if ( event )
- {
- gameeventmanager->FireEvent( event );
- }
-
-#ifdef TERROR
- engine->ServerCommand( "director_stop\nnb_delete_all\n" );
- if ( !incremental && !engine->IsDedicatedServer() )
- {
- CBasePlayer *host = UTIL_GetListenServerHost();
- if ( host )
- {
- host->ChangeTeam( TEAM_SPECTATOR );
- }
- }
-#else
- engine->ServerCommand( "bot_kick\n" );
-#endif
-
- // Right now, incrementally-generated areas won't connect to existing areas automatically.
- // Since this means hand-editing will be necessary, don't do a full analyze.
- if ( incremental )
- {
- nav_quicksave.SetValue( 1 );
- }
-
- m_generationState = SAMPLE_WALKABLE_SPACE;
- m_sampleTick = 0;
- m_generationMode = (incremental) ? GENERATE_INCREMENTAL : GENERATE_FULL;
- lastMsgTime = 0.0f;
-
- // clear any previous mesh
- DestroyNavigationMesh( incremental );
-
- SetNavPlace( UNDEFINED_PLACE );
-
- // build internal representations of ladders, which are used to find new walkable areas
- if ( !incremental ) ///< @incremental update doesn't build ladders to avoid overlapping existing ones
- {
- BuildLadders();
- }
-
- // start sampling from a spawn point
- if ( !incremental )
- {
- AddWalkableSeeds();
- }
-
- // the system will see this NULL and select the next walkable seed
- m_currentNode = NULL;
-
- // if there are no seed points, we can't generate
- if (m_walkableSeeds.Count() == 0)
- {
- m_generationMode = GENERATE_NONE;
- Msg( "No valid walkable seed positions. Cannot generate Navigation Mesh.\n" );
- return;
- }
-
- // initialize seed list index
- m_seedIdx = 0;
-
- Msg( "Generating Navigation Mesh...\n" );
- m_generationStartTime = Plat_FloatTime();
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Re-analyze an existing Mesh. Determine Hiding Spots, Encounter Spots, etc.
- */
-void CNavMesh::BeginAnalysis( bool quitWhenFinished )
-{
-#ifdef TERROR
- if ( !engine->IsDedicatedServer() )
- {
- CBasePlayer *host = UTIL_GetListenServerHost();
- if ( host )
- {
- host->ChangeTeam( TEAM_SPECTATOR );
- engine->ServerCommand( "director_no_death_check 1\ndirector_stop\nnb_delete_all\n" );
-
- ConVarRef mat_fullbright( "mat_fullbright" );
- ConVarRef mat_hdr_level( "mat_hdr_level" );
-
- if( mat_fullbright.GetBool() )
- {
- Warning( "Setting mat_fullbright 0\n" );
- mat_fullbright.SetValue( 0 );
- }
-
- if ( mat_hdr_level.GetInt() < 2 )
- {
- Warning( "Enabling HDR and reloading materials\n" );
- mat_hdr_level.SetValue( 2 );
- engine->ClientCommand( host->edict(), "mat_reloadallmaterials\n" );
- }
-
- // Running a threaded server breaks our lighting calculations
- ConVarRef host_thread_mode( "host_thread_mode" );
- m_hostThreadModeRestoreValue = host_thread_mode.GetInt();
- host_thread_mode.SetValue( 0 );
- ConVarRef mat_queue_mode( "mat_queue_mode" );
- mat_queue_mode.SetValue( 0 );
- }
- }
-#endif
-
- // Remove and re-add elements in TheNavAreas, to ensure indices are useful for progress feedback
- NavAreaVector tmpSet;
- {
- FOR_EACH_VEC( TheNavAreas, it )
- {
- tmpSet.AddToTail( TheNavAreas[it] );
- }
- }
- TheNavAreas.RemoveAll();
- {
- FOR_EACH_VEC( tmpSet, it )
- {
- TheNavAreas.AddToTail( tmpSet[it] );
- }
- }
-
- DestroyHidingSpots();
- m_generationState = FIND_HIDING_SPOTS;
- m_generationIndex = 0;
- m_generationMode = GENERATE_ANALYSIS_ONLY;
- m_bQuitWhenFinished = quitWhenFinished;
- lastMsgTime = 0.0f;
- m_generationStartTime = Plat_FloatTime();
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-void ShowViewPortPanelToAll( const char * name, bool bShow, KeyValues *data )
-{
- CRecipientFilter filter;
- filter.AddAllPlayers();
- filter.MakeReliable();
-
- int count = 0;
- KeyValues *subkey = NULL;
-
- if ( data )
- {
- subkey = data->GetFirstSubKey();
- while ( subkey )
- {
- count++; subkey = subkey->GetNextKey();
- }
-
- subkey = data->GetFirstSubKey(); // reset
- }
-
- UserMessageBegin( filter, "VGUIMenu" );
- WRITE_STRING( name ); // menu name
- WRITE_BYTE( bShow?1:0 );
- WRITE_BYTE( count );
-
- // write additional data (be careful not more than 192 bytes!)
- while ( subkey )
- {
- WRITE_STRING( subkey->GetName() );
- WRITE_STRING( subkey->GetString() );
- subkey = subkey->GetNextKey();
- }
- MessageEnd();
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-static void AnalysisProgress( const char *msg, int ticks, int current, bool showPercent = true )
-{
- const float MsgInterval = 10.0f;
- float now = Plat_FloatTime();
- if ( now > lastMsgTime + MsgInterval )
- {
- if ( showPercent && ticks )
- {
- Msg( "%s %.0f%%\n", msg, current*100.0f/ticks );
- }
- else
- {
- Msg( "%s\n", msg );
- }
-
- lastMsgTime = now;
- }
-
- KeyValues *data = new KeyValues("data");
- data->SetString( "msg", msg );
- data->SetInt( "total", ticks );
- data->SetInt( "current", current );
-
- ShowViewPortPanelToAll( PANEL_NAV_PROGRESS, true, data );
-
- data->deleteThis();
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-static void HideAnalysisProgress( void )
-{
- KeyValues *data = new KeyValues("data");
- ShowViewPortPanelToAll( PANEL_NAV_PROGRESS, false, data );
- data->deleteThis();
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Process the auto-generation for 'maxTime' seconds. return false if generation is complete.
- */
-bool CNavMesh::UpdateGeneration( float maxTime )
-{
- double startTime = Plat_FloatTime();
- static unsigned int s_movedPlayerToArea = 0; // Last area we moved a player to for lighting calcs
- static CountdownTimer s_playerSettleTimer; // Settle time after moving the player for lighting calcs
- static CUtlVector<CNavArea *> s_unlitAreas;
- static CUtlVector<CNavArea *> s_unlitSeedAreas;
-
- static ConVarRef host_thread_mode( "host_thread_mode" );
-
- switch( m_generationState )
- {
- //---------------------------------------------------------------------------
- case SAMPLE_WALKABLE_SPACE:
- {
- AnalysisProgress( "Sampling walkable space...", 100, m_sampleTick / 10, false );
- m_sampleTick = ( m_sampleTick + 1 ) % 1000;
-
- while ( SampleStep() )
- {
- if ( Plat_FloatTime() - startTime > maxTime )
- {
- return true;
- }
- }
-
- // sampling is complete, now build nav areas
- m_generationState = CREATE_AREAS_FROM_SAMPLES;
-
- return true;
- }
-
- //---------------------------------------------------------------------------
- case CREATE_AREAS_FROM_SAMPLES:
- {
- Msg( "Creating navigation areas from sampled data...\n" );
-
- // Select all pre-existing areas
- if ( m_generationMode == GENERATE_INCREMENTAL )
- {
- ClearSelectedSet();
- FOR_EACH_VEC( TheNavAreas, nit )
- {
- CNavArea *area = TheNavAreas[nit];
- AddToSelectedSet( area );
- }
- }
-
- // Create new areas
- CreateNavAreasFromNodes();
-
- // And toggle the selection, so we end up with the new areas
- if ( m_generationMode == GENERATE_INCREMENTAL )
- {
- CommandNavToggleSelectedSet();
- }
-
- DestroyHidingSpots();
-
- // Remove and re-add elements in TheNavAreas, to ensure indices are useful for progress feedback
- NavAreaVector tmpSet;
- {
- FOR_EACH_VEC( TheNavAreas, it )
- {
- tmpSet.AddToTail( TheNavAreas[it] );
- }
- }
- TheNavAreas.RemoveAll();
- {
- FOR_EACH_VEC( tmpSet, it )
- {
- TheNavAreas.AddToTail( tmpSet[it] );
- }
- }
-
- m_generationState = FIND_HIDING_SPOTS;
- m_generationIndex = 0;
- return true;
- }
-
- //---------------------------------------------------------------------------
- case FIND_HIDING_SPOTS:
- {
- while( m_generationIndex < TheNavAreas.Count() )
- {
- CNavArea *area = TheNavAreas[ m_generationIndex ];
- ++m_generationIndex;
-
- area->ComputeHidingSpots();
-
- // don't go over our time allotment
- if( Plat_FloatTime() - startTime > maxTime )
- {
- AnalysisProgress( "Finding hiding spots...", 100, 100 * m_generationIndex / TheNavAreas.Count() );
- return true;
- }
- }
-
- Msg( "Finding hiding spots...DONE\n" );
-
- m_generationState = FIND_ENCOUNTER_SPOTS;
- m_generationIndex = 0;
- return true;
- }
-
- //---------------------------------------------------------------------------
- case FIND_ENCOUNTER_SPOTS:
- {
- while( m_generationIndex < TheNavAreas.Count() )
- {
- CNavArea *area = TheNavAreas[ m_generationIndex ];
- ++m_generationIndex;
-
- area->ComputeSpotEncounters();
-
- // don't go over our time allotment
- if( Plat_FloatTime() - startTime > maxTime )
- {
- AnalysisProgress( "Finding encounter spots...", 100, 100 * m_generationIndex / TheNavAreas.Count() );
- return true;
- }
- }
-
- Msg( "Finding encounter spots...DONE\n" );
-
- m_generationState = FIND_SNIPER_SPOTS;
- m_generationIndex = 0;
- return true;
- }
-
- //---------------------------------------------------------------------------
- case FIND_SNIPER_SPOTS:
- {
- while( m_generationIndex < TheNavAreas.Count() )
- {
- CNavArea *area = TheNavAreas[ m_generationIndex ];
- ++m_generationIndex;
-
- area->ComputeSniperSpots();
-
- // don't go over our time allotment
- if( Plat_FloatTime() - startTime > maxTime )
- {
- AnalysisProgress( "Finding sniper spots...", 100, 100 * m_generationIndex / TheNavAreas.Count() );
- return true;
- }
- }
-
- Msg( "Finding sniper spots...DONE\n" );
-
- m_generationState = COMPUTE_MESH_VISIBILITY;
- m_generationIndex = 0;
- BeginVisibilityComputations();
- Msg( "Computing mesh visibility...\n" );
-
- return true;
- }
-
- //---------------------------------------------------------------------------
- case COMPUTE_MESH_VISIBILITY:
- {
- while( m_generationIndex < TheNavAreas.Count() )
- {
- CNavArea *area = TheNavAreas[ m_generationIndex ];
- ++m_generationIndex;
-
- area->ComputeVisibilityToMesh();
-
- // don't go over our time allotment
- if ( Plat_FloatTime() - startTime > maxTime )
- {
- AnalysisProgress( "Computing mesh visibility...", 100, 100 * m_generationIndex / TheNavAreas.Count() );
- return true;
- }
- }
-
- Msg( "Optimizing mesh visibility...\n" );
-
- EndVisibilityComputations();
-
- Msg( "Computing mesh visibility...DONE\n" );
-
- m_generationState = FIND_EARLIEST_OCCUPY_TIMES;
- m_generationIndex = 0;
- return true;
- }
-
- //---------------------------------------------------------------------------
- case FIND_EARLIEST_OCCUPY_TIMES:
- {
- while( m_generationIndex < TheNavAreas.Count() )
- {
- CNavArea *area = TheNavAreas[ m_generationIndex ];
- ++m_generationIndex;
-
- area->ComputeEarliestOccupyTimes();
-
- // don't go over our time allotment
- if( Plat_FloatTime() - startTime > maxTime )
- {
- AnalysisProgress( "Finding earliest occupy times...", 100, 100 * m_generationIndex / TheNavAreas.Count() );
- return true;
- }
- }
-
- Msg( "Finding earliest occupy times...DONE\n" );
-
-#ifdef NAV_ANALYZE_LIGHT_INTENSITY
- bool shouldSkipLightComputation = ( m_generationMode == GENERATE_INCREMENTAL || engine->IsDedicatedServer() );
-#else
- bool shouldSkipLightComputation = true;
-#endif
-
- if ( shouldSkipLightComputation )
- {
- m_generationState = CUSTOM; // no light intensity calcs for incremental generation or dedicated servers
- }
- else
- {
- m_generationState = FIND_LIGHT_INTENSITY;
- s_playerSettleTimer.Invalidate();
- CNavArea::MakeNewMarker();
- s_unlitAreas.RemoveAll();
- FOR_EACH_VEC( TheNavAreas, nit )
- {
- s_unlitAreas.AddToTail( TheNavAreas[nit] );
- s_unlitSeedAreas.AddToTail( TheNavAreas[nit] );
- }
- }
-
- m_generationIndex = 0;
- return true;
- }
-
- //---------------------------------------------------------------------------
- case FIND_LIGHT_INTENSITY:
- {
- host_thread_mode.SetValue( 0 ); // need non-threaded server for light calcs
-
- CBasePlayer *host = UTIL_GetListenServerHost();
-
- if ( !s_unlitAreas.Count() || !host )
- {
- Msg( "Finding light intensity...DONE\n" );
-
- m_generationState = CUSTOM;
- m_generationIndex = 0;
- return true;
- }
-
- if ( !s_playerSettleTimer.IsElapsed() )
- return true; // wait for eyePos to settle
-
- // Now try to compute lighting for remaining areas
- int sit = 0;
- while( sit < s_unlitAreas.Count() )
- {
- CNavArea *area = s_unlitAreas[sit];
- if ( area->ComputeLighting() )
- {
- s_unlitSeedAreas.FindAndRemove( area );
- s_unlitAreas.Remove( sit );
-
- continue;
- }
- else
- {
- ++sit;
- }
- }
-
- if ( s_unlitAreas.Count() )
- {
- if ( s_unlitSeedAreas.Count() )
- {
- CNavArea *moveArea = s_unlitSeedAreas[0];
- s_unlitSeedAreas.FastRemove( 0 );
-
- //Msg( "Moving to new area %d to compute lighting for %d/%d areas\n", moveArea->GetID(), s_unlitAreas.Count(), TheNavAreas.Count() );
-
- Vector eyePos = moveArea->GetCenter();
- float height;
- if ( GetGroundHeight( eyePos, &height ) )
- {
- eyePos.z = height + HalfHumanHeight - StepHeight; // players light from their centers, and we light from slightly below that, to allow for low ceilings
- }
- else
- {
- eyePos.z += HalfHumanHeight - StepHeight; // players light from their centers, and we light from slightly below that, to allow for low ceilings
- }
- host->SetAbsOrigin( eyePos );
- AnalysisProgress( "Finding light intensity...", 100, 100 * (TheNavAreas.Count() - s_unlitAreas.Count()) / TheNavAreas.Count() );
- s_movedPlayerToArea = moveArea->GetID();
- s_playerSettleTimer.Start( 0.1f );
- return true;
- }
- else
- {
- Msg( "Finding light intensity...DONE (%d unlit areas)\n", s_unlitAreas.Count() );
- if ( s_unlitAreas.Count() )
- {
- Warning( "To see unlit areas:\n" );
- for ( int sit=0; sit<s_unlitAreas.Count(); ++sit )
- {
- CNavArea *area = s_unlitAreas[ sit ];
- Warning( "nav_unmark; nav_mark %d; nav_warp_to_mark;\n", area->GetID() );
- }
- }
-
- m_generationState = CUSTOM;
- m_generationIndex = 0;
- }
- }
-
- Msg( "Finding light intensity...DONE\n" );
-
- m_generationState = CUSTOM;
- m_generationIndex = 0;
- return true;
- }
-
- //---------------------------------------------------------------------------
- case CUSTOM:
- {
- if ( m_generationIndex == 0 )
- {
- BeginCustomAnalysis( m_generationMode == GENERATE_INCREMENTAL );
- Msg( "Start custom...\n ");
- }
- while( m_generationIndex < TheNavAreas.Count() )
- {
- CNavArea *area = TheNavAreas[ m_generationIndex ];
- ++m_generationIndex;
-
- area->CustomAnalysis( m_generationMode == GENERATE_INCREMENTAL );
-
- // don't go over our time allotment
- if( Plat_FloatTime() - startTime > maxTime )
- {
- AnalysisProgress( "Custom game-specific analysis...", 100, 100 * m_generationIndex / TheNavAreas.Count() );
- return true;
- }
- }
-
- Msg( "Post custom...\n ");
- PostCustomAnalysis();
-
- EndCustomAnalysis();
- Msg( "Custom game-specific analysis...DONE\n" );
-
- m_generationState = SAVE_NAV_MESH;
- m_generationIndex = 0;
- ConVarRef mat_queue_mode( "mat_queue_mode" );
- mat_queue_mode.SetValue( -1 );
- host_thread_mode.SetValue( m_hostThreadModeRestoreValue ); // restore this
- return true;
- }
-
- //---------------------------------------------------------------------------
- case SAVE_NAV_MESH:
- {
- if ( m_generationMode == GENERATE_ANALYSIS_ONLY || m_generationMode == GENERATE_FULL )
- {
- m_isAnalyzed = true;
- }
-
- // generation complete!
- float generationTime = Plat_FloatTime() - m_generationStartTime;
- Msg( "Generation complete! %0.1f seconds elapsed.\n", generationTime );
- bool restart = m_generationMode != GENERATE_INCREMENTAL;
- m_generationMode = GENERATE_NONE;
- m_isLoaded = true;
- ClearWalkableSeeds();
-
- HideAnalysisProgress();
-
- // save the mesh
- if (Save())
- {
- Msg( "Navigation map '%s' saved.\n", GetFilename() );
- }
- else
- {
- const char *filename = GetFilename();
- Msg( "ERROR: Cannot save navigation map '%s'.\n", (filename) ? filename : "(null)" );
- }
-
- if ( m_bQuitWhenFinished )
- {
- engine->ServerCommand( "quit\n" );
- }
- else if ( restart )
- {
- engine->ChangeLevel( STRING( gpGlobals->mapname ), NULL );
- }
- else
- {
- FOR_EACH_VEC( TheNavAreas, it )
- {
- TheNavAreas[ it ]->ResetNodes();
- }
-
-#if !(DEBUG_NAV_NODES)
- // destroy navigation nodes created during map generation
- CNavNode *node, *next;
- for( node = CNavNode::m_list; node; node = next )
- {
- next = node->m_next;
- delete node;
- }
- CNavNode::m_list = NULL;
- CNavNode::m_listLength = 0;
- CNavNode::m_nextID = 1;
-#endif // !(DEBUG_NAV_NODES)
- }
-
- return false;
- }
- }
-
- return false;
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Define the name of player spawn entities
- */
-void CNavMesh::SetPlayerSpawnName( const char *name )
-{
- if (m_spawnName)
- {
- delete [] m_spawnName;
- }
-
- m_spawnName = new char [ strlen(name) + 1 ];
- strcpy( m_spawnName, name );
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Return name of player spawn entity
- */
-const char *CNavMesh::GetPlayerSpawnName( void ) const
-{
- if (m_spawnName)
- return m_spawnName;
-
- // default value
- return "info_player_start";
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Add a nav node and connect it.
- * Node Z positions are ground level.
- */
-CNavNode *CNavMesh::AddNode( const Vector &destPos, const Vector &normal, NavDirType dir, CNavNode *source, bool isOnDisplacement,
- float obstacleHeight, float obstacleStartDist, float obstacleEndDist )
-{
- // check if a node exists at this location
- CNavNode *node = CNavNode::GetNode( destPos );
-
- // if no node exists, create one
- bool useNew = false;
- if (node == NULL)
- {
- node = new CNavNode( destPos, normal, source, isOnDisplacement );
- OnNodeAdded( node );
- useNew = true;
- }
-
- // connect source node to new node
- source->ConnectTo( node, dir, obstacleHeight, obstacleStartDist, obstacleEndDist );
-
- // optimization: if deltaZ changes very little, assume connection is commutative
- const float zTolerance = 50.0f;
- float deltaZ = source->GetPosition()->z - destPos.z;
- if (fabs( deltaZ ) < zTolerance)
- {
- if ( obstacleHeight > 0 )
- {
- obstacleHeight = MAX( obstacleHeight + deltaZ, 0 );
- Assert( obstacleHeight > 0 );
- }
- node->ConnectTo( source, OppositeDirection( dir ), obstacleHeight, GenerationStepSize - obstacleEndDist, GenerationStepSize - obstacleStartDist );
- node->MarkAsVisited( OppositeDirection( dir ) );
- }
-
- if (useNew)
- {
- // new node becomes current node
- m_currentNode = node;
- }
-
- node->CheckCrouch();
-
- // determine if there's a cliff nearby and set an attribute on this node
- for ( int i = 0; i < NUM_DIRECTIONS; i++ )
- {
- NavDirType dir = (NavDirType) i;
- if ( CheckCliff( node->GetPosition(), dir ) )
- {
- node->SetAttributes( node->GetAttributes() | NAV_MESH_CLIFF );
- break;
- }
- }
-
- return node;
-}
-
-//--------------------------------------------------------------------------------------------------------------
-inline CNavNode *LadderEndSearch( const Vector *pos, NavDirType mountDir )
-{
- Vector center = *pos;
- AddDirectionVector( ¢er, mountDir, HalfHumanWidth );
-
- //
- // Test the ladder dismount point first, then each cardinal direction one and two steps away
- //
- for( int d=(-1); d<2*NUM_DIRECTIONS; ++d )
- {
- Vector tryPos = center;
-
- if (d >= NUM_DIRECTIONS)
- AddDirectionVector( &tryPos, (NavDirType)(d - NUM_DIRECTIONS), 2.0f*GenerationStepSize );
- else if (d >= 0)
- AddDirectionVector( &tryPos, (NavDirType)d, GenerationStepSize );
-
- // step up a rung, to ensure adjacent floors are below us
- tryPos.z += GenerationStepSize;
-
- tryPos.x = TheNavMesh->SnapToGrid( tryPos.x );
- tryPos.y = TheNavMesh->SnapToGrid( tryPos.y );
-
- // adjust height to account for sloping areas
- Vector tryNormal;
- if (TheNavMesh->GetGroundHeight( tryPos, &tryPos.z, &tryNormal ) == false)
- continue;
-
- // make sure this point is not on the other side of a wall
- const float fudge = 4.0f;
- trace_t result;
- UTIL_TraceHull( center + Vector( 0, 0, fudge ), tryPos + Vector( 0, 0, fudge ), NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result );
- if (result.fraction != 1.0f || result.startsolid)
- continue;
-
- // if no node exists here, create one and continue the search
- if (CNavNode::GetNode( tryPos ) == NULL)
- {
- return new CNavNode( tryPos, tryNormal, NULL, false );
- }
- }
-
- return NULL;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-bool CNavMesh::FindGroundForNode( Vector *pos, Vector *normal )
-{
- CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT, WALK_THRU_EVERYTHING );
- trace_t tr;
- Vector start( pos->x, pos->y, pos->z + VEC_DUCK_HULL_MAX.z - 0.1f );
- Vector end( *pos );
- end.z -= DeathDrop;
-
- UTIL_TraceHull(
- start,
- end,
- NavTraceMins,
- NavTraceMaxs,
- GetGenerationTraceMask(),
- &filter,
- &tr );
-
- *pos = tr.endpos;
- *normal = tr.plane.normal;
-
- return ( !tr.allsolid );
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-void DrawTrace( const trace_t *trace )
-{
- /*
- if ( trace->fraction > 0.0f && !trace->startsolid )
- {
- NDebugOverlay::SweptBox( trace->startpos, trace->endpos, NavTraceMins, NavTraceMaxs, vec3_angle, 0, 255, 0, 45, 100 );
- }
- else
- {
- NDebugOverlay::SweptBox( trace->startpos, trace->endpos, NavTraceMins, NavTraceMaxs, vec3_angle, 255, 0, 0, 45, 100 );
- }
- */
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-bool StayOnFloor( trace_t *trace, float zLimit /* = DeathDrop */ )
-{
- Vector start( trace->endpos );
- Vector end( start );
- end.z -= zLimit;
-
- CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING );
- UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, trace );
- DrawTrace( trace );
-
- if ( trace->startsolid || trace->fraction >= 1.0f )
- {
- return false;
- }
-
- if ( trace->plane.normal.z < nav_slope_limit.GetFloat() )
- {
- return false;
- }
-
- return true;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-bool TraceAdjacentNode( int depth, const Vector& start, const Vector& end, trace_t *trace, float zLimit /* = DeathDrop */ )
-{
- const float MinDistance = 1.0f; // if we can't move at least this far, don't bother stepping up.
-
- CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING );
- UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, trace );
- DrawTrace( trace );
-
- // If we started in the ground for some reason, bail
- if ( trace->startsolid )
- return false;
-
- // If we made it, so try to find the floor
- if ( end.x == trace->endpos.x && end.y == trace->endpos.y )
- {
- return StayOnFloor( trace, zLimit );
- }
-
- // If we didn't make enough progress, bail
- if ( depth && start.AsVector2D().DistToSqr( trace->endpos.AsVector2D() ) < MinDistance * MinDistance )
- {
- return false;
- }
-
- // We made it more than MinDistance. If the slope is too steep, we can't go on.
- if ( !StayOnFloor( trace, zLimit ) )
- {
- return false;
- }
-
- // Try to go up as if we stepped up, forward, and down.
- Vector testStart( trace->endpos );
- Vector testEnd( testStart );
- testEnd.z += StepHeight;
- UTIL_TraceHull( testStart, testEnd, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, trace );
- DrawTrace( trace );
-
- Vector forwardTestStart = trace->endpos;
- Vector forwardTestEnd = end;
- forwardTestEnd.z = forwardTestStart.z;
- return TraceAdjacentNode( depth+1, forwardTestStart, forwardTestEnd, trace );
-}
-
-
-//--------------------------------------------------------------------------------------------------------
-static bool IsNodeOverlapped( const Vector& pos, const Vector& offset )
-{
- bool overlap = TheNavMesh->GetNavArea( pos + offset, HumanHeight ) != NULL;
- if ( !overlap )
- {
- Vector mins( -0.5f, -0.5f, -0.5f );
- Vector maxs( 0.5f, 0.5f, 0.5f );
-
- Vector start = pos;
- start.z += HalfHumanHeight;
- Vector end = start;
- end.x += offset.x * GenerationStepSize;
- end.y += offset.y * GenerationStepSize;
- trace_t trace;
- CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING );
- UTIL_TraceHull( start, end, mins, maxs, TheNavMesh->GetGenerationTraceMask(), &filter, &trace );
- if ( trace.startsolid || trace.allsolid )
- {
- return true;
- }
-
- if ( trace.fraction < 0.1f )
- {
- return true;
- }
-
- start = trace.endpos;
- end.z -= HalfHumanHeight * 2;
- UTIL_TraceHull( start, end, mins, maxs, TheNavMesh->GetGenerationTraceMask(), &filter, &trace );
- if ( trace.startsolid || trace.allsolid )
- {
- return true;
- }
-
- if ( trace.fraction == 1.0f )
- {
- return true;
- }
-
- if ( trace.plane.normal.z < 0.7f )
- {
- return true;
- }
- }
- return overlap;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Search the world and build a map of possible movements.
- * The algorithm begins at the bot's current location, and does a recursive search
- * outwards, tracking all valid steps and generating a directed graph of CNavNodes.
- *
- * Sample the map one "step" in a cardinal direction to learn the map.
- *
- * Returns true if sampling needs to continue, or false if done.
- */
-bool CNavMesh::SampleStep( void )
-{
- // take a step
- while( true )
- {
- if (m_currentNode == NULL)
- {
- // sampling is complete from current seed, try next one
- m_currentNode = GetNextWalkableSeedNode();
-
- if (m_currentNode == NULL)
- {
- if ( m_generationMode == GENERATE_INCREMENTAL || m_generationMode == GENERATE_SIMPLIFY )
- {
- return false;
- }
-
- // search is exhausted - continue search from ends of ladders
- for ( int i=0; i<m_ladders.Count(); ++i )
- {
- CNavLadder *ladder = m_ladders[i];
-
- // check ladder bottom
- if ((m_currentNode = LadderEndSearch( &ladder->m_bottom, ladder->GetDir() )) != 0)
- break;
-
- // check ladder top
- if ((m_currentNode = LadderEndSearch( &ladder->m_top, ladder->GetDir() )) != 0)
- break;
- }
-
- if (m_currentNode == NULL)
- {
- // all seeds exhausted, sampling complete
- return false;
- }
- }
- }
-
- //
- // Take a step from this node
- //
- for( int dir = NORTH; dir < NUM_DIRECTIONS; dir++ )
- {
- if (!m_currentNode->HasVisited( (NavDirType)dir ))
- {
- // have not searched in this direction yet
-
- // start at current node position
- Vector pos = *m_currentNode->GetPosition();
-
- // snap to grid
- int cx = SnapToGrid( pos.x );
- int cy = SnapToGrid( pos.y );
-
- // attempt to move to adjacent node
- switch( dir )
- {
- case NORTH: cy -= GenerationStepSize; break;
- case SOUTH: cy += GenerationStepSize; break;
- case EAST: cx += GenerationStepSize; break;
- case WEST: cx -= GenerationStepSize; break;
- }
-
- pos.x = cx;
- pos.y = cy;
-
- m_generationDir = (NavDirType)dir;
-
- // mark direction as visited
- m_currentNode->MarkAsVisited( m_generationDir );
-
- // sanity check to not generate across the world for incremental generation
- const float incrementalRange = nav_generate_incremental_range.GetFloat();
- if ( m_generationMode == GENERATE_INCREMENTAL && incrementalRange > 0 )
- {
- bool inRange = false;
- for ( int i=0; i<m_walkableSeeds.Count(); ++i )
- {
- const Vector &seedPos = m_walkableSeeds[i].pos;
- if ( (seedPos - pos).IsLengthLessThan( incrementalRange ) )
- {
- inRange = true;
- break;
- }
- }
-
- if ( !inRange )
- {
- return true;
- }
- }
-
- if ( m_generationMode == GENERATE_SIMPLIFY )
- {
- if ( !m_simplifyGenerationExtent.Contains( pos ) )
- {
- return true;
- }
- }
-
- // test if we can move to new position
- trace_t result;
- Vector from( *m_currentNode->GetPosition() );
- CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING );
- Vector to, toNormal;
- float obstacleHeight = 0, obstacleStartDist = 0, obstacleEndDist = GenerationStepSize;
- if ( TraceAdjacentNode( 0, from, pos, &result ) )
- {
- to = result.endpos;
- toNormal = result.plane.normal;
- }
- else
- {
- // test going up ClimbUpHeight
- bool success = false;
- for ( float height = StepHeight; height <= ClimbUpHeight; height += 1.0f )
- {
- trace_t tr;
- Vector start( from );
- Vector end( pos );
- start.z += height;
- end.z += height;
- UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &tr );
- if ( !tr.startsolid && tr.fraction == 1.0f )
- {
- if ( !StayOnFloor( &tr ) )
- {
- break;
- }
-
- to = tr.endpos;
- toNormal = tr.plane.normal;
-
- start = end = from;
- end.z += height;
- UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &tr );
- if ( tr.fraction < 1.0f )
- {
- break;
- }
-
- // keep track of far up we had to go to find a path to the next node
- obstacleHeight = height;
- success = true;
- break;
- }
- else
- {
- // Could not trace from node to node at this height, something is in the way.
- // Trace in the other direction to see if we hit something
- Vector vecToObstacleStart = tr.endpos - start;
- Assert( vecToObstacleStart.LengthSqr() <= Square( GenerationStepSize ) );
- if ( vecToObstacleStart.LengthSqr() <= Square( GenerationStepSize ) )
- {
- UTIL_TraceHull( end, start, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &tr );
- if ( !tr.startsolid && tr.fraction < 1.0 )
- {
- // We hit something going the other direction. There is some obstacle between the two nodes.
- Vector vecToObstacleEnd = tr.endpos - start;
- Assert( vecToObstacleEnd.LengthSqr() <= Square( GenerationStepSize ) );
- if ( vecToObstacleEnd.LengthSqr() <= Square( GenerationStepSize ) )
- {
- // Remember the distances to start and end of the obstacle (with respect to the "from" node).
- // Keep track of the last distances to obstacle as we keep increasing the height we do a trace for.
- // If we do eventually clear the obstacle, these values will be the start and end distance to the
- // very tip of the obstacle.
- obstacleStartDist = vecToObstacleStart.Length();
- obstacleEndDist = vecToObstacleEnd.Length();
- if ( obstacleEndDist == 0 )
- {
- obstacleEndDist = GenerationStepSize;
- }
- }
- }
- }
- }
- }
-
- if ( !success )
- {
- return true;
- }
- }
-
- // Don't generate nodes if we spill off the end of the world onto skybox
- if ( result.surface.flags & ( SURF_SKY|SURF_SKY2D ) )
- {
- return true;
- }
-
- // If we're incrementally generating, don't overlap existing nav areas.
- Vector testPos( to );
- bool overlapSE = IsNodeOverlapped( testPos, Vector( 1, 1, HalfHumanHeight ) );
- bool overlapSW = IsNodeOverlapped( testPos, Vector( -1, 1, HalfHumanHeight ) );
- bool overlapNE = IsNodeOverlapped( testPos, Vector( 1, -1, HalfHumanHeight ) );
- bool overlapNW = IsNodeOverlapped( testPos, Vector( -1, -1, HalfHumanHeight ) );
- if ( overlapSE && overlapSW && overlapNE && overlapNW && m_generationMode != GENERATE_SIMPLIFY )
- {
- return true;
- }
-
- int nTolerance = nav_generate_incremental_tolerance.GetInt();
- if ( nTolerance > 0 && m_generationMode == GENERATE_INCREMENTAL )
- {
- bool bValid = false;
- int zPos = to.z;
- for ( int i=0; i<m_walkableSeeds.Count(); ++i )
- {
- const Vector &seedPos = m_walkableSeeds[i].pos;
- int zMin = seedPos.z - nTolerance;
- int zMax = seedPos.z + nTolerance;
-
- if ( zPos >= zMin && zPos <= zMax )
- {
- bValid = true;
- break;
- }
- }
-
- if ( !bValid )
- return true;
- }
-
-
- bool isOnDisplacement = result.IsDispSurface();
-
- if ( nav_displacement_test.GetInt() > 0 )
- {
- // Test for nodes under displacement surfaces.
- // This happens during development, and is a pain because the space underneath a displacement
- // is not 'solid'.
- Vector start = to + Vector( 0, 0, 0 );
- Vector end = start + Vector( 0, 0, nav_displacement_test.GetInt() );
- UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &result );
-
- if ( result.fraction > 0 )
- {
- end = start;
- start = result.endpos;
- UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &result );
- if ( result.fraction < 1 )
- {
- // if we made it down to within StepHeight, maybe we're on a static prop
- if ( result.endpos.z > to.z + StepHeight )
- {
- return true;
- }
- }
- }
- }
-
- float deltaZ = to.z - m_currentNode->GetPosition()->z;
- // If there's an obstacle in the way and it's traversable, or the obstacle is not higher than the destination node itself minus a small epsilon
- // (meaning the obstacle was just the height change to get to the destination node, no extra obstacle between the two), clear obstacle height
- // and distances
- if ( ( obstacleHeight < MaxTraversableHeight ) || ( deltaZ > ( obstacleHeight - 2.0f ) ) )
- {
- obstacleHeight = 0;
- obstacleStartDist = 0;
- obstacleEndDist = GenerationStepSize;
- }
-
- // we can move here
- // create a new navigation node, and update current node pointer
- AddNode( to, toNormal, m_generationDir, m_currentNode, isOnDisplacement, obstacleHeight, obstacleStartDist, obstacleEndDist );
-
- return true;
- }
- }
-
- // all directions have been searched from this node - pop back to its parent and continue
- m_currentNode = m_currentNode->GetParent();
- }
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Add given walkable position to list of seed positions for map sampling
- */
-void CNavMesh::AddWalkableSeed( const Vector &pos, const Vector &normal )
-{
- WalkableSeedSpot seed;
-
- seed.pos.x = RoundToUnits( pos.x, GenerationStepSize );
- seed.pos.y = RoundToUnits( pos.y, GenerationStepSize );
- seed.pos.z = pos.z;
- seed.normal = normal;
-
- m_walkableSeeds.AddToTail( seed );
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Return the next walkable seed as a node
- */
-CNavNode *CNavMesh::GetNextWalkableSeedNode( void )
-{
- if ( m_seedIdx >= m_walkableSeeds.Count() )
- return NULL;
-
- WalkableSeedSpot spot = m_walkableSeeds[ m_seedIdx ];
- ++m_seedIdx;
-
- // check if a node exists at this location
- CNavNode *node = CNavNode::GetNode( spot.pos );
- if ( node )
- return NULL;
-
- return new CNavNode( spot.pos, spot.normal, NULL, false );
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Check LOS, ignoring any entities that we can walk through
- */
-bool IsWalkableTraceLineClear( const Vector &from, const Vector &to, unsigned int flags )
-{
- trace_t result;
- CBaseEntity *ignore = NULL;
- Vector useFrom = from;
-
- CTraceFilterWalkableEntities traceFilter( NULL, COLLISION_GROUP_NONE, flags );
-
- result.fraction = 0.0f;
-
- const int maxTries = 50;
- for( int t=0; t<maxTries; ++t )
- {
- UTIL_TraceLine( useFrom, to, MASK_NPCSOLID, &traceFilter, &result );
-
- // if we hit a walkable entity, try again
- if (result.fraction != 1.0f && IsEntityWalkable( result.m_pEnt, flags ))
- {
- ignore = result.m_pEnt;
-
- // start from just beyond where we hit to avoid infinite loops
- Vector dir = to - from;
- dir.NormalizeInPlace();
- useFrom = result.endpos + 5.0f * dir;
- }
- else
- {
- break;
- }
- }
-
- if (result.fraction == 1.0f)
- return true;
-
- return false;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-class Subdivider
-{
-public:
- Subdivider( int depth )
- {
- m_depth = depth;
- }
-
- bool operator() ( CNavArea *area )
- {
- SubdivideX( area, true, true, m_depth );
-
- return true;
- }
-
- void SubdivideX( CNavArea *area, bool canDivideX, bool canDivideY, int depth )
- {
- if (!canDivideX || depth <= 0)
- return;
-
- float split = area->GetSizeX() / 2.0f;
-
- if (split < GenerationStepSize)
- {
- if (canDivideY)
- {
- SubdivideY( area, false, canDivideY, depth );
- }
- return;
- }
-
- split += area->GetCorner( NORTH_WEST ).x;
-
- split = TheNavMesh->SnapToGrid( split );
-
- CNavArea *alpha, *beta;
- if (area->SplitEdit( false, split, &alpha, &beta ))
- {
- SubdivideY( alpha, canDivideX, canDivideY, depth );
- SubdivideY( beta, canDivideX, canDivideY, depth );
- }
- }
-
-
- void SubdivideY( CNavArea *area, bool canDivideX, bool canDivideY, int depth )
- {
- if (!canDivideY)
- return;
-
- float split = area->GetSizeY() / 2.0f;
-
- if (split < GenerationStepSize)
- {
- if (canDivideX)
- {
- SubdivideX( area, canDivideX, false, depth-1 );
- }
- return;
- }
-
- split += area->GetCorner( NORTH_WEST ).y;
-
- split = TheNavMesh->SnapToGrid( split );
-
- CNavArea *alpha, *beta;
- if (area->SplitEdit( true, split, &alpha, &beta ))
- {
- SubdivideX( alpha, canDivideX, canDivideY, depth-1 );
- SubdivideX( beta, canDivideX, canDivideY, depth-1 );
- }
- }
-
- int m_depth;
-};
-
-
-//--------------------------------------------------------------------------------------------------------------
-/**
- * Subdivide each nav area in X and Y to create 4 new areas
- */
-void CNavMesh::CommandNavSubdivide( const CCommand &args )
-{
- int depth = 1;
-
- if (args.ArgC() == 2)
- {
- depth = atoi( args[1] );
- }
-
- Subdivider chop( depth );
- TheNavMesh->ForAllSelectedAreas( chop );
-}
-
-CON_COMMAND_F( nav_subdivide, "Subdivides all selected areas.", FCVAR_GAMEDLL | FCVAR_CHEAT )
-{
- if ( !UTIL_IsCommandIssuedByServerAdmin() )
- return;
-
- TheNavMesh->CommandNavSubdivide( args );
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Debugging code to verify that all nav area connections are internally consistent
-*/
-void CNavMesh::ValidateNavAreaConnections( void )
-{
- // iterate all nav areas
- NavConnect connect;
-
- for ( int it = 0; it < TheNavAreas.Count(); it++ )
- {
- CNavArea *area = TheNavAreas[ it ];
-
- for ( NavDirType dir = NORTH; dir < NUM_DIRECTIONS; dir = (NavDirType) ( ( (int) dir ) +1 ) )
- {
- const NavConnectVector *pOutgoing = area->GetAdjacentAreas( dir );
- const NavConnectVector *pIncoming = area->GetIncomingConnections( dir );
-
- for ( int iConnect = 0; iConnect < pOutgoing->Count(); iConnect++ )
- {
- // make sure no area is on both the connection and incoming list
- CNavArea *areaOther = (*pOutgoing)[iConnect].area;
- connect.area = areaOther;
- if ( pIncoming->Find( connect ) != pIncoming->InvalidIndex() )
- {
- Msg( "Area %d has area %d on both 2-way and incoming list, should only be on one\n", area->GetID(), areaOther->GetID() );
- Assert( false );
- }
-
- // make sure there are no duplicate connections on the list
- for ( int iConnectCheck = iConnect+1; iConnectCheck < pOutgoing->Count(); iConnectCheck++ )
- {
- CNavArea *areaCheck = (*pOutgoing)[iConnectCheck].area;
- if ( areaOther == areaCheck )
- {
- Msg( "Area %d has multiple outgoing connections to area %d in direction %d\n", area->GetID(), areaOther->GetID(), dir );
- Assert( false );
- }
- }
-
- const NavConnectVector *pOutgoingOther = areaOther->GetAdjacentAreas( OppositeDirection( dir ) );
- const NavConnectVector *pIncomingOther = areaOther->GetIncomingConnections( OppositeDirection( dir ) );
-
- // if we have a one-way outgoing connection, make sure we are on the other area's incoming list
- connect.area = area;
- bool bIsTwoWay = pOutgoingOther->Find( connect ) != pOutgoingOther->InvalidIndex();
- if ( !bIsTwoWay )
- {
- connect.area = area;
- bool bOnOthersIncomingList = pIncomingOther->Find( connect ) != pIncomingOther->InvalidIndex();
- if ( !bOnOthersIncomingList )
- {
- Msg( "Area %d has one-way connect to area %d but does not appear on the latter's incoming list\n", area->GetID(), areaOther->GetID() );
- }
- }
- }
-
- for ( int iConnect = 0; iConnect < pIncoming->Count(); iConnect++ )
- {
- CNavArea *areaOther = (*pIncoming)[iConnect].area;
-
- // make sure there are not duplicate areas on the incoming list
- for ( int iConnectCheck = iConnect+1; iConnectCheck < pIncoming->Count(); iConnectCheck++ )
- {
- CNavArea *areaCheck = (*pIncoming)[iConnectCheck].area;
- if ( areaOther == areaCheck )
- {
- Msg( "Area %d has multiple incoming connections to area %d in direction %d\n", area->GetID(), areaOther->GetID(), dir );
- Assert( false );
- }
- }
-
- const NavConnectVector *pOutgoingOther = areaOther->GetAdjacentAreas( OppositeDirection( dir ) );
- connect.area = area;
- bool bOnOthersOutgoingList = pOutgoingOther->Find( connect ) != pOutgoingOther->InvalidIndex();
- if ( !bOnOthersOutgoingList )
- {
- Msg( "Area %d has incoming connection from area %d but does not appear on latter's outgoing connection list\n", area->GetID(), areaOther->GetID() );
- Assert( false );
- }
- }
- }
- }
-}
-
-//--------------------------------------------------------------------------------------------------------------
-/**
-* Temp way to mark cliff areas after generation without regen'ing. Any area that is adjacent to a cliff
-* gets marked as a cliff. This will leave some big areas marked as cliff just because one edge is adjacent to
-* a cliff so it's not great. The code that does this at generation time is better because it ensures that
-* areas next to cliffs don't get merged with no-cliff areas.
-*/
-void CNavMesh::PostProcessCliffAreas()
-{
- for ( int it = 0; it < TheNavAreas.Count(); it++ )
- {
- CNavArea *area = TheNavAreas[ it ];
- if ( area->GetAttributes() & NAV_MESH_CLIFF )
- continue;
-
- for ( int i = 0; i < NUM_DIRECTIONS; i++ )
- {
- bool bHasCliff = false;
- NavDirType dir = (NavDirType) i;
- NavCornerType corner[2];
-
- // look at either corner along this edge
- corner[0] = (NavCornerType) i;
- corner[1] = (NavCornerType) ( ( i+ 1 ) % NUM_CORNERS );
-
- for ( int j = 0; j < 2; j++ )
- {
- Vector cornerPos = area->GetCorner( corner[j] );
- if ( CheckCliff( &cornerPos, dir ) )
- {
- bHasCliff = true;
- break;
- }
- }
-
- if ( bHasCliff )
- {
- area->SetAttributes( area->GetAttributes() | NAV_MESH_CLIFF );
- break;
- }
- }
- }
-}
-
-CON_COMMAND_F( nav_gen_cliffs_approx, "Mark cliff areas, post-processing approximation", FCVAR_CHEAT )
-{
- TheNavMesh->PostProcessCliffAreas();
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +// nav_generate.cpp +// Auto-generate a Navigation Mesh by sampling the current map +// Author: Michael S. Booth ([email protected]), 2003 + +#include "cbase.h" +#include "util_shared.h" +#include "nav_mesh.h" +#include "nav_node.h" +#include "nav_pathfind.h" +#include "viewport_panel_names.h" +//#include "terror/TerrorShared.h" +#include "fmtstr.h" + +#ifdef TERROR +#include "func_simpleladder.h" +#endif + +// NOTE: This has to be the last file included! +#include "tier0/memdbgon.h" + + +enum { MAX_BLOCKED_AREAS = 256 }; +static unsigned int blockedID[ MAX_BLOCKED_AREAS ]; +static int blockedIDCount = 0; +static float lastMsgTime = 0.0f; + +bool TraceAdjacentNode( int depth, const Vector& start, const Vector& end, trace_t *trace, float zLimit = DeathDrop ); +bool StayOnFloor( trace_t *trace, float zLimit = DeathDrop ); + +ConVar nav_slope_limit( "nav_slope_limit", "0.7", FCVAR_CHEAT, "The ground unit normal's Z component must be greater than this for nav areas to be generated." ); +ConVar nav_slope_tolerance( "nav_slope_tolerance", "0.1", FCVAR_CHEAT, "The ground unit normal's Z component must be this close to the nav area's Z component to be generated." ); +ConVar nav_displacement_test( "nav_displacement_test", "10000", FCVAR_CHEAT, "Checks for nodes embedded in displacements (useful for in-development maps)" ); +ConVar nav_generate_fencetops( "nav_generate_fencetops", "1", FCVAR_CHEAT, "Autogenerate nav areas on fence and obstacle tops" ); +ConVar nav_generate_fixup_jump_areas( "nav_generate_fixup_jump_areas", "1", FCVAR_CHEAT, "Convert obsolete jump areas into 2-way connections" ); +ConVar nav_generate_incremental_range( "nav_generate_incremental_range", "2000", FCVAR_CHEAT ); +ConVar nav_generate_incremental_tolerance( "nav_generate_incremental_tolerance", "0", FCVAR_CHEAT, "Z tolerance for adding new nav areas." ); +ConVar nav_area_max_size( "nav_area_max_size", "50", FCVAR_CHEAT, "Max area size created in nav generation" ); + +// Common bounding box for traces +Vector NavTraceMins( -0.45, -0.45, 0 ); +Vector NavTraceMaxs( 0.45, 0.45, HumanCrouchHeight ); +bool FindGroundForNode( Vector *pos, Vector *normal ); // find a ground Z for pos that is clear for NavTraceMins -> NavTraceMaxs + +const float MaxTraversableHeight = StepHeight; // max internal obstacle height that can occur between nav nodes and safely disregarded +const float MinObstacleAreaWidth = 10.0f; // min width of a nav area we will generate on top of an obstacle + +//-------------------------------------------------------------------------------------------------------------- +/** + * Shortest path cost, paying attention to "blocked" areas + */ +class ApproachAreaCost +{ +public: + float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator ) + { + // check if this area is "blocked" + for( int i=0; i<blockedIDCount; ++i ) + { + if (area->GetID() == blockedID[i]) + { + return -1.0f; + } + } + + if (fromArea == NULL) + { + // first area in path, no cost + return 0.0f; + } + else + { + // compute distance traveled along path so far + float dist; + + if (ladder) + { + dist = ladder->m_length; + } + else + { + dist = (area->GetCenter() - fromArea->GetCenter()).Length(); + } + + float cost = dist + fromArea->GetCostSoFar(); + + return cost; + } + } +}; + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Start at given position and find first area in given direction + */ +inline CNavArea *findFirstAreaInDirection( const Vector *start, NavDirType dir, float range, float beneathLimit, CBaseEntity *traceIgnore = NULL, Vector *closePos = NULL ) +{ + CNavArea *area = NULL; + + Vector pos = *start; + + int end = (int)((range / GenerationStepSize) + 0.5f); + + for( int i=1; i<=end; i++ ) + { + AddDirectionVector( &pos, dir, GenerationStepSize ); + + // make sure we dont look thru the wall + trace_t result; + + UTIL_TraceHull( *start, pos, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), traceIgnore, COLLISION_GROUP_NONE, &result ); + + if (result.fraction < 1.0f) + break; + + area = TheNavMesh->GetNavArea( pos, beneathLimit ); + if (area) + { + if (closePos) + { + closePos->x = pos.x; + closePos->y = pos.y; + closePos->z = area->GetZ( pos.x, pos.y ); + } + + break; + } + } + + return area; +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * For each ladder in the map, create a navigation representation of it. + */ +void CNavMesh::BuildLadders( void ) +{ + // remove any left-over ladders + DestroyLadders(); + +#ifdef TERROR + CFuncSimpleLadder *ladder = NULL; + while( (ladder = dynamic_cast< CFuncSimpleLadder * >(gEntList.FindEntityByClassname( ladder, "func_simpleladder" ))) != NULL ) + { + Vector mins, maxs; + ladder->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs ); + CreateLadder( mins, maxs, 0.0f ); + } +#endif +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Create a navigation representation of a ladder. + */ +void CNavMesh::CreateLadder( const Vector& absMin, const Vector& absMax, float maxHeightAboveTopArea ) +{ + CNavLadder *ladder = new CNavLadder; + + // compute top & bottom of ladder + ladder->m_top.x = (absMin.x + absMax.x) / 2.0f; + ladder->m_top.y = (absMin.y + absMax.y) / 2.0f; + ladder->m_top.z = absMax.z; + + ladder->m_bottom.x = ladder->m_top.x; + ladder->m_bottom.y = ladder->m_top.y; + ladder->m_bottom.z = absMin.z; + + // determine facing - assumes "normal" runged ladder + float xSize = absMax.x - absMin.x; + float ySize = absMax.y - absMin.y; + trace_t result; + if (xSize > ySize) + { + // ladder is facing north or south - determine which way + // "pull in" traceline from bottom and top in case ladder abuts floor and/or ceiling + Vector from = ladder->m_bottom + Vector( 0.0f, GenerationStepSize, GenerationStepSize/2 ); + Vector to = ladder->m_top + Vector( 0.0f, GenerationStepSize, -GenerationStepSize/2 ); + + UTIL_TraceLine( from, to, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); + + if (result.fraction != 1.0f || result.startsolid) + ladder->SetDir( NORTH ); + else + ladder->SetDir( SOUTH ); + + ladder->m_width = xSize; + } + else + { + // ladder is facing east or west - determine which way + Vector from = ladder->m_bottom + Vector( GenerationStepSize, 0.0f, GenerationStepSize/2 ); + Vector to = ladder->m_top + Vector( GenerationStepSize, 0.0f, -GenerationStepSize/2 ); + + UTIL_TraceLine( from, to, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); + + if (result.fraction != 1.0f || result.startsolid) + ladder->SetDir( WEST ); + else + ladder->SetDir( EAST ); + + ladder->m_width = ySize; + } + + // adjust top and bottom of ladder to make sure they are reachable + // (cs_office has a crate right in front of the base of a ladder) + Vector along = ladder->m_top - ladder->m_bottom; + float length = along.NormalizeInPlace(); + Vector on, out; + const float minLadderClearance = 32.0f; + + // adjust bottom to bypass blockages + const float inc = 10.0f; + float t; + for( t = 0.0f; t <= length; t += inc ) + { + on = ladder->m_bottom + t * along; + + out = on + ladder->GetNormal() * minLadderClearance; + + UTIL_TraceLine( on, out, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); + + if (result.fraction == 1.0f && !result.startsolid) + { + // found viable ladder bottom + ladder->m_bottom = on; + break; + } + } + + // adjust top to bypass blockages + for( t = 0.0f; t <= length; t += inc ) + { + on = ladder->m_top - t * along; + + out = on + ladder->GetNormal() * minLadderClearance; + + UTIL_TraceLine( on, out, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); + + if (result.fraction == 1.0f && !result.startsolid) + { + // found viable ladder top + ladder->m_top = on; + break; + } + } + + ladder->m_length = (ladder->m_top - ladder->m_bottom).Length(); + + ladder->SetDir( ladder->GetDir() ); // now that we've adjusted the top and bottom, re-check the normal + + ladder->m_bottomArea = NULL; + ladder->m_topForwardArea = NULL; + ladder->m_topLeftArea = NULL; + ladder->m_topRightArea = NULL; + ladder->m_topBehindArea = NULL; + ladder->ConnectGeneratedLadder( maxHeightAboveTopArea ); + + // add ladder to global list + m_ladders.AddToTail( ladder ); +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Create a navigation representation of a ladder. + */ +void CNavMesh::CreateLadder( const Vector &top, const Vector &bottom, float width, const Vector2D &ladderDir, float maxHeightAboveTopArea ) +{ + CNavLadder *ladder = new CNavLadder; + + ladder->m_top = top; + ladder->m_bottom = bottom; + ladder->m_width = width; + if ( fabs( ladderDir.x ) > fabs( ladderDir.y ) ) + { + if ( ladderDir.x > 0.0f ) + { + ladder->SetDir( EAST ); + } + else + { + ladder->SetDir( WEST ); + } + } + else + { + if ( ladderDir.y > 0.0f ) + { + ladder->SetDir( SOUTH ); + } + else + { + ladder->SetDir( NORTH ); + } + } + + // adjust top and bottom of ladder to make sure they are reachable + // (cs_office has a crate right in front of the base of a ladder) + Vector along = ladder->m_top - ladder->m_bottom; + float length = along.NormalizeInPlace(); + Vector on, out; + const float minLadderClearance = 32.0f; + + // adjust bottom to bypass blockages + const float inc = 10.0f; + float t; + trace_t result; + for( t = 0.0f; t <= length; t += inc ) + { + on = ladder->m_bottom + t * along; + + out = on + ladder->GetNormal() * minLadderClearance; + + UTIL_TraceLine( on, out, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); + + if (result.fraction == 1.0f && !result.startsolid) + { + // found viable ladder bottom + ladder->m_bottom = on; + break; + } + } + + // adjust top to bypass blockages + for( t = 0.0f; t <= length; t += inc ) + { + on = ladder->m_top - t * along; + + out = on + ladder->GetNormal() * minLadderClearance; + + UTIL_TraceLine( on, out, GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); + + if (result.fraction == 1.0f && !result.startsolid) + { + // found viable ladder top + ladder->m_top = on; + break; + } + } + + ladder->m_length = (ladder->m_top - ladder->m_bottom).Length(); + + ladder->SetDir( ladder->GetDir() ); // now that we've adjusted the top and bottom, re-check the normal + + ladder->m_bottomArea = NULL; + ladder->m_topForwardArea = NULL; + ladder->m_topLeftArea = NULL; + ladder->m_topRightArea = NULL; + ladder->m_topBehindArea = NULL; + ladder->ConnectGeneratedLadder( maxHeightAboveTopArea ); + + // add ladder to global list + m_ladders.AddToTail( ladder ); +} + + +//-------------------------------------------------------------------------------------------------------------- +void CNavLadder::ConnectGeneratedLadder( float maxHeightAboveTopArea ) +{ + const float nearLadderRange = 75.0f; // 50 + + // + // Find naviagtion area at bottom of ladder + // + + // get approximate postion of player on ladder + Vector center = m_bottom + Vector( 0, 0, GenerationStepSize ); + AddDirectionVector( ¢er, m_dir, HalfHumanWidth ); + + m_bottomArea = TheNavMesh->GetNearestNavArea( center, true ); + if (!m_bottomArea) + { + DevMsg( "ERROR: Unconnected ladder bottom at ( %g, %g, %g )\n", m_bottom.x, m_bottom.y, m_bottom.z ); + } + else + { + // store reference to ladder in the area + m_bottomArea->AddLadderUp( this ); + } + + // + // Find adjacent navigation areas at the top of the ladder + // + + // get approximate postion of player on ladder + center = m_top + Vector( 0, 0, GenerationStepSize ); + AddDirectionVector( ¢er, m_dir, HalfHumanWidth ); + + float beneathLimit = MIN( 120.0f, m_top.z - m_bottom.z + HalfHumanWidth ); + + // find "ahead" area + m_topForwardArea = findFirstAreaInDirection( ¢er, OppositeDirection( m_dir ), nearLadderRange, beneathLimit, NULL ); + if (m_topForwardArea == m_bottomArea) + m_topForwardArea = NULL; + + // find "left" area + m_topLeftArea = findFirstAreaInDirection( ¢er, DirectionLeft( m_dir ), nearLadderRange, beneathLimit, NULL ); + if (m_topLeftArea == m_bottomArea) + m_topLeftArea = NULL; + + // find "right" area + m_topRightArea = findFirstAreaInDirection( ¢er, DirectionRight( m_dir ), nearLadderRange, beneathLimit, NULL ); + if (m_topRightArea == m_bottomArea) + m_topRightArea = NULL; + + // find "behind" area - must look farther, since ladder is against the wall away from this area + m_topBehindArea = findFirstAreaInDirection( ¢er, m_dir, 2.0f*nearLadderRange, beneathLimit, NULL ); + if (m_topBehindArea == m_bottomArea) + m_topBehindArea = NULL; + + // can't include behind area, since it is not used when going up a ladder + if (!m_topForwardArea && !m_topLeftArea && !m_topRightArea) + DevMsg( "ERROR: Unconnected ladder top at ( %g, %g, %g )\n", m_top.x, m_top.y, m_top.z ); + + // store reference to ladder in the area(s) + if (m_topForwardArea) + m_topForwardArea->AddLadderDown( this ); + + if (m_topLeftArea) + m_topLeftArea->AddLadderDown( this ); + + if (m_topRightArea) + m_topRightArea->AddLadderDown( this ); + + if (m_topBehindArea) + { + m_topBehindArea->AddLadderDown( this ); + Disconnect( m_topBehindArea ); + } + + // adjust top of ladder to highest connected area + float topZ = m_bottom.z + 5.0f; + bool topAdjusted = false; + CNavArea *topAreaList[4]; + topAreaList[0] = m_topForwardArea; + topAreaList[1] = m_topLeftArea; + topAreaList[2] = m_topRightArea; + topAreaList[3] = m_topBehindArea; + + for( int a=0; a<4; ++a ) + { + CNavArea *topArea = topAreaList[a]; + if (topArea == NULL) + continue; + + Vector close; + topArea->GetClosestPointOnArea( m_top, &close ); + if (topZ < close.z) + { + topZ = close.z; + topAdjusted = true; + } + } + + if (topAdjusted) + { + if ( maxHeightAboveTopArea > 0.0f ) + { + m_top.z = MIN( topZ + maxHeightAboveTopArea, m_top.z ); + } + else + { + m_top.z = topZ; // not manually specifying a top, so snap exactly + } + } + + // + // Determine whether this ladder is "dangling" or not + // "Dangling" ladders are too high to go up + // + if (m_bottomArea) + { + Vector bottomSpot; + m_bottomArea->GetClosestPointOnArea( m_bottom, &bottomSpot ); + if (m_bottom.z - bottomSpot.z > HumanHeight) + { + m_bottomArea->Disconnect( this ); + } + } +} + + +//-------------------------------------------------------------------------------------------------------- +class JumpConnector +{ +public: + bool operator()( CNavArea *jumpArea ) + { + if ( !(jumpArea->GetAttributes() & NAV_MESH_JUMP) ) + { + return true; + } + + for ( int i=0; i<NUM_DIRECTIONS; ++i ) + { + NavDirType incomingDir = (NavDirType)i; + NavDirType outgoingDir = OppositeDirection( incomingDir ); + + const NavConnectVector *incoming = jumpArea->GetIncomingConnections( incomingDir ); + const NavConnectVector *from = jumpArea->GetAdjacentAreas( incomingDir ); + const NavConnectVector *dest = jumpArea->GetAdjacentAreas( outgoingDir ); + + TryToConnect( jumpArea, incoming, dest, outgoingDir ); + TryToConnect( jumpArea, from, dest, outgoingDir ); + } + + return true; + } + +private: + struct Connection + { + CNavArea *source; + CNavArea *dest; + NavDirType direction; + }; + + void TryToConnect( CNavArea *jumpArea, const NavConnectVector *source, const NavConnectVector *dest, NavDirType outgoingDir ) + { + FOR_EACH_VEC( (*source), sourceIt ) + { + CNavArea *sourceArea = const_cast< CNavArea * >( (*source)[ sourceIt ].area ); + if ( !sourceArea->IsConnected( jumpArea, outgoingDir ) ) + { + continue; + } + + if ( sourceArea->HasAttributes( NAV_MESH_JUMP ) ) + { + NavDirType incomingDir = OppositeDirection( outgoingDir ); + const NavConnectVector *in1 = sourceArea->GetIncomingConnections( incomingDir ); + const NavConnectVector *in2 = sourceArea->GetAdjacentAreas( incomingDir ); + + TryToConnect( jumpArea, in1, dest, outgoingDir ); + TryToConnect( jumpArea, in2, dest, outgoingDir ); + + continue; + } + + TryToConnect( jumpArea, sourceArea, dest, outgoingDir ); + } + } + + void TryToConnect( CNavArea *jumpArea, CNavArea *sourceArea, const NavConnectVector *dest, NavDirType outgoingDir ) + { + FOR_EACH_VEC( (*dest), destIt ) + { + CNavArea *destArea = const_cast< CNavArea * >( (*dest)[ destIt ].area ); + if ( destArea->HasAttributes( NAV_MESH_JUMP ) ) + { + // Don't connect areas across 2 jump areas. This means we'll have some missing links due to sampling errors. + // This is preferable to generating incorrect links across multiple jump areas, which is far more common. + continue; + } + + Vector center; + float halfWidth; + sourceArea->ComputePortal( destArea, outgoingDir, ¢er, &halfWidth ); + + // Don't create corner-to-corner connections + if ( halfWidth <= 0.0f ) + { + continue; + } + + Vector dir( vec3_origin ); + AddDirectionVector( &dir, outgoingDir, 5.0f ); + + if ( halfWidth > 0.0f ) + { + Vector sourcePos, destPos; + sourceArea->GetClosestPointOnArea( center, &sourcePos ); + destArea->GetClosestPointOnArea( center, &destPos ); + + // No jumping up from stairs. + if ( sourceArea->HasAttributes( NAV_MESH_STAIRS ) && sourcePos.z + StepHeight < destPos.z ) + { + continue; + } + + if ( (sourcePos-destPos).AsVector2D().IsLengthLessThan( GenerationStepSize * 3 ) ) + { + sourceArea->ConnectTo( destArea, outgoingDir ); +// DevMsg( "Connected %d->%d via %d (len %f)\n", +// sourceArea->GetID(), destArea->GetID(), jumpArea->GetID(), sourcePos.DistTo( destPos ) ); + } + } + } + } +}; + +//-------------------------------------------------------------------------------------------------------------- +void CNavMesh::MarkPlayerClipAreas( void ) +{ +#ifdef TERROR + FOR_EACH_VEC( TheNavAreas, it ) + { + TerrorNavArea *area = static_cast< TerrorNavArea * >(TheNavAreas[it]); + + // Trace upward a bit from our center point just colliding wtih PLAYERCLIP to see if we're in one, if we are, mark us as accordingly. + trace_t trace; + Vector start = area->GetCenter() + Vector(0.0f, 0.0f, 16.0f ); + Vector end = area->GetCenter() + Vector(0.0f, 0.0f, 32.0f ); + UTIL_TraceHull( start, end, Vector(0,0,0), Vector(0,0,0), CONTENTS_PLAYERCLIP, NULL, &trace); + + if ( trace.fraction < 1.0 ) + { + area->SetAttributes( area->GetAttributes() | TerrorNavArea::NAV_PLAYERCLIP ); + } + } +#endif +} + +//-------------------------------------------------------------------------------------------------------------- +/** + * Mark all areas that require a jump to get through them. + * This currently relies on jump areas having extreme slope. + */ +void CNavMesh::MarkJumpAreas( void ) +{ + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + if ( !area->HasNodes() ) + continue; + + Vector normal, otherNormal; + area->ComputeNormal( &normal ); + area->ComputeNormal( &otherNormal, true ); + + float lowestNormalZ = MIN( normal.z, otherNormal.z ); + if (lowestNormalZ < nav_slope_limit.GetFloat()) + { + // The area is a jump area, and we don't merge jump areas together + area->SetAttributes( area->GetAttributes() | NAV_MESH_JUMP | NAV_MESH_NO_MERGE ); + } + else if ( lowestNormalZ < nav_slope_limit.GetFloat() + nav_slope_tolerance.GetFloat() ) + { + Vector testPos = area->GetCenter(); + testPos.z += HalfHumanHeight; + Vector groundNormal; + float dummy; + if ( GetSimpleGroundHeight( testPos, &dummy, &groundNormal ) ) + { + // If the ground normal is divergent from the area's normal, mark it as a jump area - it's not + // really representative of the ground. + float deltaNormalZ = fabs( groundNormal.z - lowestNormalZ ); + if ( deltaNormalZ > nav_slope_tolerance.GetFloat() ) + { + // The area is a jump area, and we don't merge jump areas together + area->SetAttributes( area->GetAttributes() | NAV_MESH_JUMP | NAV_MESH_NO_MERGE ); + } + } + } + } +} + +//-------------------------------------------------------------------------------------------------------------- +/** +* Remove all areas marked as jump areas and connect the areas connecting to them +* +*/ +void CNavMesh::StichAndRemoveJumpAreas( void ) +{ + // Now, go through and remove jump areas, connecting areas to make up for it + JumpConnector connector; + ForAllAreas( connector ); + RemoveJumpAreas(); +} + + +//-------------------------------------------------------------------------------------------------------------- +/** +* Adjusts obstacle start and end distances such that obstacle width (end-start) is not less than MinObstacleAreaWidth, +* and end distance is not greater than maxAllowedDist +*/ +void AdjustObstacleDistances( float *pObstacleStartDist, float *pObstacleEndDist, float maxAllowedDist ) +{ + float obstacleWidth = *pObstacleEndDist - *pObstacleStartDist; + // is the obstacle width too narrow? + if ( obstacleWidth < MinObstacleAreaWidth ) + { + float halfDelta = ( MinObstacleAreaWidth - obstacleWidth ) /2; + // move start so it's half of min width from center, but no less than zero + *pObstacleStartDist = MAX( *pObstacleStartDist - halfDelta, 0 ); + // move end so it's min width from start + *pObstacleEndDist = *pObstacleStartDist + MinObstacleAreaWidth; + + // if this pushes the end past max allowed distance, pull start and end back so that end is within allowed distance + if ( *pObstacleEndDist > maxAllowedDist ) + { + float delta = *pObstacleEndDist - maxAllowedDist; + *pObstacleStartDist -= delta; + *pObstacleEndDist -= delta; + } + } +} + +//-------------------------------------------------------------------------------------------------------------- +/** +* Makes sure tall, slim obstacles like fencetops, railings and narrow walls have nav areas placed on top of them +* to allow climbing & traversal +*/ +void CNavMesh::HandleObstacleTopAreas( void ) +{ + if ( !nav_generate_fencetops.GetBool() ) + return; + + // For any 1x1 area that is internally blocked by an obstacle, raise it on top of the obstacle and size to fit. + RaiseAreasWithInternalObstacles(); + + // Create new areas as required + CreateObstacleTopAreas(); + + // It's possible for obstacle top areas to wind up overlapping one another, fix any such cases + RemoveOverlappingObstacleTopAreas(); +} + +//-------------------------------------------------------------------------------------------------------------- +/** +* For any nav area that has internal obstacles between its corners of greater than traversable height, +* raise that nav area to sit at the top of the obstacle, and shrink it to fit the obstacle. Such nav +* areas are already restricted to be 1x1 so this will only be performed on areas that are already small. +*/ +void CNavMesh::RaiseAreasWithInternalObstacles() +{ + // obstacle areas next to stairs are bad - delete them + CUtlVector< CNavArea * > areasToDelete; + + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + + // any nav area with internal obstacles will be 1x1 (width and height = GenerationStepSize), so + // only need to consider areas of that size + if ( ( area->GetSizeX() != GenerationStepSize ) || (area->GetSizeY() != GenerationStepSize ) ) + continue; + + float obstacleZ[2] = { -FLT_MAX, -FLT_MAX }; + float obstacleZMax = -FLT_MAX; + NavDirType obstacleDir = NORTH; + float obstacleStartDist = GenerationStepSize; + float obstacleEndDist = 0; + + bool isStairNeighbor = false; + + // Look at all 4 directions and determine if there are obstacles in that direction. Find the direction with the highest obstacle, if any. + for ( int i = 0; i < NUM_DIRECTIONS; i++ ) + { + NavDirType dir = (NavDirType) i; + + // For this direction, look at the left and right edges of the nav area relative to this direction and determined if they are both blocked + // by obstacles. We only consider this area obstructed if both edges are blocked (e.g. fence runs all the way through it). + + NavCornerType corner[2]; + int iEdgesBlocked = 0; + corner[0] = (NavCornerType) ( ( i + 3 ) % NUM_CORNERS ); // lower left-hand corner relative to current direction + corner[1] = (NavCornerType) ( ( i + 2 ) % NUM_CORNERS ); // lower right-hand corner relative to current direction + float obstacleZThisDir[2] = { -FLT_MAX, -FLT_MAX }; // absolute Z pos of obstacle for left and right edge in this direction + float obstacleStartDistThisDir = GenerationStepSize; // closest obstacle start distance in this direction + float obstacleEndDistThisDir = 0; // farthest obstacle end distance in this direction + + // consider left and right edges of nav area relative to current direction + for ( int iEdge = 0; iEdge < 2; iEdge++ ) + { + NavCornerType cornerType = corner[iEdge]; + CNavNode *nodeFrom = area->m_node[cornerType]; + if ( nodeFrom ) + { + // is there an obstacle going from corner to corner along this edge? + float obstacleHeight = nodeFrom->m_obstacleHeight[dir]; + if ( obstacleHeight > MaxTraversableHeight ) + { + // yes, this edge is blocked + iEdgesBlocked++; + // keep track of obstacle height and start and end distance for this edge + float obstacleZ = nodeFrom->GetPosition()->z + obstacleHeight; + if ( obstacleZ > obstacleZThisDir[iEdge] ) + { + obstacleZThisDir[iEdge] = obstacleZ; + } + obstacleStartDistThisDir = MIN( nodeFrom->m_obstacleStartDist[dir], obstacleStartDistThisDir ); + obstacleEndDistThisDir = MAX( nodeFrom->m_obstacleEndDist[dir], obstacleEndDistThisDir ); + } + } + } + + int BlockedEdgeCutoff = 2; + const NavConnectVector *connections = area->GetAdjacentAreas( dir ); + if ( connections ) + { + for ( int conIndex=0; conIndex<connections->Count(); ++conIndex ) + { + const CNavArea *connectedArea = connections->Element( conIndex ).area; + if ( connectedArea && connectedArea->HasAttributes( NAV_MESH_STAIRS ) ) + { + isStairNeighbor = true; + BlockedEdgeCutoff = 1; // one blocked edge is already too much when we're next to a stair + break; + } + } + } + + // are both edged blocked in this direction, and is the obstacle height in this direction the tallest we've seen? + if ( (iEdgesBlocked >= BlockedEdgeCutoff ) && ( MAX( obstacleZThisDir[0], obstacleZThisDir[1] ) ) > obstacleZMax ) + { + // this is the tallest obstacle we've encountered so far, remember its details + obstacleZ[0] = obstacleZThisDir[0]; + obstacleZ[1] = obstacleZThisDir[1]; + obstacleZMax = MAX( obstacleZ[0], obstacleZ[1] ); + obstacleDir = dir; + obstacleStartDist = obstacleStartDistThisDir; + obstacleEndDist = obstacleStartDistThisDir; + } + } + + if ( isStairNeighbor && obstacleZMax > -FLT_MAX ) + { + areasToDelete.AddToTail( area ); + continue; + } + + // if we found an obstacle, raise this nav areas and size it to fit + if ( obstacleZMax > -FLT_MAX ) + { + // enforce minimum obstacle width so we don't shrink to become a teensy nav area + AdjustObstacleDistances( &obstacleStartDist, &obstacleEndDist, GenerationStepSize ); + Assert( obstacleEndDist - obstacleStartDist >= MinObstacleAreaWidth ); + + // get current corner coords + Vector corner[4]; + for ( int i = NORTH_WEST; i < NUM_CORNERS; i++ ) + { + corner[i] = area->GetCorner( (NavCornerType) i ); + } + + // adjust our size to fit the obstacle + switch ( obstacleDir ) + { + case NORTH: + corner[NORTH_WEST].y = corner[SOUTH_WEST].y - obstacleEndDist; + corner[NORTH_EAST].y = corner[SOUTH_EAST].y - obstacleEndDist; + corner[SOUTH_WEST].y -= obstacleStartDist; + corner[SOUTH_EAST].y -= obstacleStartDist; + break; + case SOUTH: + corner[SOUTH_WEST].y = corner[NORTH_WEST].y + obstacleEndDist; + corner[SOUTH_EAST].y = corner[NORTH_EAST].y + obstacleEndDist; + corner[NORTH_WEST].y += obstacleStartDist; + corner[NORTH_EAST].y += obstacleStartDist; + ::V_swap( obstacleZ[0], obstacleZ[1] ); // swap left and right Z heights for obstacle so we can run common code below + break; + case EAST: + corner[NORTH_EAST].x = corner[NORTH_WEST].x + obstacleEndDist; + corner[SOUTH_EAST].x = corner[SOUTH_WEST].x + obstacleEndDist; + corner[NORTH_WEST].x += obstacleStartDist; + corner[SOUTH_WEST].x += obstacleStartDist; + case WEST: + corner[NORTH_WEST].x = corner[NORTH_EAST].x - obstacleEndDist; + corner[SOUTH_WEST].x = corner[SOUTH_EAST].x - obstacleEndDist; + corner[NORTH_EAST].x -= obstacleStartDist; + corner[SOUTH_EAST].x -= obstacleStartDist; + ::V_swap( obstacleZ[0], obstacleZ[1] ); // swap left and right Z heights for obstacle so we can run common code below + break; + } + + // adjust Z positions to be z pos of obstacle top + corner[NORTH_WEST].z = obstacleZ[0]; + corner[NORTH_EAST].z = obstacleZ[1]; + corner[SOUTH_EAST].z = obstacleZ[1]; + corner[SOUTH_WEST].z = obstacleZ[0]; + + // move the area + RemoveNavArea( area ); + area->Build( corner[NORTH_WEST], corner[NORTH_EAST], corner[SOUTH_EAST], corner[SOUTH_WEST] ); + Assert( !area->IsDegenerate() ); + AddNavArea( area ); + + // remove side-to-side connections if there are any so AI does try to do things like run along fencetops + area->RemoveOrthogonalConnections( obstacleDir ); + area->SetAttributes( area->GetAttributes() | NAV_MESH_NO_MERGE | NAV_MESH_OBSTACLE_TOP ); + area->SetAttributes( area->GetAttributes() & ( ~NAV_MESH_JUMP ) ); + // clear out the nodes associated with this area's corners -- corners don't match the node positions any more + for ( int i = 0; i < NUM_CORNERS; i++ ) + { + area->m_node[i] = NULL; + } + } + } + + for ( int i=0; i<areasToDelete.Count(); ++i ) + { + TheNavAreas.FindAndRemove( areasToDelete[i] ); + DestroyArea( areasToDelete[i] ); + } +} + +//-------------------------------------------------------------------------------------------------------------- +/** +* For any two nav areas that have an obstacle between them such as a fence, railing or small wall, creates a new +* nav area on top of the obstacle and connects it between the areas +*/ +void CNavMesh::CreateObstacleTopAreas() +{ + // enumerate all areas + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + + // if this is a jump node (which will ultimately get removed) or is an obstacle top, ignore it + if ( area->GetAttributes() & ( NAV_MESH_JUMP | NAV_MESH_OBSTACLE_TOP ) ) + return; + + // Look in all directions + for ( int i = NORTH; i < NUM_DIRECTIONS; i++ ) + { + NavDirType dir = (NavDirType) i; + + // Look at all adjacent areas in this direction + int iConnections = area->GetAdjacentCount( dir ); + for ( int j = 0; j < iConnections; j++ ) + { + CNavArea *areaOther = area->GetAdjacentArea( dir, j ); + // if this is a jump node (which will ultimately get removed) or is an obstacle top, ignore it + if ( areaOther->GetAttributes() & ( NAV_MESH_JUMP | NAV_MESH_OBSTACLE_TOP ) ) + continue; + + // create an obstacle top if there is a one-node separation between the areas and there is an intra-node obstacle within that separation + if ( !CreateObstacleTopAreaIfNecessary( area, areaOther, dir, false ) ) + { + // if not, create an obstacle top if there is a two-node separation between the areas and the intermediate node is significantly + // higher than the two areas, which means there's some geometry there that causes the middle node to be higher + CreateObstacleTopAreaIfNecessary( area, areaOther, dir, true ); + } + } + } + } +} + + +//-------------------------------------------------------------------------------------------------------------- +/** +* Creates a new nav area if an obstacle exists between the two nav areas. If bMultiNode is false, this checks +* if there's a one-node separation between the areas, and if so if there is an obstacle detected between the nodes. +* If bMultiNode is true, checks if there is a two-node separation between the areas, and if so if the middle node is +* higher than the two areas, suggesting an obstacle in the middle. +*/ +bool CNavMesh::CreateObstacleTopAreaIfNecessary( CNavArea *area, CNavArea *areaOther, NavDirType dir, bool bMultiNode ) +{ + float obstacleHeightMin = FLT_MAX; + float obstacleHeightMax = 0; + float obstacleHeightStart = 0; + float obstacleHeightEnd = 0; + float obstacleDistMin = GenerationStepSize; + float obstacleDistMax = 0; + + Vector center; + float halfPortalWidth; + + area->ComputePortal( areaOther, dir, ¢er, &halfPortalWidth ); + + if ( halfPortalWidth > 0 ) + { + // get the corners to left and right of direction toward other area + NavCornerType cornerStart = (NavCornerType) dir; + NavCornerType cornerEnd = (NavCornerType) ( ( dir + 1 ) % NUM_CORNERS ); + CNavNode *node = area->m_node[cornerStart]; + CNavNode *nodeEnd = area->m_node[cornerEnd]; + NavDirType dirEdge = (NavDirType) ( ( dir + 1 ) % NUM_DIRECTIONS ); + obstacleHeightMin = FLT_MAX; + float zStart = 0, zEnd = 0; + // along the edge of this area that faces the other area, look at every node that's in the portal between the two + while ( node ) + { + Vector vecToPortalCenter = *node->GetPosition() - center; + vecToPortalCenter.z = 0; + if ( vecToPortalCenter.IsLengthLessThan( halfPortalWidth + 1.0f ) ) + { + // this node is in the portal + + float obstacleHeight = 0; + float obstacleDistStartCur = node->m_obstacleStartDist[dir]; + float obstacleDistEndCur = node->m_obstacleEndDist[dir]; + + if ( !bMultiNode ) + { + // use the inter-node obstacle height from this node toward the next area + obstacleHeight = node->m_obstacleHeight[dir]; + } + else + { + if ( !areaOther->Contains( *node->GetPosition() ) ) + { + // step one node toward the other area + CNavNode *nodeTowardOtherArea = node->GetConnectedNode( dir ); + if ( nodeTowardOtherArea ) + { + // see if that step took us upward a significant amount + float deltaZ = nodeTowardOtherArea->GetPosition()->z - node->GetPosition()->z; + if ( deltaZ > MaxTraversableHeight ) + { + // see if we've arrived in the other area + bool bInOtherArea = false; + if ( areaOther->Contains( *nodeTowardOtherArea->GetPosition() ) ) + { + float z = areaOther->GetZ( nodeTowardOtherArea->GetPosition()->x, nodeTowardOtherArea->GetPosition()->y ); + float deltaZ = fabs( nodeTowardOtherArea->GetPosition()->z - z ); + if ( deltaZ < 2.0f ) + { + bInOtherArea = true; + } + } + + // if we have not arrived in the other area yet, take one more step in the same direction + if ( !bInOtherArea ) + { + CNavNode *nodeTowardOtherArea2 = nodeTowardOtherArea->GetConnectedNode( dir ); + if ( nodeTowardOtherArea2 && areaOther->Contains( *nodeTowardOtherArea2->GetPosition() ) ) + { + float areaDeltaZ = node->GetPosition()->z - nodeTowardOtherArea2->GetPosition()->z; + if ( fabs( areaDeltaZ ) <= MaxTraversableHeight ) + { + // if we arrived in the other area, the obstacle height to get here was the peak deltaZ of the node above to get here + obstacleHeight = deltaZ; + // make a nav area MinObstacleAreaWidth wide centered on the peak node, which is GenerationStepSize away from where we started + obstacleDistStartCur = GenerationStepSize - (MinObstacleAreaWidth / 2); + obstacleDistEndCur = GenerationStepSize + (MinObstacleAreaWidth / 2); + } + } + } + } + } + } + } + + obstacleHeightMin = MIN( obstacleHeight, obstacleHeightMin ); + obstacleHeightMax = MAX( obstacleHeight, obstacleHeightMax ); + obstacleDistMin = MIN( obstacleDistStartCur, obstacleDistMin ); + obstacleDistMax = MAX( obstacleDistEndCur, obstacleDistMax ); + + if ( obstacleHeightStart == 0 ) + { + // keep track of the obstacle height and node z pos at the start of the edge + obstacleHeightStart = obstacleHeight; + zStart = node->GetPosition()->z; + } + // keep track of the obstacle height and node z pos at the end of the edge + obstacleHeightEnd = obstacleHeight; + zEnd = node->GetPosition()->z; + + } + if ( node == nodeEnd ) + break; + + node = node->GetConnectedNode( dirEdge ); + } + + + + + // if we had some obstacle height from EVERY node along the portal, then getting from this area to the other requires scaling an obstacle, + // need to generate a nav area on top of it + if ( ( obstacleHeightMax > MaxTraversableHeight ) && ( obstacleHeightMin > MaxTraversableHeight ) ) + { + // If the maximum obstacle height was greater than both the height at start and end of the edge, then the obstacle is highest somewhere + // in the middle. Use that as the height of both ends. + if ( ( obstacleHeightMax > obstacleHeightStart ) && ( obstacleHeightMax > obstacleHeightEnd ) ) + { + obstacleHeightStart = obstacleHeightMax; + obstacleHeightEnd = obstacleHeightMax; + } + + // for south and west, swap "start" and "end" values of edges so we can use common code below + if ( dir == SOUTH || dir == WEST ) + { + ::V_swap( obstacleHeightStart, obstacleHeightEnd ); + ::V_swap( zStart, zEnd ); + } + + // Enforce min area width for new area + AdjustObstacleDistances( &obstacleDistMin, &obstacleDistMax, bMultiNode ? GenerationStepSize * 2 : GenerationStepSize ); + Assert( obstacleDistMin < obstacleDistMax ); + Assert( obstacleDistMax - obstacleDistMin >= MinObstacleAreaWidth ); + float newAreaWidth = obstacleDistMax - obstacleDistMin; + Assert( newAreaWidth > 0 ); + + // Calculate new area coordinates + AddDirectionVector( ¢er, dir, obstacleDistMin + (newAreaWidth/2) ); + + Vector cornerNW, cornerNE, cornerSE, cornerSW; + switch ( dir ) + { + case NORTH: + case SOUTH: + cornerNW.Init( center.x - halfPortalWidth, center.y - (newAreaWidth/2), zStart + obstacleHeightStart ); + cornerNE.Init( center.x + halfPortalWidth, center.y - (newAreaWidth/2), zEnd + obstacleHeightEnd ); + cornerSE.Init( center.x + halfPortalWidth, center.y + (newAreaWidth/2), zEnd + obstacleHeightEnd ); + cornerSW.Init( center.x - halfPortalWidth, center.y + (newAreaWidth/2), zStart + obstacleHeightStart ); + break; + case EAST: + case WEST: + cornerNW.Init( center.x - (newAreaWidth/2), center.y - halfPortalWidth, zStart + obstacleHeightStart ); + cornerNE.Init( center.x + (newAreaWidth/2), center.y - halfPortalWidth, zEnd + obstacleHeightEnd ); + cornerSE.Init( center.x + (newAreaWidth/2), center.y + halfPortalWidth, zEnd + obstacleHeightEnd ); + cornerSW.Init( center.x - (newAreaWidth/2), center.y + halfPortalWidth, zStart + obstacleHeightStart ); + break; + } + + CNavArea *areaNew = CreateArea(); + areaNew->Build( cornerNW, cornerNE, cornerSE, cornerSW ); + + // add it to the nav area list + TheNavAreas.AddToTail( areaNew ); + AddNavArea( areaNew ); + + Assert( !areaNew->IsDegenerate() ); + + Msg( "Created new fencetop area %d(%x) between %d(%x) and %d(%x)\n", areaNew->GetID(), areaNew->GetDebugID(), area->GetID(), area->GetDebugID(), areaOther->GetID(), areaOther->GetDebugID() ); + + areaNew->SetAttributes( area->GetAttributes() ); + areaNew->SetAttributes( area->GetAttributes() | NAV_MESH_NO_MERGE | NAV_MESH_OBSTACLE_TOP ); + + area->Disconnect( areaOther ); + area->ConnectTo( areaNew, dir ); + + areaNew->ConnectTo( area, OppositeDirection( dir ) ); + areaNew->ConnectTo( areaOther, dir ); + if ( areaOther->IsConnected( area, OppositeDirection( dir ) ) ) + { + areaOther->Disconnect( area ); + areaOther->ConnectTo( areaNew, OppositeDirection( dir ) ); + } +// AddToSelectedSet( areaNew ); + return true; + } + } + + return false; +} + +//-------------------------------------------------------------------------------------------------------------- +/** +* Remove any obstacle top areas which overlap. +*/ +void CNavMesh::RemoveOverlappingObstacleTopAreas() +{ + // What we really want is the union of all obstacle top areas that get generated. That would be hard to compute exactly, + // so instead we'll just remove any that overlap. The obstacle top areas don't have to be exact, we just need enough of + // them so there is generally a path to get over any obstacle. + + // make a list of just the obstacle top areas to reduce the N of the N squared operation we're about to do + CUtlVector<CNavArea *> vecObstacleTopAreas; + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + if ( area->GetAttributes() & NAV_MESH_OBSTACLE_TOP ) + { + vecObstacleTopAreas.AddToTail( area ); + } + } + + // look at every pair of obstacle top areas + CUtlVector<CNavArea *> vecAreasToRemove; + FOR_EACH_VEC( vecObstacleTopAreas, it ) + { + CNavArea *area = vecObstacleTopAreas[it]; + + Vector normal, otherNormal; + area->ComputeNormal( &normal ); + area->ComputeNormal( &otherNormal, true ); + + // Remove any obstacle areas that are steep enough to be jump areas + float lowestNormalZ = MIN( normal.z, otherNormal.z ); + if ( lowestNormalZ < nav_slope_limit.GetFloat() ) + { + vecAreasToRemove.AddToTail( area ); + } + + for ( int it2 = it+1; it2 < vecObstacleTopAreas.Count(); it2++ ) + { + CNavArea *areaOther = vecObstacleTopAreas[it2]; + if ( area->IsOverlapping( areaOther ) ) + { + if ( area->Contains( areaOther ) ) + { + // if one entirely contains the other, mark the other for removal + vecAreasToRemove.AddToTail( areaOther ); + } + else if ( areaOther->Contains( area ) ) + { + // if one entirely contains the other, mark the other for removal + vecAreasToRemove.AddToTail( area ); + } + else + { + // if they overlap without one being a superset of the other, just remove the smaller area + CNavArea *areaToRemove = ( area->GetSizeX() * area->GetSizeY() > areaOther->GetSizeX() * areaOther->GetSizeY() ? areaOther : area ); + vecAreasToRemove.AddToTail( areaToRemove ); + } + } + } + } + + // now go delete all the areas we want to remove + while ( vecAreasToRemove.Count() > 0 ) + { + CNavArea *areaToDelete = vecAreasToRemove[0]; + RemoveFromSelectedSet( areaToDelete ); + TheNavMesh->OnEditDestroyNotify( areaToDelete ); + TheNavAreas.FindAndRemove( areaToDelete ); + TheNavMesh->DestroyArea( areaToDelete ); + + // remove duplicates so we don't double-delete + while ( vecAreasToRemove.FindAndRemove( areaToDelete ) ); + } + +} + +static void CommandNavCheckStairs( void ) +{ + TheNavMesh->MarkStairAreas(); +} +static ConCommand nav_check_stairs( "nav_check_stairs", CommandNavCheckStairs, "Update the nav mesh STAIRS attribute" ); + +//-------------------------------------------------------------------------------------------------------------- +/** + * Mark all areas that are on stairs. + */ +void CNavMesh::MarkStairAreas( void ) +{ + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + area->TestStairs(); + } +} + + +//-------------------------------------------------------------------------------------------------------------- +enum StairTestType +{ + STAIRS_NO, + STAIRS_YES, + STAIRS_MAYBE, +}; + + +//-------------------------------------------------------------------------------------------------------- +// Test if a line across a nav area could be part of a stairway +StairTestType IsStairs( const Vector &start, const Vector &end, StairTestType ret ) +{ + if ( ret == STAIRS_NO ) + return ret; + + const float inc = 5.0f; + + // the minimum height change each step to be a step and not a slope + const float minStepZ = inc * tan( acos( nav_slope_limit.GetFloat() ) ); + const float MinStairNormal = 0.97f; // we don't care about ramps, just actual flat steps + + float t; + Vector pos, normal; + float height, priorHeight; + + // walk the line, checking for step height discontinuities + float length = start.AsVector2D().DistTo( end.AsVector2D() ); + + trace_t trace; + CTraceFilterNoNPCsOrPlayer filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT ); + Vector hullMins( -inc/2, -inc/2, 0 ); + Vector hullMaxs( inc/2, inc/2, 0 ); + hullMaxs.z = 1; // don't care about vertical clearance + + if ( fabs( start.x - end.x ) > fabs( start.y - end.y ) ) + { + hullMins.x = -8; + hullMaxs.x = 8; + } + else + { + hullMins.y = -8; + hullMaxs.y = 8; + } + + Vector traceOffset( 0, 0, VEC_DUCK_HULL_MAX.z ); + + // total height change must exceed a single step to be stairs + if ( abs( start.z - end.z ) > StepHeight ) + { + // initialize the height delta + UTIL_TraceHull( start + traceOffset, start - traceOffset, hullMins, hullMaxs, MASK_NPCSOLID, &filter, &trace ); + if ( trace.startsolid || trace.IsDispSurface() ) + { + return STAIRS_NO; + } + priorHeight = trace.endpos.z; + + // Save a copy for debug overlays + Vector prevGround = start; + prevGround.z = priorHeight; + + float traceIncrement = inc / length; + for( t = 0.0f; t <= 1.0f; t += traceIncrement ) + { + pos = start + t * ( end - start ); + + UTIL_TraceHull( pos + traceOffset, pos - traceOffset, hullMins, hullMaxs, MASK_NPCSOLID, &filter, &trace ); + if ( trace.startsolid || trace.IsDispSurface() ) + { + return STAIRS_NO; + } + height = trace.endpos.z; + normal = trace.plane.normal; + + // Save a copy for debug overlays + Vector ground( pos ); + ground.z = height; + //NDebugOverlay::Cross3D( ground, 3, 0, 0, 255, true, 100.0f ); + //NDebugOverlay::Box( ground, hullMins, hullMaxs, 0, 0, 255, 0.0f, 100.0f ); + + if ( t == 0.0f && fabs( height - start.z ) > StepHeight ) + { + // Discontinuity at start + return STAIRS_NO; + } + + if ( t == 1.0f && fabs( height - end.z ) > StepHeight ) + { + // Discontinuity at end + return STAIRS_NO; + } + + if ( normal.z < MinStairNormal ) + { + // too steep here + return STAIRS_NO; + } + + + float deltaZ = abs( height - priorHeight ); + + if ( deltaZ >= minStepZ && deltaZ <= StepHeight ) + { + // found a step + ret = STAIRS_YES; + } + else if ( deltaZ > StepHeight ) + { + // too steep here + //NDebugOverlay::Cross3D( ground, 5, 255, 0, 0, true, 10.0f ); + //NDebugOverlay::Cross3D( prevGround, 5, 0, 255, 0, true, 10.0f ); + return STAIRS_NO; + } + + // Save a copy for debug overlays + prevGround = pos; + prevGround.z = height; + + priorHeight = height; + } + } + + return ret; +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Test an area for being on stairs + * NOTE: This assumes a globally constant "step height", + * and walkable surface normal, which really should be locomotor-specific. + */ +bool CNavArea::TestStairs( void ) +{ + // clear STAIRS attribute + SetAttributes( GetAttributes() & ~NAV_MESH_STAIRS ); + + if ( GetSizeX() <= GenerationStepSize && GetSizeY() <= GenerationStepSize ) + { + // Don't bother with stairs on small areas + return false; + } + + const float MatchingNormalDot = 0.95f; + Vector firstNormal, secondNormal; + ComputeNormal( &firstNormal ); + ComputeNormal( &secondNormal, true ); + if ( firstNormal.Dot( secondNormal ) < MatchingNormalDot ) + { + // area corners aren't coplanar - no stairs + return false; + } + + // test center and edges north-to-south, and east-to-west + StairTestType ret = STAIRS_MAYBE; + Vector from, to; + + const float inset = 5.0f; // inset to keep the tests completely inside the nav area + + from = GetCorner( NORTH_WEST ) + Vector( inset, inset, 0 ); + to = GetCorner( NORTH_EAST ) + Vector( -inset, inset, 0 ); + ret = IsStairs( from, to, ret ); + + from = GetCorner( SOUTH_WEST ) + Vector( inset, -inset, 0 ); + to = GetCorner( SOUTH_EAST ) + Vector( -inset, -inset, 0 ); + ret = IsStairs( from, to, ret ); + + from = GetCorner( NORTH_WEST ) + Vector( inset, inset, 0 ); + to = GetCorner( SOUTH_WEST ) + Vector( inset, -inset, 0 ); + ret = IsStairs( from, to, ret ); + + from = GetCorner( NORTH_EAST ) + Vector( -inset, inset, 0 ); + to = GetCorner( SOUTH_EAST ) + Vector( -inset, -inset, 0 ); + ret = IsStairs( from, to, ret ); + + from = ( GetCorner( NORTH_WEST ) + GetCorner( NORTH_EAST ) ) / 2.0f + Vector( 0, inset, 0 ); + to = ( GetCorner( SOUTH_WEST ) + GetCorner( SOUTH_EAST ) ) / 2.0f + Vector( 0, -inset, 0 ); + ret = IsStairs( from, to, ret ); + + from = ( GetCorner( NORTH_EAST ) + GetCorner( SOUTH_EAST ) ) / 2.0f + Vector( -inset, 0, 0 ); + to = ( GetCorner( NORTH_WEST ) + GetCorner( SOUTH_WEST ) ) / 2.0f + Vector( inset, 0, 0 ); + ret = IsStairs( from, to, ret ); + + if ( ret == STAIRS_YES ) + { + SetAttributes( NAV_MESH_STAIRS ); + return true; + } + + return false; +} + + +//-------------------------------------------------------------------------------------------------------------- +CON_COMMAND_F( nav_test_stairs, "Test the selected set for being on stairs", FCVAR_CHEAT ) +{ + int count = 0; + + const NavAreaVector &selectedSet = TheNavMesh->GetSelectedSet(); + for ( int i=0; i<selectedSet.Count(); ++i ) + { + CNavArea *area = selectedSet[i]; + if ( area->TestStairs() ) + { + ++count; + } + } + + Msg( "Marked %d areas as stairs\n", count ); +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Jump areas aren't used by the NextBot. Delete them, connecting adjacent areas. + */ +void CNavMesh::RemoveJumpAreas( void ) +{ + if ( !nav_generate_fixup_jump_areas.GetBool() ) + { + return; + } + + CUtlVector< CNavArea * > unusedAreas; + + int i; + for ( i=0; i<TheNavAreas.Count(); ++i ) + { + CNavArea *testArea = TheNavAreas[i]; + if ( !(testArea->GetAttributes() & NAV_MESH_JUMP) ) + { + continue; + } + + unusedAreas.AddToTail( testArea ); + } + + for ( i=0; i<unusedAreas.Count(); ++i ) + { + CNavArea *areaToDelete = unusedAreas[i]; + TheNavMesh->OnEditDestroyNotify( areaToDelete ); + TheNavAreas.FindAndRemove( areaToDelete ); + TheNavMesh->DestroyArea( areaToDelete ); + } + + StripNavigationAreas(); + + SetMarkedArea( NULL ); // unmark the mark area + m_markedCorner = NUM_CORNERS; // clear the corner selection +} + + +//-------------------------------------------------------------------------------------------------------------- +void CNavMesh::CommandNavRemoveJumpAreas( void ) +{ + JumpConnector connector; + ForAllAreas( connector ); + + int before = TheNavAreas.Count(); + RemoveJumpAreas(); + int after = TheNavAreas.Count(); + + Msg( "Removed %d jump areas\n", before - after ); +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Recursively chop area in half along X until child areas are roughly square + */ +static void splitX( CNavArea *area ) +{ + if (area->IsRoughlySquare()) + return; + + float split = area->GetSizeX(); + split /= 2.0f; + split += area->GetCorner( NORTH_WEST ).x; + + split = TheNavMesh->SnapToGrid( split ); + + const float epsilon = 0.1f; + if (fabs(split - area->GetCorner( NORTH_WEST ).x) < epsilon || + fabs(split - area->GetCorner( SOUTH_EAST ).x) < epsilon) + { + // too small to subdivide + return; + } + + CNavArea *alpha, *beta; + if (area->SplitEdit( false, split, &alpha, &beta )) + { + // split each new area until square + splitX( alpha ); + splitX( beta ); + } +} + +//-------------------------------------------------------------------------------------------------------------- +/** + * Recursively chop area in half along Y until child areas are roughly square + */ +static void splitY( CNavArea *area ) +{ + if (area->IsRoughlySquare()) + return; + + float split = area->GetSizeY(); + split /= 2.0f; + split += area->GetCorner( NORTH_WEST ).y; + + split = TheNavMesh->SnapToGrid( split ); + + const float epsilon = 0.1f; + if (fabs(split - area->GetCorner( NORTH_WEST ).y) < epsilon || + fabs(split - area->GetCorner( SOUTH_EAST ).y) < epsilon) + { + // too small to subdivide + return; + } + + CNavArea *alpha, *beta; + if (area->SplitEdit( true, split, &alpha, &beta )) + { + // split each new area until square + splitY( alpha ); + splitY( beta ); + } +} + +//-------------------------------------------------------------------------------------------------------------- +/** + * Split any long, thin, areas into roughly square chunks. + */ +void CNavMesh::SquareUpAreas( void ) +{ + int it = 0; + + while( it < TheNavAreas.Count() ) + { + CNavArea *area = TheNavAreas[ it ]; + + // move the iterator in case the current area is split and deleted + ++it; + + if (area->HasNodes() && !area->IsRoughlySquare()) + { + // chop this area into square pieces + if (area->GetSizeX() > area->GetSizeY()) + splitX( area ); + else + splitY( area ); + } + } +} + + +//-------------------------------------------------------------------------------------------------------------- +static bool testStitchConnection( CNavArea *source, CNavArea *target, const Vector &sourcePos, const Vector &targetPos ) +{ + trace_t result; + Vector from( sourcePos ); + Vector pos( targetPos ); + CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); + Vector to, toNormal; + bool success = false; + if ( TraceAdjacentNode( 0, from, pos, &result ) ) + { + to = result.endpos; + toNormal = result.plane.normal; + success = true; + } + else + { + // test going up ClimbUpHeight + bool success = false; + for ( float height = StepHeight; height <= ClimbUpHeight; height += 1.0f ) + { + trace_t tr; + Vector start( from ); + Vector end( pos ); + start.z += height; + end.z += height; + UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, &tr ); + if ( !tr.startsolid && tr.fraction == 1.0f ) + { + if ( !StayOnFloor( &tr ) ) + { + break; + } + + to = tr.endpos; + toNormal = tr.plane.normal; + + start = end = from; + end.z += height; + UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, &tr ); + if ( tr.fraction < 1.0f ) + { + break; + } + + success = true; + break; + } + } + } + + return success; +} + + + + +//-------------------------------------------------------------------------------------------------------- +class IncrementallyGeneratedAreas +{ +public: + bool operator()( CNavArea *area ) + { + return area->HasNodes(); + } +}; + + +//-------------------------------------------------------------------------------------------------------- +/** + * Incremental generation fixup for where edges lap up against the existing nav mesh: + * we have nodes, but the surrounding areas don't. So, we trace outward, to see if we + * can walk/fall to an adjacent area. This handles dropping down into existing areas etc. + * TODO: test pre-existing areas for drop-downs into the newly-generated areas. + */ +void CNavMesh::StitchGeneratedAreas( void ) +{ + if ( m_generationMode == GENERATE_INCREMENTAL ) + { + IncrementallyGeneratedAreas incrementalAreas; + StitchMesh( incrementalAreas ); + } +} + + +//-------------------------------------------------------------------------------------------------------- +class AreaSet +{ +public: + AreaSet( CUtlVector< CNavArea * > *areas ) + { + m_areas = areas; + } + + bool operator()( CNavArea *area ) + { + return ( m_areas->HasElement( area ) ); + } + +private: + CUtlVector< CNavArea * > *m_areas; +}; + + +//-------------------------------------------------------------------------------------------------------- +/** + * Stitches an arbitrary set of areas (newly-merged, for example) into the existing mesh + */ +void CNavMesh::StitchAreaSet( CUtlVector< CNavArea * > *areas ) +{ + AreaSet areaSet( areas ); + StitchMesh( areaSet ); +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Determine if we can "jump down" from given point + */ +inline bool testJumpDown( const Vector *fromPos, const Vector *toPos ) +{ + float dz = fromPos->z - toPos->z; + + // drop can't be too far, or too short (or nonexistant) + if (dz <= JumpCrouchHeight || dz >= DeathDrop) + return false; + + // + // Check LOS out and down + // + // +-----+ + // | | + // F | + // | + // T + // + + Vector from, to; + float up; + trace_t result; + + // Try to go up and out, up to ClimbUpHeight, to get over obstacles + for ( up=1.0f; up<=ClimbUpHeight; up += 1.0f ) + { + from = *fromPos; + to.Init( fromPos->x, fromPos->y, fromPos->z + up ); + + UTIL_TraceHull( from, to, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); + if (result.fraction <= 0.0f || result.startsolid) + continue; + + from.Init( fromPos->x, fromPos->y, result.endpos.z - 0.5f ); + to.Init( toPos->x, toPos->y, from.z ); + + UTIL_TraceHull( from, to, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); + if (result.fraction != 1.0f || result.startsolid) + continue; + + // Success! + break; + } + + if ( up > ClimbUpHeight ) + return false; + + // We've made it up and out, so see if we can drop down + from = to; + to.z = toPos->z + 2.0f; + UTIL_TraceHull( from, to, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); + if (result.fraction <= 0.0f || result.startsolid) + return false; + + // Allow a little fudge so we can drop down onto stairs + if ( result.endpos.z > to.z + StepHeight ) + return false; + + return true; +} + + +//-------------------------------------------------------------------------------------------------------------- +inline CNavArea *findJumpDownArea( const Vector *fromPos, NavDirType dir ) +{ + Vector start( fromPos->x, fromPos->y, fromPos->z + HalfHumanHeight ); + AddDirectionVector( &start, dir, GenerationStepSize/2.0f ); + + Vector toPos; + CNavArea *downArea = findFirstAreaInDirection( &start, dir, 4.0f * GenerationStepSize, DeathDrop, NULL, &toPos ); + + if (downArea && testJumpDown( fromPos, &toPos )) + return downArea; + + return NULL; +} + + +//-------------------------------------------------------------------------------------------------------------- +template < typename Functor > +void CNavMesh::StitchAreaIntoMesh( CNavArea *area, NavDirType dir, Functor &func ) +{ + Vector corner1, corner2; + switch ( dir ) + { + case NORTH: + corner1 = area->GetCorner( NORTH_WEST ); + corner2 = area->GetCorner( NORTH_EAST ); + break; + case SOUTH: + corner1 = area->GetCorner( SOUTH_WEST ); + corner2 = area->GetCorner( SOUTH_EAST ); + break; + case EAST: + corner1 = area->GetCorner( NORTH_EAST ); + corner2 = area->GetCorner( SOUTH_EAST ); + break; + case WEST: + corner1 = area->GetCorner( NORTH_WEST ); + corner2 = area->GetCorner( SOUTH_WEST ); + break; + } + + Vector edgeDir = corner2 - corner1; + edgeDir.z = 0.0f; + + float edgeLength = edgeDir.NormalizeInPlace(); + + for ( float n=0; n<edgeLength - 1.0f; n += GenerationStepSize ) + { + Vector sourcePos = corner1 + edgeDir * ( n + 0.5f ); + sourcePos.z += HalfHumanHeight; + + Vector targetPos = sourcePos; + switch ( dir ) + { + case NORTH: targetPos.y -= GenerationStepSize * 0.5f; break; + case SOUTH: targetPos.y += GenerationStepSize * 0.5f; break; + case EAST: targetPos.x += GenerationStepSize * 0.5f; break; + case WEST: targetPos.x -= GenerationStepSize * 0.5f; break; + } + + CNavArea *targetArea = TheNavMesh->GetNavArea( targetPos ); + if ( targetArea && !func( targetArea ) ) + { + targetPos.z = targetArea->GetZ( targetPos.x, targetPos.y ) + HalfHumanHeight; + + // outgoing connection + if ( testStitchConnection( area, targetArea, sourcePos, targetPos ) ) + { + area->ConnectTo( targetArea, dir ); + } + + // incoming connection + if ( testStitchConnection( targetArea, area, targetPos, sourcePos ) ) + { + targetArea->ConnectTo( area, OppositeDirection( dir ) ); + } + } + else + { + sourcePos.z -= HalfHumanHeight; + sourcePos.z += 1; + CNavArea *downArea = findJumpDownArea( &sourcePos, dir ); + if ( downArea && downArea != area && !func( downArea ) ) + { + area->ConnectTo( downArea, dir ); + } + } + } +} + + +//-------------------------------------------------------------------------------------------------------------- +/** +* Checks to see if there is a cliff - a drop of at least CliffHeight - in specified direction. +*/ +inline bool CheckCliff( const Vector *fromPos, NavDirType dir, bool bExhaustive = true ) +{ + // cliffs are half-baked, not used by any existing AI, and create poorly behaved nav areas (ie: long, thin, strips) (MSB 8/7/09) + return false; + + + Vector toPos( fromPos->x, fromPos->y, fromPos->z ); + AddDirectionVector( &toPos, dir, GenerationStepSize ); + + trace_t trace; + // trace a step in specified direction and see where we'd find up + if ( TraceAdjacentNode( 0, *fromPos, toPos, &trace, DeathDrop * 10 ) && !trace.allsolid && !trace.startsolid ) + { + float deltaZ = fromPos->z - trace.endpos.z; + // would we fall off a cliff? + if ( deltaZ > CliffHeight ) + return true; + + // if not, special case for south and east. South and east edges are not considered part of a nav area, so + // we look ahead two steps for south and east. This ensures that the n-1th row and column of nav nodes + // on the south and east sides of a nav area reflect any cliffs on the nth row and column. + + // if we're looking to south or east, and the first node we found was approximately flat, and this is the top-level + // call, recurse one level to check one more step in this direction + if ( ( dir == SOUTH || dir == EAST ) && ( fabs( deltaZ ) < StepHeight ) && bExhaustive ) + { + return CheckCliff( &trace.endpos, dir, false ); + } + } + return false; +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Define connections between adjacent generated areas + */ +void CNavMesh::ConnectGeneratedAreas( void ) +{ + Msg( "Connecting navigation areas...\n" ); + + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + + // scan along edge nodes, stepping one node over into the next area + // for now, only use bi-directional connections + + // north edge + CNavNode *node; + for( node = area->m_node[ NORTH_WEST ]; node != area->m_node[ NORTH_EAST ]; node = node->GetConnectedNode( EAST ) ) + { + CNavNode *adj = node->GetConnectedNode( NORTH ); + + if (adj && adj->GetArea() && adj->GetConnectedNode( SOUTH ) == node ) + { + area->ConnectTo( adj->GetArea(), NORTH ); + } + else + { + CNavArea *downArea = findJumpDownArea( node->GetPosition(), NORTH ); + if (downArea && downArea != area) + area->ConnectTo( downArea, NORTH ); + } + } + + // west edge + for( node = area->m_node[ NORTH_WEST ]; node != area->m_node[ SOUTH_WEST ]; node = node->GetConnectedNode( SOUTH ) ) + { + CNavNode *adj = node->GetConnectedNode( WEST ); + + if (adj && adj->GetArea() && adj->GetConnectedNode( EAST ) == node ) + { + area->ConnectTo( adj->GetArea(), WEST ); + } + else + { + CNavArea *downArea = findJumpDownArea( node->GetPosition(), WEST ); + if (downArea && downArea != area) + area->ConnectTo( downArea, WEST ); + } + } + + // south edge - this edge's nodes are actually part of adjacent areas + // move one node north, and scan west to east + /// @todo This allows one-node-wide areas - do we want this? + node = area->m_node[ SOUTH_WEST ]; + if ( node ) // pre-existing areas in incremental generates won't have nodes + { + node = node->GetConnectedNode( NORTH ); + } + if (node) + { + CNavNode *end = area->m_node[ SOUTH_EAST ]->GetConnectedNode( NORTH ); + /// @todo Figure out why cs_backalley gets a NULL node in here... + for( ; node && node != end; node = node->GetConnectedNode( EAST ) ) + { + CNavNode *adj = node->GetConnectedNode( SOUTH ); + + if (adj && adj->GetArea() && adj->GetConnectedNode( NORTH ) == node ) + { + area->ConnectTo( adj->GetArea(), SOUTH ); + } + else + { + CNavArea *downArea = findJumpDownArea( node->GetPosition(), SOUTH ); + if (downArea && downArea != area) + area->ConnectTo( downArea, SOUTH ); + } + } + } + + // south edge part 2 - scan the actual south edge. If the node is not part of an adjacent area, then it + // really belongs to us. This will happen if our area runs right up against a ledge. + for( node = area->m_node[ SOUTH_WEST ]; node != area->m_node[ SOUTH_EAST ]; node = node->GetConnectedNode( EAST ) ) + { + if ( node->GetArea() ) + continue; // some other area owns this node, pay no attention to it + + CNavNode *adj = node->GetConnectedNode( SOUTH ); + + if ( node->IsBlockedInAnyDirection() || (adj && adj->IsBlockedInAnyDirection()) ) + continue; // The space around this node is blocked, so don't connect across it + + // Don't directly connect to adj's area, since it's already 1 cell removed from our area. + // There was no area in between, presumably for good reason. Only look for jump down links. + if ( !adj || !adj->GetArea() ) + { + CNavArea *downArea = findJumpDownArea( node->GetPosition(), SOUTH ); + if (downArea && downArea != area) + area->ConnectTo( downArea, SOUTH ); + } + } + + // east edge - this edge's nodes are actually part of adjacent areas + node = area->m_node[ NORTH_EAST ]; + if ( node ) // pre-existing areas in incremental generates won't have nodes + { + node = node->GetConnectedNode( WEST ); + } + if (node) + { + CNavNode *end = area->m_node[ SOUTH_EAST ]->GetConnectedNode( WEST ); + for( ; node && node != end; node = node->GetConnectedNode( SOUTH ) ) + { + CNavNode *adj = node->GetConnectedNode( EAST ); + + if (adj && adj->GetArea() && adj->GetConnectedNode( WEST ) == node ) + { + area->ConnectTo( adj->GetArea(), EAST ); + } + else + { + CNavArea *downArea = findJumpDownArea( node->GetPosition(), EAST ); + if (downArea && downArea != area) + area->ConnectTo( downArea, EAST ); + } + } + } + + // east edge part 2 - scan the actual east edge. If the node is not part of an adjacent area, then it + // really belongs to us. This will happen if our area runs right up against a ledge. + for( node = area->m_node[ NORTH_EAST ]; node != area->m_node[ SOUTH_EAST ]; node = node->GetConnectedNode( SOUTH ) ) + { + if ( node->GetArea() ) + continue; // some other area owns this node, pay no attention to it + + CNavNode *adj = node->GetConnectedNode( EAST ); + + if ( node->IsBlockedInAnyDirection() || (adj && adj->IsBlockedInAnyDirection()) ) + continue; // The space around this node is blocked, so don't connect across it + + // Don't directly connect to adj's area, since it's already 1 cell removed from our area. + // There was no area in between, presumably for good reason. Only look for jump down links. + if ( !adj || !adj->GetArea() ) + { + CNavArea *downArea = findJumpDownArea( node->GetPosition(), EAST ); + if (downArea && downArea != area) + area->ConnectTo( downArea, EAST ); + } + } + } + + StitchGeneratedAreas(); +} + +//-------------------------------------------------------------------------------------------------------------- +bool CNavArea::IsAbleToMergeWith( CNavArea *other ) const +{ + if ( !HasNodes() || ( GetAttributes() & NAV_MESH_NO_MERGE ) ) + return false; + + if ( !other->HasNodes() || ( other->GetAttributes() & NAV_MESH_NO_MERGE ) ) + return false; + + return true; +} + +//-------------------------------------------------------------------------------------------------------------- +/** + * Merge areas together to make larger ones (must remain rectangular - convex). + * Areas can only be merged if their attributes match. + */ +void CNavMesh::MergeGeneratedAreas( void ) +{ + Msg( "Merging navigation areas...\n" ); + + bool merged; + + do + { + merged = false; + + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + if ( !area->HasNodes() || ( area->GetAttributes() & NAV_MESH_NO_MERGE ) ) + continue; + + // north edge + FOR_EACH_VEC( area->m_connect[ NORTH ], nit ) + { + CNavArea *adjArea = area->m_connect[ NORTH ][ nit ].area; + if ( !area->IsAbleToMergeWith( adjArea ) ) // pre-existing areas in incremental generates won't have nodes + continue; + + if ( area->GetSizeY() + adjArea->GetSizeY() > GenerationStepSize * nav_area_max_size.GetInt() ) + continue; + + if (area->m_node[ NORTH_WEST ] == adjArea->m_node[ SOUTH_WEST ] && + area->m_node[ NORTH_EAST ] == adjArea->m_node[ SOUTH_EAST ] && + area->GetAttributes() == adjArea->GetAttributes() && + area->IsCoplanar( adjArea )) + { + // merge vertical + area->m_node[ NORTH_WEST ] = adjArea->m_node[ NORTH_WEST ]; + area->m_node[ NORTH_EAST ] = adjArea->m_node[ NORTH_EAST ]; + + merged = true; + //CONSOLE_ECHO( " Merged (north) areas #%d and #%d\n", area->m_id, adjArea->m_id ); + + area->FinishMerge( adjArea ); + + // restart scan - iterator is invalidated + break; + } + } + + if (merged) + break; + + // south edge + FOR_EACH_VEC( area->m_connect[ SOUTH ], sit ) + { + CNavArea *adjArea = area->m_connect[ SOUTH ][ sit ].area; + if ( !area->IsAbleToMergeWith( adjArea ) ) // pre-existing areas in incremental generates won't have nodes + continue; + + if ( area->GetSizeY() + adjArea->GetSizeY() > GenerationStepSize * nav_area_max_size.GetInt() ) + continue; + + if (adjArea->m_node[ NORTH_WEST ] == area->m_node[ SOUTH_WEST ] && + adjArea->m_node[ NORTH_EAST ] == area->m_node[ SOUTH_EAST ] && + area->GetAttributes() == adjArea->GetAttributes() && + area->IsCoplanar( adjArea )) + { + // merge vertical + area->m_node[ SOUTH_WEST ] = adjArea->m_node[ SOUTH_WEST ]; + area->m_node[ SOUTH_EAST ] = adjArea->m_node[ SOUTH_EAST ]; + + merged = true; + //CONSOLE_ECHO( " Merged (south) areas #%d and #%d\n", area->m_id, adjArea->m_id ); + + area->FinishMerge( adjArea ); + + // restart scan - iterator is invalidated + break; + } + + } + + if (merged) + break; + + + // west edge + FOR_EACH_VEC( area->m_connect[ WEST ], wit ) + { + CNavArea *adjArea = area->m_connect[ WEST ][ wit ].area; + if ( !area->IsAbleToMergeWith( adjArea ) ) // pre-existing areas in incremental generates won't have nodes + continue; + + if ( area->GetSizeX() + adjArea->GetSizeX() > GenerationStepSize * nav_area_max_size.GetInt() ) + continue; + + if (area->m_node[ NORTH_WEST ] == adjArea->m_node[ NORTH_EAST ] && + area->m_node[ SOUTH_WEST ] == adjArea->m_node[ SOUTH_EAST ] && + area->GetAttributes() == adjArea->GetAttributes() && + area->IsCoplanar( adjArea )) + { + // merge horizontal + area->m_node[ NORTH_WEST ] = adjArea->m_node[ NORTH_WEST ]; + area->m_node[ SOUTH_WEST ] = adjArea->m_node[ SOUTH_WEST ]; + + merged = true; + //CONSOLE_ECHO( " Merged (west) areas #%d and #%d\n", area->m_id, adjArea->m_id ); + + area->FinishMerge( adjArea ); + + // restart scan - iterator is invalidated + break; + } + + } + + if (merged) + break; + + // east edge + FOR_EACH_VEC( area->m_connect[ EAST ], eit ) + { + CNavArea *adjArea = area->m_connect[ EAST ][ eit ].area; + if ( !area->IsAbleToMergeWith( adjArea ) ) // pre-existing areas in incremental generates won't have nodes + continue; + + if ( area->GetSizeX() + adjArea->GetSizeX() > GenerationStepSize * nav_area_max_size.GetInt() ) + continue; + + if (adjArea->m_node[ NORTH_WEST ] == area->m_node[ NORTH_EAST ] && + adjArea->m_node[ SOUTH_WEST ] == area->m_node[ SOUTH_EAST ] && + area->GetAttributes() == adjArea->GetAttributes() && + area->IsCoplanar( adjArea )) + { + // merge horizontal + area->m_node[ NORTH_EAST ] = adjArea->m_node[ NORTH_EAST ]; + area->m_node[ SOUTH_EAST ] = adjArea->m_node[ SOUTH_EAST ]; + + merged = true; + //CONSOLE_ECHO( " Merged (east) areas #%d and #%d\n", area->m_id, adjArea->m_id ); + + area->FinishMerge( adjArea ); + + // restart scan - iterator is invalidated + break; + } + } + + if (merged) + break; + } + } + while( merged ); +} + +//-------------------------------------------------------------------------------------------------------------- +/** +* Given arbitrary corners of a compass grid-aligned rectangle, classify them by compass direction. +* Input: vec[4]: arbitrary corners +* Output: vecNW, vecNE, vecSE, vecSW: filled in with which corner is in which compass direction +*/ +void ClassifyCorners( Vector vec[4], Vector &vecNW, Vector &vecNE, Vector &vecSE, Vector &vecSW ) +{ + vecNW = vecNE = vecSE = vecSW = vec[0]; + + for ( int i = 0; i < 4; i++ ) + { + if ( ( vec[i].x <= vecNW.x ) && ( vec[i].y <= vecNW.y ) ) + { + vecNW = vec[i]; + } + if ( ( vec[i].x >= vecNE.x ) && ( vec[i].y <= vecNE.y ) ) + { + vecNE = vec[i]; + } + if ( ( vec[i].x >= vecSE.x ) && ( vec[i].y >= vecSE.y ) ) + { + vecSE = vec[i]; + } + if ( ( vec[i].x <= vecSW.x ) && ( vec[i].y >= vecSW.y ) ) + { + vecSW = vec[i]; + } + } +} + + +//-------------------------------------------------------------------------------------------------------------- +/** +* Perform miscellaneous fixups to generated mesh +*/ +void CNavMesh::FixUpGeneratedAreas( void ) +{ + FixCornerOnCornerAreas(); + FixConnections(); +} + + +//-------------------------------------------------------------------------------------------------------------- +void CNavMesh::FixConnections( void ) +{ + // Test the steep sides of stairs for any outgoing links that cross nodes that were partially obstructed. + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + if ( !area->HasAttributes( NAV_MESH_STAIRS ) ) + continue; + + if ( !area->HasNodes() ) + continue; + + for ( int dir=0; dir<NUM_DIRECTIONS; ++dir ) + { + NavCornerType cornerType[2]; + GetCornerTypesInDirection( (NavDirType)dir, &cornerType[0], &cornerType[1] ); + + // Flat edges of stairs need to connect. It's the slopes we don't want to climb over things for. + float cornerDeltaZ = fabs( area->GetCorner( cornerType[0] ).z - area->GetCorner( cornerType[1] ).z ); + if ( cornerDeltaZ < StepHeight ) + continue; + + const NavConnectVector *connectedAreas = area->GetAdjacentAreas( (NavDirType)dir ); + CUtlVector< CNavArea * > areasToDisconnect; + for ( int i=0; i<connectedAreas->Count(); ++i ) + { + CNavArea *adjArea = connectedAreas->Element(i).area; + if ( !adjArea->HasNodes() ) + continue; + + Vector pos, adjPos; + float width; + area->ComputePortal( adjArea, (NavDirType)dir, &pos, &width ); + adjArea->GetClosestPointOnArea( pos, &adjPos ); + + CNavNode *node = area->FindClosestNode( pos, (NavDirType)dir ); + CNavNode *adjNode = adjArea->FindClosestNode( adjPos, OppositeDirection( (NavDirType)dir ) ); + pos = *node->GetPosition(); + adjPos = *adjNode->GetPosition(); + + if ( !node || !adjNode ) + continue; + + NavCornerType adjCornerType[2]; + GetCornerTypesInDirection( OppositeDirection((NavDirType)dir), &adjCornerType[0], &adjCornerType[1] ); + + // From the stair's perspective, we can't go up more than step height to reach the adjacent area. + // Also, if the adjacent area has to jump up higher than StepHeight above the stair area to reach the stairs, + // there's an obstruction close to the adjacent area that could prevent walking from the stairs down. + if ( node->GetGroundHeightAboveNode( cornerType[0] ) > StepHeight ) + { + areasToDisconnect.AddToTail( adjArea ); + } + else if ( node->GetGroundHeightAboveNode( cornerType[1] ) > StepHeight ) + { + areasToDisconnect.AddToTail( adjArea ); + } + else if ( adjPos.z + adjNode->GetGroundHeightAboveNode( adjCornerType[0] ) > pos.z + StepHeight ) + { + areasToDisconnect.AddToTail( adjArea ); + } + else if ( adjPos.z + adjNode->GetGroundHeightAboveNode( adjCornerType[1] ) > pos.z + StepHeight ) + { + areasToDisconnect.AddToTail( adjArea ); + } + } + + for ( int i=0; i<areasToDisconnect.Count(); ++i ) + { + area->Disconnect( areasToDisconnect[i] ); + } + } + } + + // Test to prevent A->C if A->B->C. This can happen in doorways and dropdowns from rooftops. + // @TODO: find the root cause of A->C links. + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + CUtlVector< CNavArea * > areasToDisconnect; + for ( int dir=0; dir<NUM_DIRECTIONS; ++dir ) + { + const NavConnectVector *connectedAreas = area->GetAdjacentAreas( (NavDirType)dir ); + for ( int i=0; i<connectedAreas->Count(); ++i ) + { + CNavArea *adjArea = connectedAreas->Element(i).area; + const NavConnectVector *adjConnectedAreas = adjArea->GetAdjacentAreas( (NavDirType)dir ); + for ( int j=0; j<adjConnectedAreas->Count(); ++j ) + { + CNavArea *farArea = adjConnectedAreas->Element(j).area; + + if ( area->IsConnected( farArea, (NavDirType)dir ) ) + { + areasToDisconnect.AddToTail( farArea ); + } + } + } + } + + for ( int i=0; i<areasToDisconnect.Count(); ++i ) + { + area->Disconnect( areasToDisconnect[i] ); + } + } +} + + +//-------------------------------------------------------------------------------------------------------------- +/** +* Fix any spots where we there are nav nodes touching only corner-on-corner but we intend bots to be able to traverse +*/ +void CNavMesh::FixCornerOnCornerAreas( void ) +{ + const float MaxDrop = StepHeight; // don't make corner on corner areas that are too steep + + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + + // determine if we have any corners where the only nav area we touch is diagonally corner-to-corner. + // if there are, generate additional small (0.5 x 0.5 grid size) nav areas in the corners between + // them if map geometry allows and make connections in cardinal compass directions to create a path + // between the two areas. + +// +// XXXXXXXXX XXXXXXXXX +// X X X X +// X other X ****X other X +// X X *newX X +// XXXXXXXXXXXXXXXXX => XXXXXXXXXXXXXXXXX +// X X X Xnew* +// X area X X area X**** +// X X X X +// XXXXXXXXX XXXXXXXXX +// + + // check each corner + for ( int iCorner = NORTH_WEST; iCorner < NUM_CORNERS; iCorner++ ) + { + // get cardinal direction to right and left of this corner + NavDirType dirToRight = (NavDirType) iCorner; + NavDirType dirToLeft = (NavDirType) ( ( iCorner+3 ) % NUM_DIRECTIONS ); + + // if we have any connections on cardinal compass directions on edge on either side of corner we're OK, skip this nav area + if ( area->GetAdjacentCount( dirToLeft ) > 0 || area->GetAdjacentCount( dirToRight ) > 0 || + area->GetIncomingConnections( dirToLeft )->Count() > 0 || area->GetIncomingConnections( dirToRight )->Count() > 0 ) + continue; + + Vector cornerPos = area->GetCorner( (NavCornerType) iCorner ); + NavDirType dirToRightTwice = DirectionRight( dirToRight ); + NavDirType dirToLeftTwice = DirectionLeft( dirToLeft ); + NavDirType dirsAlongOtherEdge[2] = { dirToLeft, dirToRight }; + NavDirType dirsAlongOurEdge[2] = { dirToLeftTwice, dirToRightTwice }; + + // consider 2 potential new nav areas, to left and right of the corner we're considering + for ( int iDir = 0; iDir < ARRAYSIZE( dirsAlongOtherEdge ); iDir++ ) + { + NavDirType dirAlongOtherEdge = dirsAlongOtherEdge[iDir]; + NavDirType dirAlongOurEdge = dirsAlongOurEdge[iDir]; + + // look at the point 0.5 grid units along edge of other nav area + Vector vecDeltaOtherEdge; + DirectionToVector2D( dirAlongOtherEdge, (Vector2D *) &vecDeltaOtherEdge ); + vecDeltaOtherEdge.z = 0; + vecDeltaOtherEdge *= GenerationStepSize * 0.5; + Vector vecOtherEdgePos = cornerPos + vecDeltaOtherEdge; + + // see if there is a nav area at that location + CNavArea *areaOther = GetNavArea( vecOtherEdgePos ); + Assert( areaOther != area ); + if ( !areaOther ) + continue; // no other area in that location, we're not touching on corner + + // see if we can move from our corner in that direction + trace_t result; + if ( !TraceAdjacentNode( 0, cornerPos, vecOtherEdgePos, &result, MaxDrop ) ) + continue; // something is blocking movement, don't create additional nodes to aid movement + + // get the corner of the other nav area that might touch our corner + int iCornerOther = ( ( iCorner + 2 ) % NUM_CORNERS ); + Vector cornerPosOther = areaOther->GetCorner( (NavCornerType) iCornerOther ); + + if ( cornerPos != cornerPosOther ) + continue; // that nav area does not touch us on corner + + // we are touching corner-to-corner with the other nav area and don't have connections in cardinal directions around + // the corner that touches, this is a candidate to generate new small helper nav areas. + + // calculate the corners of the 0.5 x 0.5 nav area we would consider building between us and the other nav area whose corner we touch + Vector vecDeltaOurEdge; + DirectionToVector2D( dirAlongOurEdge, (Vector2D *) &vecDeltaOurEdge ); + vecDeltaOurEdge.z = 0; + vecDeltaOurEdge *= GenerationStepSize * 0.5; + Vector vecOurEdgePos = cornerPos + vecDeltaOurEdge; + Vector vecCorner[4]; + vecCorner[0] = cornerPos + vecDeltaOtherEdge + vecDeltaOurEdge; // far corner of new nav area + vecCorner[1] = cornerPos + vecDeltaOtherEdge; // intersection of far edge of new nav area with other nav area we touch + vecCorner[2] = cornerPos; // common corner of this nav area, nav area we touch, and new nav area + vecCorner[3] = cornerPos + vecDeltaOurEdge; // intersection of far edge of new nav area with this nav area + + CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); + if ( !TraceAdjacentNode( 0, vecCorner[1], vecCorner[0], &result, MaxDrop ) || // can we move from edge of other area to far corner of new node + !TraceAdjacentNode( 0, vecCorner[3], vecCorner[0], &result, MaxDrop ) ) // can we move from edge of this area to far corner of new node + continue; // new node would not fit + + // as sanity check, make sure there's not already a nav area there, shouldn't be + CNavArea *areaTest = GetNavArea( vecCorner[0] ); + Assert ( !areaTest ); + if ( areaTest ) + continue; + + vecCorner[0] = result.endpos; + + // create a new nav area + CNavArea *areaNew = CreateArea(); + + // arrange the corners of the new nav area by compass direction + Vector vecNW, vecNE, vecSE, vecSW; + ClassifyCorners( vecCorner, vecNW, vecNE, vecSE, vecSW ); + areaNew->Build( vecNW, vecNE, vecSE, vecSW ); + + // add it to the nav area list + TheNavAreas.AddToTail( areaNew ); + AddNavArea( areaNew ); + + areaNew->SetAttributes( area->GetAttributes() ); + + // reciprocally connect between this area and new area + area->ConnectTo( areaNew, dirAlongOtherEdge ); + areaNew->ConnectTo( area, OppositeDirection( dirAlongOtherEdge ) ); + + // reciprocally connect between other area and new area + areaOther->ConnectTo( areaNew, dirAlongOurEdge ); + areaNew->ConnectTo( areaOther, OppositeDirection( dirAlongOurEdge ) ); + } + } + } +} + +//-------------------------------------------------------------------------------------------------------------- +/** +* Fix any areas where one nav area overhangs another and the two nav areas are connected. Subdivide the lower +* nav area such that the upper nav area doesn't overhang any area it's connected to. +*/ +void CNavMesh::SplitAreasUnderOverhangs( void ) +{ + // restart the whole process whenever this gets set to true + bool bRestartProcessing = false; + + do + { + bRestartProcessing = false; + + // iterate all nav areas + for ( int it = 0; it < TheNavAreas.Count() && !bRestartProcessing; it++ ) + { + CNavArea *area = TheNavAreas[ it ]; + Extent areaExtent; + area->GetExtent( &areaExtent ); + + // iterate all directions + for ( int dir = NORTH; dir < NUM_DIRECTIONS && !bRestartProcessing; dir++ ) + { + // iterate all connections in that direction + const NavConnectVector *pConnections = area->GetAdjacentAreas( (NavDirType) dir ); + for ( int iConnection = 0; iConnection < pConnections->Count() && !bRestartProcessing; iConnection++ ) + { + CNavArea *otherArea = (*pConnections)[iConnection].area; + Extent otherAreaExtent; + otherArea->GetExtent( &otherAreaExtent ); + + // see if the area we are connected to overlaps our X/Y extents + if ( area->IsOverlapping( otherArea ) ) + { + // if the upper area isn't at least crouch height above the lower area, this is some weird minor + // overlap, disregard it + const float flMinSeparation = HumanCrouchHeight; + if ( !( areaExtent.lo.z > otherAreaExtent.hi.z + flMinSeparation ) && + !( otherAreaExtent.lo.z > areaExtent.hi.z + flMinSeparation ) ) + continue; + + // figure out which area is above and which is below + CNavArea *areaBelow = area, *areaAbove = otherArea; + NavDirType dirFromAboveToBelow = OppositeDirection( (NavDirType) dir ); + if ( otherAreaExtent.lo.z < areaExtent.lo.z ) + { + areaBelow = otherArea; + areaAbove = area; + dirFromAboveToBelow = OppositeDirection( dirFromAboveToBelow ); + } + NavDirType dirFromBelowToAbove = OppositeDirection( dirFromAboveToBelow ); + + // Msg( "area %d overhangs area %d and is connected\n", areaAbove->GetID(), areaBelow->GetID() ); + + Extent extentBelow, extentAbove; + areaBelow->GetExtent( &extentBelow ); + areaAbove->GetExtent( &extentAbove ); + + float splitCoord; // absolute world coordinate along which we will split lower nav area (X or Y, depending on axis we split on) + float splitLen; // length of the segment of lower nav area that is in shadow of the upper nav area + float splitEdgeSize; // current length of the edge of nav area that is getting split + bool bSplitAlongX = false; + + // determine along what edge we are splitting and make some key measurements + if ( ( dirFromAboveToBelow == EAST ) || ( dirFromAboveToBelow == WEST ) ) + { + splitEdgeSize = extentBelow.hi.x - extentBelow.lo.x; + if ( extentAbove.hi.x < extentBelow.hi.x ) + { + splitCoord = extentAbove.hi.x; + splitLen = splitCoord - extentBelow.lo.x; + } + else + { + splitCoord = extentAbove.lo.x; + splitLen = extentBelow.hi.x - splitCoord; + } + } + else + { + splitEdgeSize = extentBelow.hi.y - extentBelow.lo.y; + bSplitAlongX = true; + if ( extentAbove.hi.y < extentBelow.hi.y ) + { + splitCoord = extentAbove.hi.y; + splitLen = splitCoord - extentBelow.lo.y; + } + else + { + splitCoord = extentAbove.lo.y; + splitLen = extentBelow.hi.y - splitCoord; + } + } + Assert( splitLen >= 0 ); + Assert( splitEdgeSize > 0 ); + + // if we split the lower nav area right where it's in shadow of the upper nav area, will it create a really tiny strip? + if ( splitLen < GenerationStepSize ) + { + // if the "in shadow" part of the lower nav area is really small or the lower nav area is really small to begin with, + // don't split it, we're better off as is + if ( ( splitLen < GenerationStepSize*0.3 ) || ( splitEdgeSize <= GenerationStepSize * 2 ) ) + continue; + + // Move our split point so we don't create a really tiny strip on the lower nav area. Move the split point away from + // the upper nav area so the "in shadow" area expands to be GenerationStepSize. The checks above ensure we have room to do this. + float splitDelta = GenerationStepSize - splitLen; + splitCoord += splitDelta * ( ( ( dirFromAboveToBelow == NORTH ) || ( dirFromAboveToBelow == WEST ) ) ? -1 : 1 ); + } + + // remove any connections between the two areas (so they don't get inherited by the new areas when we split the lower area), + // but remember what the connections were. + bool bConnectionFromBelow = false, bConnectionFromAbove = false; + if ( areaBelow->IsConnected( areaAbove, dirFromBelowToAbove ) ) + { + bConnectionFromBelow = true; + areaBelow->Disconnect( areaAbove ); + } + if ( areaAbove->IsConnected( areaBelow, dirFromAboveToBelow ) ) + { + bConnectionFromAbove = true; + areaAbove->Disconnect( areaBelow ); + } + + CNavArea *pNewAlpha = NULL,*pNewBeta = NULL; +// int idBelow = areaBelow->GetID(); +// AddToSelectedSet( areaBelow ); + // split the lower nav area + if ( areaBelow->SplitEdit( bSplitAlongX, splitCoord, &pNewAlpha, &pNewBeta ) ) + { +// Msg( "Split area %d into %d and %d\n", idBelow, pNewAlpha->GetID(), pNewBeta->GetID() ); + + // determine which of the two new lower areas is the one *not* in shadow of the upper nav area. This is the one we want to + // reconnect to + CNavArea *pNewNonoverlappedArea = ( ( dirFromAboveToBelow == NORTH ) || ( dirFromAboveToBelow == WEST ) ) ? pNewAlpha : pNewBeta; + + // restore the previous connections from the upper nav area to the new lower nav area that is not in shadow of the upper + if ( bConnectionFromAbove ) + { + areaAbove->ConnectTo( pNewNonoverlappedArea, dirFromAboveToBelow ); + } + if ( bConnectionFromBelow ) + { + areaBelow->ConnectTo( pNewNonoverlappedArea, OppositeDirection( dirFromAboveToBelow ) ); + } + + // Now we need to just start the whole process over. We've just perturbed the list we're iterating on (removed a nav area, added two + // new ones, when we did the split), and it's possible we may have to subdivide a lower nav area twice if the upper nav area + // overhangs a corner of the lower area. We just start all over again each time we do a split until no more overhangs occur. + bRestartProcessing = true; + } + else + { +// Msg( "Failed to split area %d\n", idBelow ); + } + } + } + } + } + } + while ( bRestartProcessing ); +} + + +//-------------------------------------------------------------------------------------------------------------- +bool TestForValidCrouchArea( CNavNode *node ) +{ + // must make sure we don't have a bogus crouch area. check up to JumpCrouchHeight above + // the node for a HumanCrouchHeight space. + + CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT, WALK_THRU_EVERYTHING ); + trace_t tr; + Vector start( *node->GetPosition() ); + Vector end( *node->GetPosition() ); + end.z += JumpCrouchHeight; + + Vector mins( 0, 0, 0 ); + Vector maxs( GenerationStepSize, GenerationStepSize, HumanCrouchHeight ); + + UTIL_TraceHull( + start, + end, + mins, + maxs, + TheNavMesh->GetGenerationTraceMask(), + &filter, + &tr ); + + return ( !tr.allsolid ); +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Make sure that if other* are similar, test is also close. Used in TestForValidJumpArea. + */ +bool IsHeightDifferenceValid( float test, float other1, float other2, float other3 ) +{ + // Make sure the other nodes are level. + const float CloseDelta = StepHeight / 2; + if ( fabs( other1 - other2 ) > CloseDelta ) + return true; + + if ( fabs( other1 - other3 ) > CloseDelta ) + return true; + + if ( fabs( other2 - other3 ) > CloseDelta ) + return true; + + // Now make sure the test node is near the others. If it is more than StepHeight away, + // it'll form a distorted jump area. + const float MaxDelta = StepHeight; + if ( fabs( test - other1 ) > MaxDelta ) + return false; + + if ( fabs( test - other2 ) > MaxDelta ) + return false; + + if ( fabs( test - other3 ) > MaxDelta ) + return false; + + return true; +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Check that a 1x1 area with 'node' at the northwest corner has a valid shape - if 3 corners + * are flat, and the 4th is significantly higher or lower, it would form a jump area that bots + * can't navigate over well. + */ +bool TestForValidJumpArea( CNavNode *node ) +{ + return true; + + CNavNode *east = node->GetConnectedNode( EAST ); + CNavNode *south = node->GetConnectedNode( SOUTH ); + if ( !east || !south ) + return false; + + CNavNode *southEast = east->GetConnectedNode( SOUTH ); + if ( !southEast ) + return false; + + if ( !IsHeightDifferenceValid( + node->GetPosition()->z, + south->GetPosition()->z, + southEast->GetPosition()->z, + east->GetPosition()->z ) ) + return false; + + if ( !IsHeightDifferenceValid( + south->GetPosition()->z, + node->GetPosition()->z, + southEast->GetPosition()->z, + east->GetPosition()->z ) ) + return false; + + if ( !IsHeightDifferenceValid( + southEast->GetPosition()->z, + south->GetPosition()->z, + node->GetPosition()->z, + east->GetPosition()->z ) ) + return false; + + if ( !IsHeightDifferenceValid( + east->GetPosition()->z, + south->GetPosition()->z, + southEast->GetPosition()->z, + node->GetPosition()->z ) ) + return false; + + return true; +} + + +//-------------------------------------------------------------------------------------------------------------- +class TestOverlapping +{ + Vector m_nw; + Vector m_ne; + Vector m_sw; + Vector m_se; +public: + TestOverlapping( const Vector &nw, const Vector &ne, const Vector &sw, const Vector &se ) : + m_nw( nw ), m_ne( ne ), m_sw( sw ), m_se( se ) + { + } + + // This approximates CNavArea::GetZ, so we can pretend our four corners delineate a nav area + float GetZ( const Vector &pos ) const + { + float dx = m_se.x - m_nw.x; + float dy = m_se.y - m_nw.y; + + // guard against division by zero due to degenerate areas + if (dx == 0.0f || dy == 0.0f) + return m_ne.z; + + float u = (pos.x - m_nw.x) / dx; + float v = (pos.y - m_nw.y) / dy; + + // clamp Z values to (x,y) volume + if (u < 0.0f) + u = 0.0f; + else if (u > 1.0f) + u = 1.0f; + + if (v < 0.0f) + v = 0.0f; + else if (v > 1.0f) + v = 1.0f; + + float northZ = m_nw.z + u * (m_ne.z - m_nw.z); + float southZ = m_sw.z + u * (m_se.z - m_sw.z); + + return northZ + v * (southZ - northZ); + } + + bool OverlapsExistingArea( void ) + { + CNavArea *overlappingArea = NULL; + CNavLadder *overlappingLadder = NULL; + + Vector nw = m_nw; + Vector se = m_se; + Vector start = nw; + start.x += GenerationStepSize/2; + start.y += GenerationStepSize/2; + + while ( start.x < se.x ) + { + start.y = nw.y + GenerationStepSize/2; + while ( start.y < se.y ) + { + start.z = GetZ( start ); + Vector end = start; + start.z -= StepHeight; + end.z += HalfHumanHeight; + + if ( TheNavMesh->FindNavAreaOrLadderAlongRay( start, end, &overlappingArea, &overlappingLadder, NULL ) ) + { + if ( overlappingArea ) + { + return true; + } + } + + start.y += GenerationStepSize; + } + start.x += GenerationStepSize; + } + return false; + } +}; + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Check if an rectangular area of the given size can be + * made starting from the given node as the NW corner. + * Only consider fully connected nodes for this check. + * All of the nodes within the test area must have the same attributes. + * All of the nodes must be approximately co-planar w.r.t the NW node's normal, with the + * exception of 1x1 areas which can be any angle. + */ +bool CNavMesh::TestArea( CNavNode *node, int width, int height ) +{ + Vector normal = *node->GetNormal(); + float d = -DotProduct( normal, *node->GetPosition() ); + + bool nodeCrouch = node->m_crouch[ SOUTH_EAST ]; + + // The area's interior will be the south-east side of this north-west node. + // If that interior space is blocked, there's no space to build an area. + if ( node->m_isBlocked[ SOUTH_EAST ] ) + { + return false; + } + + int nodeAttributes = node->GetAttributes() & ~NAV_MESH_CROUCH; + + const float offPlaneTolerance = 5.0f; + + CNavNode *vertNode, *horizNode; + + vertNode = node; + int x,y; + for( y=0; y<height; y++ ) + { + horizNode = vertNode; + + for( x=0; x<width; x++ ) + { + // + // Compute the crouch attributes for the test node, taking into account only the side(s) of the node + // that are in the area + + // NOTE: The nodes on the south and east borders of an area aren't contained in the area. This means that + // crouch attributes and blocked state need to be checked to the south and east of the southEdge and eastEdge nodes. + + bool horizNodeCrouch = false; + bool westEdge = (x == 0); + bool eastEdge = (x == width - 1); + bool northEdge = (y == 0); + bool southEdge = (y == height - 1); + + // Check corners first + if ( northEdge && westEdge ) + { + // The area's interior will be the south-east side of this north-west node. + // If that interior space is blocked, there's no space to build an area. + horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ]; + if ( horizNode->m_isBlocked[ SOUTH_EAST ] ) + { + return false; + } + } + else if ( northEdge && eastEdge ) + { + // interior space of the area extends one more cell to the east past the easternmost nodes. + // This means we need to check to the southeast as well as the southwest. + horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ] || horizNode->m_crouch[ SOUTH_WEST ]; + if ( horizNode->m_isBlocked[ SOUTH_EAST ] || horizNode->m_isBlocked[ SOUTH_WEST ] ) + { + return false; + } + } + else if ( southEdge && westEdge ) + { + // The interior space of the area extends one more cell to the south past the southernmost nodes. + // This means we need to check to the southeast as well as the southwest. + horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ] || horizNode->m_crouch[ NORTH_EAST ]; + if ( horizNode->m_isBlocked[ SOUTH_EAST ] || horizNode->m_isBlocked[ NORTH_EAST ] ) + { + return false; + } + } + else if ( southEdge && eastEdge ) + { + // This node is completely in the interior of the area, so we need to check in all directions. + horizNodeCrouch = (horizNode->GetAttributes() & NAV_MESH_CROUCH) != 0; + if ( horizNode->IsBlockedInAnyDirection() ) + { + return false; + } + } + // check sides next + else if ( northEdge ) + { + horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ] || horizNode->m_crouch[ SOUTH_WEST ]; + if ( horizNode->m_isBlocked[ SOUTH_EAST ] || horizNode->m_isBlocked[ SOUTH_WEST ] ) + { + return false; + } + } + else if ( southEdge ) + { + // This node is completely in the interior of the area, so we need to check in all directions. + horizNodeCrouch = (horizNode->GetAttributes() & NAV_MESH_CROUCH) != 0; + if ( horizNode->IsBlockedInAnyDirection() ) + { + return false; + } + } + else if ( eastEdge ) + { + // This node is completely in the interior of the area, so we need to check in all directions. + horizNodeCrouch = (horizNode->GetAttributes() & NAV_MESH_CROUCH) != 0; + if ( horizNode->IsBlockedInAnyDirection() ) + { + return false; + } + } + else if ( westEdge ) + { + horizNodeCrouch = horizNode->m_crouch[ SOUTH_EAST ] || horizNode->m_crouch[ NORTH_EAST ]; + if ( horizNode->m_isBlocked[ SOUTH_EAST ] || horizNode->m_isBlocked[ NORTH_EAST ] ) + { + return false; + } + } + // finally, we have a center node + else + { + // This node is completely in the interior of the area, so we need to check in all directions. + horizNodeCrouch = (horizNode->GetAttributes() & NAV_MESH_CROUCH) != 0; + if ( horizNode->IsBlockedInAnyDirection() ) + { + return false; + } + } + + // all nodes must be crouch/non-crouch + if ( nodeCrouch != horizNodeCrouch ) + return false; + + // all nodes must have the same non-crouch attributes + int horizNodeAttributes = horizNode->GetAttributes() & ~NAV_MESH_CROUCH; + if (horizNodeAttributes != nodeAttributes) + return false; + + if (horizNode->IsCovered()) + return false; + + if (!horizNode->IsClosedCell()) + return false; + + if ( !CheckObstacles( horizNode, width, height, x, y ) ) + return false; + + horizNode = horizNode->GetConnectedNode( EAST ); + if (horizNode == NULL) + return false; + + // nodes must lie on/near the plane + if (width > 1 || height > 1) + { + float dist = (float)fabs( DotProduct( *horizNode->GetPosition(), normal ) + d ); + if (dist > offPlaneTolerance) + return false; + } + } + + // Check the final (x=width) node, the above only checks thru x=width-1 + if ( !CheckObstacles( horizNode, width, height, x, y ) ) + return false; + + vertNode = vertNode->GetConnectedNode( SOUTH ); + if (vertNode == NULL) + return false; + + // nodes must lie on/near the plane + if (width > 1 || height > 1) + { + float dist = (float)fabs( DotProduct( *vertNode->GetPosition(), normal ) + d ); + if (dist > offPlaneTolerance) + return false; + } + } + + // check planarity of southern edge + if (width > 1 || height > 1) + { + horizNode = vertNode; + + for( x=0; x<width; x++ ) + { + if ( !CheckObstacles( horizNode, width, height, x, y ) ) + return false; + + horizNode = horizNode->GetConnectedNode( EAST ); + if (horizNode == NULL) + return false; + + // nodes must lie on/near the plane + float dist = (float)fabs( DotProduct( *horizNode->GetPosition(), normal ) + d ); + if (dist > offPlaneTolerance) + return false; + } + + // Check the final (x=width) node, the above only checks thru x=width-1 + if ( !CheckObstacles( horizNode, width, height, x, y ) ) + return false; + } + + vertNode = node; + for( y=0; y<height; ++y ) + { + horizNode = vertNode; + + for( int x=0; x<width; ++x ) + { + // look for odd jump areas (3 points on the ground, 1 point floating much higher or lower) + if ( !TestForValidJumpArea( horizNode ) ) + { + return false; + } + + // Now that we've done the quick checks, test for a valid crouch area. + // This finds pillars etc in the middle of 4 nodes, that weren't found initially. + if ( nodeCrouch && !TestForValidCrouchArea( horizNode ) ) + { + return false; + } + + horizNode = horizNode->GetConnectedNode( EAST ); + } + + vertNode = vertNode->GetConnectedNode( SOUTH ); + } + + if ( m_generationMode == GENERATE_INCREMENTAL ) + { + // Incremental generation needs to check that it's not overlapping existing areas... + const Vector *nw = node->GetPosition(); + + vertNode = node; + for( int y=0; y<height; ++y ) + { + vertNode = vertNode->GetConnectedNode( SOUTH ); + } + const Vector *sw = vertNode->GetPosition(); + + horizNode = node; + for( int x=0; x<width; ++x ) + { + horizNode = horizNode->GetConnectedNode( EAST ); + } + const Vector *ne = horizNode->GetPosition(); + + vertNode = horizNode; + for( int y=0; y<height; ++y ) + { + vertNode = vertNode->GetConnectedNode( SOUTH ); + } + const Vector *se = vertNode->GetPosition(); + + TestOverlapping test( *nw, *ne, *sw, *se ); + if ( test.OverlapsExistingArea() ) + return false; + } + + return true; +} + +//-------------------------------------------------------------------------------------------------------------- +/** +* Checks if a node has an untraversable obstacle in any direction to a neighbor. +* width and height are size of nav area this node would be a part of, x and y are node's position +* within that grid +*/ +bool CNavMesh::CheckObstacles( CNavNode *node, int width, int height, int x, int y ) +{ + // any area bigger than 1x1 can't have obstacles in any connection between nodes + if ( width > 1 || height > 1 ) + { + if ( ( x > 0 ) && ( node->m_obstacleHeight[WEST] > MaxTraversableHeight ) ) + return false; + + if ( ( y > 0 ) && ( node->m_obstacleHeight[NORTH] > MaxTraversableHeight ) ) + return false; + + if ( ( x < width-1 ) && ( node->m_obstacleHeight[EAST] > MaxTraversableHeight ) ) + return false; + + if ( ( y < height-1 ) && ( node->m_obstacleHeight[SOUTH] > MaxTraversableHeight ) ) + return false; + } + + // 1x1 area can have obstacles, that area will get fixed up later + return true; +} + +//-------------------------------------------------------------------------------------------------------------- +/** + * Create a nav area, and mark all nodes it overlaps as "covered" + * NOTE: Nodes on the east and south edges are not included. + * Returns number of nodes covered by this area, or -1 for error; + */ +int CNavMesh::BuildArea( CNavNode *node, int width, int height ) +{ + CNavNode *nwNode = node; + CNavNode *neNode = NULL; + CNavNode *swNode = NULL; + CNavNode *seNode = NULL; + + CNavNode *vertNode = node; + CNavNode *horizNode; + + int coveredNodes = 0; + + for( int y=0; y<height; y++ ) + { + horizNode = vertNode; + + for( int x=0; x<width; x++ ) + { + horizNode->Cover(); + ++coveredNodes; + + horizNode = horizNode->GetConnectedNode( EAST ); + } + + if (y == 0) + neNode = horizNode; + + vertNode = vertNode->GetConnectedNode( SOUTH ); + } + + swNode = vertNode; + + horizNode = vertNode; + for( int x=0; x<width; x++ ) + { + horizNode = horizNode->GetConnectedNode( EAST ); + } + seNode = horizNode; + + if (!nwNode || !neNode || !seNode || !swNode) + { + Error( "BuildArea - NULL node.\n" ); + return -1; + } + + CNavArea *area = CreateArea(); + if (area == NULL) + { + Error( "BuildArea: Out of memory.\n" ); + return -1; + } + + area->Build( nwNode, neNode, seNode, swNode ); + + TheNavAreas.AddToTail( area ); + // since all internal nodes have the same attributes, set this area's attributes + + area->SetAttributes( node->GetAttributes() ); + + // If any of the corners have an obstacle in the direction of another corner, then there's an internal obstruction of this nav node. + // Mark it as not mergable so it doesn't become a part of anything else and we will fix it up later. + if ( nwNode->m_obstacleHeight[SOUTH] > MaxTraversableHeight || nwNode->m_obstacleHeight[EAST] > MaxTraversableHeight || + neNode->m_obstacleHeight[WEST] > MaxTraversableHeight || neNode->m_obstacleHeight[SOUTH] > MaxTraversableHeight || + seNode->m_obstacleHeight[NORTH] > MaxTraversableHeight || seNode->m_obstacleHeight[WEST] > MaxTraversableHeight || + swNode->m_obstacleHeight[EAST] > MaxTraversableHeight || swNode->m_obstacleHeight[NORTH] > MaxTraversableHeight ) + { + Assert( width == 1 ); // We should only ever try to build a 1x1 area out of any two nodes that have an obstruction between them + Assert( height == 1 ); + + area->SetAttributes( area->GetAttributes() | NAV_MESH_NO_MERGE ); + } + + // Check that the node was crouch in the right direction + bool nodeCrouch = node->m_crouch[ SOUTH_EAST ]; + if ( (area->GetAttributes() & NAV_MESH_CROUCH) && !nodeCrouch ) + { + area->SetAttributes( area->GetAttributes() & ~NAV_MESH_CROUCH ); + } + + return coveredNodes; +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * This function uses the CNavNodes that have been sampled from the map to + * generate CNavAreas - rectangular areas of "walkable" space. These areas + * are connected to each other, proving information on know how to move from + * area to area. + * + * This is a "greedy" algorithm that attempts to cover the walkable area + * with the fewest, largest, rectangles. + */ +void CNavMesh::CreateNavAreasFromNodes( void ) +{ + // haven't yet seen a map use larger than 30... + int tryWidth = nav_area_max_size.GetInt(); + int tryHeight = tryWidth; + int uncoveredNodes = CNavNode::GetListLength(); + + while( uncoveredNodes > 0 ) + { + for( CNavNode *node = CNavNode::GetFirst(); node; node = node->GetNext() ) + { + if (node->IsCovered()) + continue; + + if (TestArea( node, tryWidth, tryHeight )) + { + int covered = BuildArea( node, tryWidth, tryHeight ); + if (covered < 0) + { + Error( "Generate: Error - Data corrupt.\n" ); + return; + } + + uncoveredNodes -= covered; + } + } + + if (tryWidth >= tryHeight) + --tryWidth; + else + --tryHeight; + + if (tryWidth <= 0 || tryHeight <= 0) + break; + } + + if ( !TheNavAreas.Count() ) + { + // If we somehow have no areas, don't try to create an impossibly-large grid + AllocateGrid( 0, 0, 0, 0 ); + return; + } + + Extent extent; + extent.lo.x = 9999999999.9f; + extent.lo.y = 9999999999.9f; + extent.hi.x = -9999999999.9f; + extent.hi.y = -9999999999.9f; + + // compute total extent + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + Extent areaExtent; + area->GetExtent( &areaExtent ); + + if (areaExtent.lo.x < extent.lo.x) + extent.lo.x = areaExtent.lo.x; + if (areaExtent.lo.y < extent.lo.y) + extent.lo.y = areaExtent.lo.y; + if (areaExtent.hi.x > extent.hi.x) + extent.hi.x = areaExtent.hi.x; + if (areaExtent.hi.y > extent.hi.y) + extent.hi.y = areaExtent.hi.y; + } + + // add the areas to the grid + AllocateGrid( extent.lo.x, extent.hi.x, extent.lo.y, extent.hi.y ); + + FOR_EACH_VEC( TheNavAreas, git ) + { + AddNavArea( TheNavAreas[ git ] ); + } + + + ConnectGeneratedAreas(); + MarkPlayerClipAreas(); + MarkJumpAreas(); // mark jump areas before we merge generated areas, so we don't merge jump and non-jump areas + MergeGeneratedAreas(); + SplitAreasUnderOverhangs(); + SquareUpAreas(); + MarkStairAreas(); + StichAndRemoveJumpAreas(); + HandleObstacleTopAreas(); + FixUpGeneratedAreas(); + + /// @TODO: incremental generation doesn't create ladders yet + if ( m_generationMode != GENERATE_INCREMENTAL ) + { + for ( int i=0; i<m_ladders.Count(); ++i ) + { + CNavLadder *ladder = m_ladders[i]; + ladder->ConnectGeneratedLadder( 0.0f ); + } + } +} + + +//-------------------------------------------------------------------------------------------------------------- +// adds walkable positions for any/all positions a mod specifies +void CNavMesh::AddWalkableSeeds( void ) +{ + CBaseEntity *spawn = gEntList.FindEntityByClassname( NULL, GetPlayerSpawnName() ); + + if (spawn ) + { + // snap it to the sampling grid + Vector pos = spawn->GetAbsOrigin(); + pos.x = TheNavMesh->SnapToGrid( pos.x ); + pos.y = TheNavMesh->SnapToGrid( pos.y ); + + Vector normal; + if ( FindGroundForNode( &pos, &normal ) ) + { + AddWalkableSeed( pos, normal ); + } + } +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Initiate the generation process + */ +void CNavMesh::BeginGeneration( bool incremental ) +{ + IGameEvent *event = gameeventmanager->CreateEvent( "nav_generate" ); + if ( event ) + { + gameeventmanager->FireEvent( event ); + } + +#ifdef TERROR + engine->ServerCommand( "director_stop\nnb_delete_all\n" ); + if ( !incremental && !engine->IsDedicatedServer() ) + { + CBasePlayer *host = UTIL_GetListenServerHost(); + if ( host ) + { + host->ChangeTeam( TEAM_SPECTATOR ); + } + } +#else + engine->ServerCommand( "bot_kick\n" ); +#endif + + // Right now, incrementally-generated areas won't connect to existing areas automatically. + // Since this means hand-editing will be necessary, don't do a full analyze. + if ( incremental ) + { + nav_quicksave.SetValue( 1 ); + } + + m_generationState = SAMPLE_WALKABLE_SPACE; + m_sampleTick = 0; + m_generationMode = (incremental) ? GENERATE_INCREMENTAL : GENERATE_FULL; + lastMsgTime = 0.0f; + + // clear any previous mesh + DestroyNavigationMesh( incremental ); + + SetNavPlace( UNDEFINED_PLACE ); + + // build internal representations of ladders, which are used to find new walkable areas + if ( !incremental ) ///< @incremental update doesn't build ladders to avoid overlapping existing ones + { + BuildLadders(); + } + + // start sampling from a spawn point + if ( !incremental ) + { + AddWalkableSeeds(); + } + + // the system will see this NULL and select the next walkable seed + m_currentNode = NULL; + + // if there are no seed points, we can't generate + if (m_walkableSeeds.Count() == 0) + { + m_generationMode = GENERATE_NONE; + Msg( "No valid walkable seed positions. Cannot generate Navigation Mesh.\n" ); + return; + } + + // initialize seed list index + m_seedIdx = 0; + + Msg( "Generating Navigation Mesh...\n" ); + m_generationStartTime = Plat_FloatTime(); +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Re-analyze an existing Mesh. Determine Hiding Spots, Encounter Spots, etc. + */ +void CNavMesh::BeginAnalysis( bool quitWhenFinished ) +{ +#ifdef TERROR + if ( !engine->IsDedicatedServer() ) + { + CBasePlayer *host = UTIL_GetListenServerHost(); + if ( host ) + { + host->ChangeTeam( TEAM_SPECTATOR ); + engine->ServerCommand( "director_no_death_check 1\ndirector_stop\nnb_delete_all\n" ); + + ConVarRef mat_fullbright( "mat_fullbright" ); + ConVarRef mat_hdr_level( "mat_hdr_level" ); + + if( mat_fullbright.GetBool() ) + { + Warning( "Setting mat_fullbright 0\n" ); + mat_fullbright.SetValue( 0 ); + } + + if ( mat_hdr_level.GetInt() < 2 ) + { + Warning( "Enabling HDR and reloading materials\n" ); + mat_hdr_level.SetValue( 2 ); + engine->ClientCommand( host->edict(), "mat_reloadallmaterials\n" ); + } + + // Running a threaded server breaks our lighting calculations + ConVarRef host_thread_mode( "host_thread_mode" ); + m_hostThreadModeRestoreValue = host_thread_mode.GetInt(); + host_thread_mode.SetValue( 0 ); + ConVarRef mat_queue_mode( "mat_queue_mode" ); + mat_queue_mode.SetValue( 0 ); + } + } +#endif + + // Remove and re-add elements in TheNavAreas, to ensure indices are useful for progress feedback + NavAreaVector tmpSet; + { + FOR_EACH_VEC( TheNavAreas, it ) + { + tmpSet.AddToTail( TheNavAreas[it] ); + } + } + TheNavAreas.RemoveAll(); + { + FOR_EACH_VEC( tmpSet, it ) + { + TheNavAreas.AddToTail( tmpSet[it] ); + } + } + + DestroyHidingSpots(); + m_generationState = FIND_HIDING_SPOTS; + m_generationIndex = 0; + m_generationMode = GENERATE_ANALYSIS_ONLY; + m_bQuitWhenFinished = quitWhenFinished; + lastMsgTime = 0.0f; + m_generationStartTime = Plat_FloatTime(); +} + + +//-------------------------------------------------------------------------------------------------------------- +void ShowViewPortPanelToAll( const char * name, bool bShow, KeyValues *data ) +{ + CRecipientFilter filter; + filter.AddAllPlayers(); + filter.MakeReliable(); + + int count = 0; + KeyValues *subkey = NULL; + + if ( data ) + { + subkey = data->GetFirstSubKey(); + while ( subkey ) + { + count++; subkey = subkey->GetNextKey(); + } + + subkey = data->GetFirstSubKey(); // reset + } + + UserMessageBegin( filter, "VGUIMenu" ); + WRITE_STRING( name ); // menu name + WRITE_BYTE( bShow?1:0 ); + WRITE_BYTE( count ); + + // write additional data (be careful not more than 192 bytes!) + while ( subkey ) + { + WRITE_STRING( subkey->GetName() ); + WRITE_STRING( subkey->GetString() ); + subkey = subkey->GetNextKey(); + } + MessageEnd(); +} + + +//-------------------------------------------------------------------------------------------------------------- +static void AnalysisProgress( const char *msg, int ticks, int current, bool showPercent = true ) +{ + const float MsgInterval = 10.0f; + float now = Plat_FloatTime(); + if ( now > lastMsgTime + MsgInterval ) + { + if ( showPercent && ticks ) + { + Msg( "%s %.0f%%\n", msg, current*100.0f/ticks ); + } + else + { + Msg( "%s\n", msg ); + } + + lastMsgTime = now; + } + + KeyValues *data = new KeyValues("data"); + data->SetString( "msg", msg ); + data->SetInt( "total", ticks ); + data->SetInt( "current", current ); + + ShowViewPortPanelToAll( PANEL_NAV_PROGRESS, true, data ); + + data->deleteThis(); +} + + +//-------------------------------------------------------------------------------------------------------------- +static void HideAnalysisProgress( void ) +{ + KeyValues *data = new KeyValues("data"); + ShowViewPortPanelToAll( PANEL_NAV_PROGRESS, false, data ); + data->deleteThis(); +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Process the auto-generation for 'maxTime' seconds. return false if generation is complete. + */ +bool CNavMesh::UpdateGeneration( float maxTime ) +{ + double startTime = Plat_FloatTime(); + static unsigned int s_movedPlayerToArea = 0; // Last area we moved a player to for lighting calcs + static CountdownTimer s_playerSettleTimer; // Settle time after moving the player for lighting calcs + static CUtlVector<CNavArea *> s_unlitAreas; + static CUtlVector<CNavArea *> s_unlitSeedAreas; + + static ConVarRef host_thread_mode( "host_thread_mode" ); + + switch( m_generationState ) + { + //--------------------------------------------------------------------------- + case SAMPLE_WALKABLE_SPACE: + { + AnalysisProgress( "Sampling walkable space...", 100, m_sampleTick / 10, false ); + m_sampleTick = ( m_sampleTick + 1 ) % 1000; + + while ( SampleStep() ) + { + if ( Plat_FloatTime() - startTime > maxTime ) + { + return true; + } + } + + // sampling is complete, now build nav areas + m_generationState = CREATE_AREAS_FROM_SAMPLES; + + return true; + } + + //--------------------------------------------------------------------------- + case CREATE_AREAS_FROM_SAMPLES: + { + Msg( "Creating navigation areas from sampled data...\n" ); + + // Select all pre-existing areas + if ( m_generationMode == GENERATE_INCREMENTAL ) + { + ClearSelectedSet(); + FOR_EACH_VEC( TheNavAreas, nit ) + { + CNavArea *area = TheNavAreas[nit]; + AddToSelectedSet( area ); + } + } + + // Create new areas + CreateNavAreasFromNodes(); + + // And toggle the selection, so we end up with the new areas + if ( m_generationMode == GENERATE_INCREMENTAL ) + { + CommandNavToggleSelectedSet(); + } + + DestroyHidingSpots(); + + // Remove and re-add elements in TheNavAreas, to ensure indices are useful for progress feedback + NavAreaVector tmpSet; + { + FOR_EACH_VEC( TheNavAreas, it ) + { + tmpSet.AddToTail( TheNavAreas[it] ); + } + } + TheNavAreas.RemoveAll(); + { + FOR_EACH_VEC( tmpSet, it ) + { + TheNavAreas.AddToTail( tmpSet[it] ); + } + } + + m_generationState = FIND_HIDING_SPOTS; + m_generationIndex = 0; + return true; + } + + //--------------------------------------------------------------------------- + case FIND_HIDING_SPOTS: + { + while( m_generationIndex < TheNavAreas.Count() ) + { + CNavArea *area = TheNavAreas[ m_generationIndex ]; + ++m_generationIndex; + + area->ComputeHidingSpots(); + + // don't go over our time allotment + if( Plat_FloatTime() - startTime > maxTime ) + { + AnalysisProgress( "Finding hiding spots...", 100, 100 * m_generationIndex / TheNavAreas.Count() ); + return true; + } + } + + Msg( "Finding hiding spots...DONE\n" ); + + m_generationState = FIND_ENCOUNTER_SPOTS; + m_generationIndex = 0; + return true; + } + + //--------------------------------------------------------------------------- + case FIND_ENCOUNTER_SPOTS: + { + while( m_generationIndex < TheNavAreas.Count() ) + { + CNavArea *area = TheNavAreas[ m_generationIndex ]; + ++m_generationIndex; + + area->ComputeSpotEncounters(); + + // don't go over our time allotment + if( Plat_FloatTime() - startTime > maxTime ) + { + AnalysisProgress( "Finding encounter spots...", 100, 100 * m_generationIndex / TheNavAreas.Count() ); + return true; + } + } + + Msg( "Finding encounter spots...DONE\n" ); + + m_generationState = FIND_SNIPER_SPOTS; + m_generationIndex = 0; + return true; + } + + //--------------------------------------------------------------------------- + case FIND_SNIPER_SPOTS: + { + while( m_generationIndex < TheNavAreas.Count() ) + { + CNavArea *area = TheNavAreas[ m_generationIndex ]; + ++m_generationIndex; + + area->ComputeSniperSpots(); + + // don't go over our time allotment + if( Plat_FloatTime() - startTime > maxTime ) + { + AnalysisProgress( "Finding sniper spots...", 100, 100 * m_generationIndex / TheNavAreas.Count() ); + return true; + } + } + + Msg( "Finding sniper spots...DONE\n" ); + + m_generationState = COMPUTE_MESH_VISIBILITY; + m_generationIndex = 0; + BeginVisibilityComputations(); + Msg( "Computing mesh visibility...\n" ); + + return true; + } + + //--------------------------------------------------------------------------- + case COMPUTE_MESH_VISIBILITY: + { + while( m_generationIndex < TheNavAreas.Count() ) + { + CNavArea *area = TheNavAreas[ m_generationIndex ]; + ++m_generationIndex; + + area->ComputeVisibilityToMesh(); + + // don't go over our time allotment + if ( Plat_FloatTime() - startTime > maxTime ) + { + AnalysisProgress( "Computing mesh visibility...", 100, 100 * m_generationIndex / TheNavAreas.Count() ); + return true; + } + } + + Msg( "Optimizing mesh visibility...\n" ); + + EndVisibilityComputations(); + + Msg( "Computing mesh visibility...DONE\n" ); + + m_generationState = FIND_EARLIEST_OCCUPY_TIMES; + m_generationIndex = 0; + return true; + } + + //--------------------------------------------------------------------------- + case FIND_EARLIEST_OCCUPY_TIMES: + { + while( m_generationIndex < TheNavAreas.Count() ) + { + CNavArea *area = TheNavAreas[ m_generationIndex ]; + ++m_generationIndex; + + area->ComputeEarliestOccupyTimes(); + + // don't go over our time allotment + if( Plat_FloatTime() - startTime > maxTime ) + { + AnalysisProgress( "Finding earliest occupy times...", 100, 100 * m_generationIndex / TheNavAreas.Count() ); + return true; + } + } + + Msg( "Finding earliest occupy times...DONE\n" ); + +#ifdef NAV_ANALYZE_LIGHT_INTENSITY + bool shouldSkipLightComputation = ( m_generationMode == GENERATE_INCREMENTAL || engine->IsDedicatedServer() ); +#else + bool shouldSkipLightComputation = true; +#endif + + if ( shouldSkipLightComputation ) + { + m_generationState = CUSTOM; // no light intensity calcs for incremental generation or dedicated servers + } + else + { + m_generationState = FIND_LIGHT_INTENSITY; + s_playerSettleTimer.Invalidate(); + CNavArea::MakeNewMarker(); + s_unlitAreas.RemoveAll(); + FOR_EACH_VEC( TheNavAreas, nit ) + { + s_unlitAreas.AddToTail( TheNavAreas[nit] ); + s_unlitSeedAreas.AddToTail( TheNavAreas[nit] ); + } + } + + m_generationIndex = 0; + return true; + } + + //--------------------------------------------------------------------------- + case FIND_LIGHT_INTENSITY: + { + host_thread_mode.SetValue( 0 ); // need non-threaded server for light calcs + + CBasePlayer *host = UTIL_GetListenServerHost(); + + if ( !s_unlitAreas.Count() || !host ) + { + Msg( "Finding light intensity...DONE\n" ); + + m_generationState = CUSTOM; + m_generationIndex = 0; + return true; + } + + if ( !s_playerSettleTimer.IsElapsed() ) + return true; // wait for eyePos to settle + + // Now try to compute lighting for remaining areas + int sit = 0; + while( sit < s_unlitAreas.Count() ) + { + CNavArea *area = s_unlitAreas[sit]; + if ( area->ComputeLighting() ) + { + s_unlitSeedAreas.FindAndRemove( area ); + s_unlitAreas.Remove( sit ); + + continue; + } + else + { + ++sit; + } + } + + if ( s_unlitAreas.Count() ) + { + if ( s_unlitSeedAreas.Count() ) + { + CNavArea *moveArea = s_unlitSeedAreas[0]; + s_unlitSeedAreas.FastRemove( 0 ); + + //Msg( "Moving to new area %d to compute lighting for %d/%d areas\n", moveArea->GetID(), s_unlitAreas.Count(), TheNavAreas.Count() ); + + Vector eyePos = moveArea->GetCenter(); + float height; + if ( GetGroundHeight( eyePos, &height ) ) + { + eyePos.z = height + HalfHumanHeight - StepHeight; // players light from their centers, and we light from slightly below that, to allow for low ceilings + } + else + { + eyePos.z += HalfHumanHeight - StepHeight; // players light from their centers, and we light from slightly below that, to allow for low ceilings + } + host->SetAbsOrigin( eyePos ); + AnalysisProgress( "Finding light intensity...", 100, 100 * (TheNavAreas.Count() - s_unlitAreas.Count()) / TheNavAreas.Count() ); + s_movedPlayerToArea = moveArea->GetID(); + s_playerSettleTimer.Start( 0.1f ); + return true; + } + else + { + Msg( "Finding light intensity...DONE (%d unlit areas)\n", s_unlitAreas.Count() ); + if ( s_unlitAreas.Count() ) + { + Warning( "To see unlit areas:\n" ); + for ( int sit=0; sit<s_unlitAreas.Count(); ++sit ) + { + CNavArea *area = s_unlitAreas[ sit ]; + Warning( "nav_unmark; nav_mark %d; nav_warp_to_mark;\n", area->GetID() ); + } + } + + m_generationState = CUSTOM; + m_generationIndex = 0; + } + } + + Msg( "Finding light intensity...DONE\n" ); + + m_generationState = CUSTOM; + m_generationIndex = 0; + return true; + } + + //--------------------------------------------------------------------------- + case CUSTOM: + { + if ( m_generationIndex == 0 ) + { + BeginCustomAnalysis( m_generationMode == GENERATE_INCREMENTAL ); + Msg( "Start custom...\n "); + } + while( m_generationIndex < TheNavAreas.Count() ) + { + CNavArea *area = TheNavAreas[ m_generationIndex ]; + ++m_generationIndex; + + area->CustomAnalysis( m_generationMode == GENERATE_INCREMENTAL ); + + // don't go over our time allotment + if( Plat_FloatTime() - startTime > maxTime ) + { + AnalysisProgress( "Custom game-specific analysis...", 100, 100 * m_generationIndex / TheNavAreas.Count() ); + return true; + } + } + + Msg( "Post custom...\n "); + PostCustomAnalysis(); + + EndCustomAnalysis(); + Msg( "Custom game-specific analysis...DONE\n" ); + + m_generationState = SAVE_NAV_MESH; + m_generationIndex = 0; + ConVarRef mat_queue_mode( "mat_queue_mode" ); + mat_queue_mode.SetValue( -1 ); + host_thread_mode.SetValue( m_hostThreadModeRestoreValue ); // restore this + return true; + } + + //--------------------------------------------------------------------------- + case SAVE_NAV_MESH: + { + if ( m_generationMode == GENERATE_ANALYSIS_ONLY || m_generationMode == GENERATE_FULL ) + { + m_isAnalyzed = true; + } + + // generation complete! + float generationTime = Plat_FloatTime() - m_generationStartTime; + Msg( "Generation complete! %0.1f seconds elapsed.\n", generationTime ); + bool restart = m_generationMode != GENERATE_INCREMENTAL; + m_generationMode = GENERATE_NONE; + m_isLoaded = true; + ClearWalkableSeeds(); + + HideAnalysisProgress(); + + // save the mesh + if (Save()) + { + Msg( "Navigation map '%s' saved.\n", GetFilename() ); + } + else + { + const char *filename = GetFilename(); + Msg( "ERROR: Cannot save navigation map '%s'.\n", (filename) ? filename : "(null)" ); + } + + if ( m_bQuitWhenFinished ) + { + engine->ServerCommand( "quit\n" ); + } + else if ( restart ) + { + engine->ChangeLevel( STRING( gpGlobals->mapname ), NULL ); + } + else + { + FOR_EACH_VEC( TheNavAreas, it ) + { + TheNavAreas[ it ]->ResetNodes(); + } + +#if !(DEBUG_NAV_NODES) + // destroy navigation nodes created during map generation + CNavNode *node, *next; + for( node = CNavNode::m_list; node; node = next ) + { + next = node->m_next; + delete node; + } + CNavNode::m_list = NULL; + CNavNode::m_listLength = 0; + CNavNode::m_nextID = 1; +#endif // !(DEBUG_NAV_NODES) + } + + return false; + } + } + + return false; +} + +//-------------------------------------------------------------------------------------------------------------- +/** + * Define the name of player spawn entities + */ +void CNavMesh::SetPlayerSpawnName( const char *name ) +{ + if (m_spawnName) + { + delete [] m_spawnName; + } + + m_spawnName = new char [ strlen(name) + 1 ]; + strcpy( m_spawnName, name ); +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Return name of player spawn entity + */ +const char *CNavMesh::GetPlayerSpawnName( void ) const +{ + if (m_spawnName) + return m_spawnName; + + // default value + return "info_player_start"; +} + +//-------------------------------------------------------------------------------------------------------------- +/** + * Add a nav node and connect it. + * Node Z positions are ground level. + */ +CNavNode *CNavMesh::AddNode( const Vector &destPos, const Vector &normal, NavDirType dir, CNavNode *source, bool isOnDisplacement, + float obstacleHeight, float obstacleStartDist, float obstacleEndDist ) +{ + // check if a node exists at this location + CNavNode *node = CNavNode::GetNode( destPos ); + + // if no node exists, create one + bool useNew = false; + if (node == NULL) + { + node = new CNavNode( destPos, normal, source, isOnDisplacement ); + OnNodeAdded( node ); + useNew = true; + } + + // connect source node to new node + source->ConnectTo( node, dir, obstacleHeight, obstacleStartDist, obstacleEndDist ); + + // optimization: if deltaZ changes very little, assume connection is commutative + const float zTolerance = 50.0f; + float deltaZ = source->GetPosition()->z - destPos.z; + if (fabs( deltaZ ) < zTolerance) + { + if ( obstacleHeight > 0 ) + { + obstacleHeight = MAX( obstacleHeight + deltaZ, 0 ); + Assert( obstacleHeight > 0 ); + } + node->ConnectTo( source, OppositeDirection( dir ), obstacleHeight, GenerationStepSize - obstacleEndDist, GenerationStepSize - obstacleStartDist ); + node->MarkAsVisited( OppositeDirection( dir ) ); + } + + if (useNew) + { + // new node becomes current node + m_currentNode = node; + } + + node->CheckCrouch(); + + // determine if there's a cliff nearby and set an attribute on this node + for ( int i = 0; i < NUM_DIRECTIONS; i++ ) + { + NavDirType dir = (NavDirType) i; + if ( CheckCliff( node->GetPosition(), dir ) ) + { + node->SetAttributes( node->GetAttributes() | NAV_MESH_CLIFF ); + break; + } + } + + return node; +} + +//-------------------------------------------------------------------------------------------------------------- +inline CNavNode *LadderEndSearch( const Vector *pos, NavDirType mountDir ) +{ + Vector center = *pos; + AddDirectionVector( ¢er, mountDir, HalfHumanWidth ); + + // + // Test the ladder dismount point first, then each cardinal direction one and two steps away + // + for( int d=(-1); d<2*NUM_DIRECTIONS; ++d ) + { + Vector tryPos = center; + + if (d >= NUM_DIRECTIONS) + AddDirectionVector( &tryPos, (NavDirType)(d - NUM_DIRECTIONS), 2.0f*GenerationStepSize ); + else if (d >= 0) + AddDirectionVector( &tryPos, (NavDirType)d, GenerationStepSize ); + + // step up a rung, to ensure adjacent floors are below us + tryPos.z += GenerationStepSize; + + tryPos.x = TheNavMesh->SnapToGrid( tryPos.x ); + tryPos.y = TheNavMesh->SnapToGrid( tryPos.y ); + + // adjust height to account for sloping areas + Vector tryNormal; + if (TheNavMesh->GetGroundHeight( tryPos, &tryPos.z, &tryNormal ) == false) + continue; + + // make sure this point is not on the other side of a wall + const float fudge = 4.0f; + trace_t result; + UTIL_TraceHull( center + Vector( 0, 0, fudge ), tryPos + Vector( 0, 0, fudge ), NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), NULL, COLLISION_GROUP_NONE, &result ); + if (result.fraction != 1.0f || result.startsolid) + continue; + + // if no node exists here, create one and continue the search + if (CNavNode::GetNode( tryPos ) == NULL) + { + return new CNavNode( tryPos, tryNormal, NULL, false ); + } + } + + return NULL; +} + + +//-------------------------------------------------------------------------------------------------------------- +bool CNavMesh::FindGroundForNode( Vector *pos, Vector *normal ) +{ + CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT, WALK_THRU_EVERYTHING ); + trace_t tr; + Vector start( pos->x, pos->y, pos->z + VEC_DUCK_HULL_MAX.z - 0.1f ); + Vector end( *pos ); + end.z -= DeathDrop; + + UTIL_TraceHull( + start, + end, + NavTraceMins, + NavTraceMaxs, + GetGenerationTraceMask(), + &filter, + &tr ); + + *pos = tr.endpos; + *normal = tr.plane.normal; + + return ( !tr.allsolid ); +} + + +//-------------------------------------------------------------------------------------------------------------- +void DrawTrace( const trace_t *trace ) +{ + /* + if ( trace->fraction > 0.0f && !trace->startsolid ) + { + NDebugOverlay::SweptBox( trace->startpos, trace->endpos, NavTraceMins, NavTraceMaxs, vec3_angle, 0, 255, 0, 45, 100 ); + } + else + { + NDebugOverlay::SweptBox( trace->startpos, trace->endpos, NavTraceMins, NavTraceMaxs, vec3_angle, 255, 0, 0, 45, 100 ); + } + */ +} + + +//-------------------------------------------------------------------------------------------------------------- +bool StayOnFloor( trace_t *trace, float zLimit /* = DeathDrop */ ) +{ + Vector start( trace->endpos ); + Vector end( start ); + end.z -= zLimit; + + CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); + UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, trace ); + DrawTrace( trace ); + + if ( trace->startsolid || trace->fraction >= 1.0f ) + { + return false; + } + + if ( trace->plane.normal.z < nav_slope_limit.GetFloat() ) + { + return false; + } + + return true; +} + + +//-------------------------------------------------------------------------------------------------------------- +bool TraceAdjacentNode( int depth, const Vector& start, const Vector& end, trace_t *trace, float zLimit /* = DeathDrop */ ) +{ + const float MinDistance = 1.0f; // if we can't move at least this far, don't bother stepping up. + + CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); + UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, trace ); + DrawTrace( trace ); + + // If we started in the ground for some reason, bail + if ( trace->startsolid ) + return false; + + // If we made it, so try to find the floor + if ( end.x == trace->endpos.x && end.y == trace->endpos.y ) + { + return StayOnFloor( trace, zLimit ); + } + + // If we didn't make enough progress, bail + if ( depth && start.AsVector2D().DistToSqr( trace->endpos.AsVector2D() ) < MinDistance * MinDistance ) + { + return false; + } + + // We made it more than MinDistance. If the slope is too steep, we can't go on. + if ( !StayOnFloor( trace, zLimit ) ) + { + return false; + } + + // Try to go up as if we stepped up, forward, and down. + Vector testStart( trace->endpos ); + Vector testEnd( testStart ); + testEnd.z += StepHeight; + UTIL_TraceHull( testStart, testEnd, NavTraceMins, NavTraceMaxs, TheNavMesh->GetGenerationTraceMask(), &filter, trace ); + DrawTrace( trace ); + + Vector forwardTestStart = trace->endpos; + Vector forwardTestEnd = end; + forwardTestEnd.z = forwardTestStart.z; + return TraceAdjacentNode( depth+1, forwardTestStart, forwardTestEnd, trace ); +} + + +//-------------------------------------------------------------------------------------------------------- +static bool IsNodeOverlapped( const Vector& pos, const Vector& offset ) +{ + bool overlap = TheNavMesh->GetNavArea( pos + offset, HumanHeight ) != NULL; + if ( !overlap ) + { + Vector mins( -0.5f, -0.5f, -0.5f ); + Vector maxs( 0.5f, 0.5f, 0.5f ); + + Vector start = pos; + start.z += HalfHumanHeight; + Vector end = start; + end.x += offset.x * GenerationStepSize; + end.y += offset.y * GenerationStepSize; + trace_t trace; + CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); + UTIL_TraceHull( start, end, mins, maxs, TheNavMesh->GetGenerationTraceMask(), &filter, &trace ); + if ( trace.startsolid || trace.allsolid ) + { + return true; + } + + if ( trace.fraction < 0.1f ) + { + return true; + } + + start = trace.endpos; + end.z -= HalfHumanHeight * 2; + UTIL_TraceHull( start, end, mins, maxs, TheNavMesh->GetGenerationTraceMask(), &filter, &trace ); + if ( trace.startsolid || trace.allsolid ) + { + return true; + } + + if ( trace.fraction == 1.0f ) + { + return true; + } + + if ( trace.plane.normal.z < 0.7f ) + { + return true; + } + } + return overlap; +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Search the world and build a map of possible movements. + * The algorithm begins at the bot's current location, and does a recursive search + * outwards, tracking all valid steps and generating a directed graph of CNavNodes. + * + * Sample the map one "step" in a cardinal direction to learn the map. + * + * Returns true if sampling needs to continue, or false if done. + */ +bool CNavMesh::SampleStep( void ) +{ + // take a step + while( true ) + { + if (m_currentNode == NULL) + { + // sampling is complete from current seed, try next one + m_currentNode = GetNextWalkableSeedNode(); + + if (m_currentNode == NULL) + { + if ( m_generationMode == GENERATE_INCREMENTAL || m_generationMode == GENERATE_SIMPLIFY ) + { + return false; + } + + // search is exhausted - continue search from ends of ladders + for ( int i=0; i<m_ladders.Count(); ++i ) + { + CNavLadder *ladder = m_ladders[i]; + + // check ladder bottom + if ((m_currentNode = LadderEndSearch( &ladder->m_bottom, ladder->GetDir() )) != 0) + break; + + // check ladder top + if ((m_currentNode = LadderEndSearch( &ladder->m_top, ladder->GetDir() )) != 0) + break; + } + + if (m_currentNode == NULL) + { + // all seeds exhausted, sampling complete + return false; + } + } + } + + // + // Take a step from this node + // + for( int dir = NORTH; dir < NUM_DIRECTIONS; dir++ ) + { + if (!m_currentNode->HasVisited( (NavDirType)dir )) + { + // have not searched in this direction yet + + // start at current node position + Vector pos = *m_currentNode->GetPosition(); + + // snap to grid + int cx = SnapToGrid( pos.x ); + int cy = SnapToGrid( pos.y ); + + // attempt to move to adjacent node + switch( dir ) + { + case NORTH: cy -= GenerationStepSize; break; + case SOUTH: cy += GenerationStepSize; break; + case EAST: cx += GenerationStepSize; break; + case WEST: cx -= GenerationStepSize; break; + } + + pos.x = cx; + pos.y = cy; + + m_generationDir = (NavDirType)dir; + + // mark direction as visited + m_currentNode->MarkAsVisited( m_generationDir ); + + // sanity check to not generate across the world for incremental generation + const float incrementalRange = nav_generate_incremental_range.GetFloat(); + if ( m_generationMode == GENERATE_INCREMENTAL && incrementalRange > 0 ) + { + bool inRange = false; + for ( int i=0; i<m_walkableSeeds.Count(); ++i ) + { + const Vector &seedPos = m_walkableSeeds[i].pos; + if ( (seedPos - pos).IsLengthLessThan( incrementalRange ) ) + { + inRange = true; + break; + } + } + + if ( !inRange ) + { + return true; + } + } + + if ( m_generationMode == GENERATE_SIMPLIFY ) + { + if ( !m_simplifyGenerationExtent.Contains( pos ) ) + { + return true; + } + } + + // test if we can move to new position + trace_t result; + Vector from( *m_currentNode->GetPosition() ); + CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); + Vector to, toNormal; + float obstacleHeight = 0, obstacleStartDist = 0, obstacleEndDist = GenerationStepSize; + if ( TraceAdjacentNode( 0, from, pos, &result ) ) + { + to = result.endpos; + toNormal = result.plane.normal; + } + else + { + // test going up ClimbUpHeight + bool success = false; + for ( float height = StepHeight; height <= ClimbUpHeight; height += 1.0f ) + { + trace_t tr; + Vector start( from ); + Vector end( pos ); + start.z += height; + end.z += height; + UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &tr ); + if ( !tr.startsolid && tr.fraction == 1.0f ) + { + if ( !StayOnFloor( &tr ) ) + { + break; + } + + to = tr.endpos; + toNormal = tr.plane.normal; + + start = end = from; + end.z += height; + UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &tr ); + if ( tr.fraction < 1.0f ) + { + break; + } + + // keep track of far up we had to go to find a path to the next node + obstacleHeight = height; + success = true; + break; + } + else + { + // Could not trace from node to node at this height, something is in the way. + // Trace in the other direction to see if we hit something + Vector vecToObstacleStart = tr.endpos - start; + Assert( vecToObstacleStart.LengthSqr() <= Square( GenerationStepSize ) ); + if ( vecToObstacleStart.LengthSqr() <= Square( GenerationStepSize ) ) + { + UTIL_TraceHull( end, start, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &tr ); + if ( !tr.startsolid && tr.fraction < 1.0 ) + { + // We hit something going the other direction. There is some obstacle between the two nodes. + Vector vecToObstacleEnd = tr.endpos - start; + Assert( vecToObstacleEnd.LengthSqr() <= Square( GenerationStepSize ) ); + if ( vecToObstacleEnd.LengthSqr() <= Square( GenerationStepSize ) ) + { + // Remember the distances to start and end of the obstacle (with respect to the "from" node). + // Keep track of the last distances to obstacle as we keep increasing the height we do a trace for. + // If we do eventually clear the obstacle, these values will be the start and end distance to the + // very tip of the obstacle. + obstacleStartDist = vecToObstacleStart.Length(); + obstacleEndDist = vecToObstacleEnd.Length(); + if ( obstacleEndDist == 0 ) + { + obstacleEndDist = GenerationStepSize; + } + } + } + } + } + } + + if ( !success ) + { + return true; + } + } + + // Don't generate nodes if we spill off the end of the world onto skybox + if ( result.surface.flags & ( SURF_SKY|SURF_SKY2D ) ) + { + return true; + } + + // If we're incrementally generating, don't overlap existing nav areas. + Vector testPos( to ); + bool overlapSE = IsNodeOverlapped( testPos, Vector( 1, 1, HalfHumanHeight ) ); + bool overlapSW = IsNodeOverlapped( testPos, Vector( -1, 1, HalfHumanHeight ) ); + bool overlapNE = IsNodeOverlapped( testPos, Vector( 1, -1, HalfHumanHeight ) ); + bool overlapNW = IsNodeOverlapped( testPos, Vector( -1, -1, HalfHumanHeight ) ); + if ( overlapSE && overlapSW && overlapNE && overlapNW && m_generationMode != GENERATE_SIMPLIFY ) + { + return true; + } + + int nTolerance = nav_generate_incremental_tolerance.GetInt(); + if ( nTolerance > 0 && m_generationMode == GENERATE_INCREMENTAL ) + { + bool bValid = false; + int zPos = to.z; + for ( int i=0; i<m_walkableSeeds.Count(); ++i ) + { + const Vector &seedPos = m_walkableSeeds[i].pos; + int zMin = seedPos.z - nTolerance; + int zMax = seedPos.z + nTolerance; + + if ( zPos >= zMin && zPos <= zMax ) + { + bValid = true; + break; + } + } + + if ( !bValid ) + return true; + } + + + bool isOnDisplacement = result.IsDispSurface(); + + if ( nav_displacement_test.GetInt() > 0 ) + { + // Test for nodes under displacement surfaces. + // This happens during development, and is a pain because the space underneath a displacement + // is not 'solid'. + Vector start = to + Vector( 0, 0, 0 ); + Vector end = start + Vector( 0, 0, nav_displacement_test.GetInt() ); + UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &result ); + + if ( result.fraction > 0 ) + { + end = start; + start = result.endpos; + UTIL_TraceHull( start, end, NavTraceMins, NavTraceMaxs, GetGenerationTraceMask(), &filter, &result ); + if ( result.fraction < 1 ) + { + // if we made it down to within StepHeight, maybe we're on a static prop + if ( result.endpos.z > to.z + StepHeight ) + { + return true; + } + } + } + } + + float deltaZ = to.z - m_currentNode->GetPosition()->z; + // If there's an obstacle in the way and it's traversable, or the obstacle is not higher than the destination node itself minus a small epsilon + // (meaning the obstacle was just the height change to get to the destination node, no extra obstacle between the two), clear obstacle height + // and distances + if ( ( obstacleHeight < MaxTraversableHeight ) || ( deltaZ > ( obstacleHeight - 2.0f ) ) ) + { + obstacleHeight = 0; + obstacleStartDist = 0; + obstacleEndDist = GenerationStepSize; + } + + // we can move here + // create a new navigation node, and update current node pointer + AddNode( to, toNormal, m_generationDir, m_currentNode, isOnDisplacement, obstacleHeight, obstacleStartDist, obstacleEndDist ); + + return true; + } + } + + // all directions have been searched from this node - pop back to its parent and continue + m_currentNode = m_currentNode->GetParent(); + } +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Add given walkable position to list of seed positions for map sampling + */ +void CNavMesh::AddWalkableSeed( const Vector &pos, const Vector &normal ) +{ + WalkableSeedSpot seed; + + seed.pos.x = RoundToUnits( pos.x, GenerationStepSize ); + seed.pos.y = RoundToUnits( pos.y, GenerationStepSize ); + seed.pos.z = pos.z; + seed.normal = normal; + + m_walkableSeeds.AddToTail( seed ); +} + +//-------------------------------------------------------------------------------------------------------------- +/** + * Return the next walkable seed as a node + */ +CNavNode *CNavMesh::GetNextWalkableSeedNode( void ) +{ + if ( m_seedIdx >= m_walkableSeeds.Count() ) + return NULL; + + WalkableSeedSpot spot = m_walkableSeeds[ m_seedIdx ]; + ++m_seedIdx; + + // check if a node exists at this location + CNavNode *node = CNavNode::GetNode( spot.pos ); + if ( node ) + return NULL; + + return new CNavNode( spot.pos, spot.normal, NULL, false ); +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Check LOS, ignoring any entities that we can walk through + */ +bool IsWalkableTraceLineClear( const Vector &from, const Vector &to, unsigned int flags ) +{ + trace_t result; + CBaseEntity *ignore = NULL; + Vector useFrom = from; + + CTraceFilterWalkableEntities traceFilter( NULL, COLLISION_GROUP_NONE, flags ); + + result.fraction = 0.0f; + + const int maxTries = 50; + for( int t=0; t<maxTries; ++t ) + { + UTIL_TraceLine( useFrom, to, MASK_NPCSOLID, &traceFilter, &result ); + + // if we hit a walkable entity, try again + if (result.fraction != 1.0f && IsEntityWalkable( result.m_pEnt, flags )) + { + ignore = result.m_pEnt; + + // start from just beyond where we hit to avoid infinite loops + Vector dir = to - from; + dir.NormalizeInPlace(); + useFrom = result.endpos + 5.0f * dir; + } + else + { + break; + } + } + + if (result.fraction == 1.0f) + return true; + + return false; +} + + +//-------------------------------------------------------------------------------------------------------------- +class Subdivider +{ +public: + Subdivider( int depth ) + { + m_depth = depth; + } + + bool operator() ( CNavArea *area ) + { + SubdivideX( area, true, true, m_depth ); + + return true; + } + + void SubdivideX( CNavArea *area, bool canDivideX, bool canDivideY, int depth ) + { + if (!canDivideX || depth <= 0) + return; + + float split = area->GetSizeX() / 2.0f; + + if (split < GenerationStepSize) + { + if (canDivideY) + { + SubdivideY( area, false, canDivideY, depth ); + } + return; + } + + split += area->GetCorner( NORTH_WEST ).x; + + split = TheNavMesh->SnapToGrid( split ); + + CNavArea *alpha, *beta; + if (area->SplitEdit( false, split, &alpha, &beta )) + { + SubdivideY( alpha, canDivideX, canDivideY, depth ); + SubdivideY( beta, canDivideX, canDivideY, depth ); + } + } + + + void SubdivideY( CNavArea *area, bool canDivideX, bool canDivideY, int depth ) + { + if (!canDivideY) + return; + + float split = area->GetSizeY() / 2.0f; + + if (split < GenerationStepSize) + { + if (canDivideX) + { + SubdivideX( area, canDivideX, false, depth-1 ); + } + return; + } + + split += area->GetCorner( NORTH_WEST ).y; + + split = TheNavMesh->SnapToGrid( split ); + + CNavArea *alpha, *beta; + if (area->SplitEdit( true, split, &alpha, &beta )) + { + SubdivideX( alpha, canDivideX, canDivideY, depth-1 ); + SubdivideX( beta, canDivideX, canDivideY, depth-1 ); + } + } + + int m_depth; +}; + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Subdivide each nav area in X and Y to create 4 new areas + */ +void CNavMesh::CommandNavSubdivide( const CCommand &args ) +{ + int depth = 1; + + if (args.ArgC() == 2) + { + depth = atoi( args[1] ); + } + + Subdivider chop( depth ); + TheNavMesh->ForAllSelectedAreas( chop ); +} + +CON_COMMAND_F( nav_subdivide, "Subdivides all selected areas.", FCVAR_GAMEDLL | FCVAR_CHEAT ) +{ + if ( !UTIL_IsCommandIssuedByServerAdmin() ) + return; + + TheNavMesh->CommandNavSubdivide( args ); +} + +//-------------------------------------------------------------------------------------------------------------- +/** +* Debugging code to verify that all nav area connections are internally consistent +*/ +void CNavMesh::ValidateNavAreaConnections( void ) +{ + // iterate all nav areas + NavConnect connect; + + for ( int it = 0; it < TheNavAreas.Count(); it++ ) + { + CNavArea *area = TheNavAreas[ it ]; + + for ( NavDirType dir = NORTH; dir < NUM_DIRECTIONS; dir = (NavDirType) ( ( (int) dir ) +1 ) ) + { + const NavConnectVector *pOutgoing = area->GetAdjacentAreas( dir ); + const NavConnectVector *pIncoming = area->GetIncomingConnections( dir ); + + for ( int iConnect = 0; iConnect < pOutgoing->Count(); iConnect++ ) + { + // make sure no area is on both the connection and incoming list + CNavArea *areaOther = (*pOutgoing)[iConnect].area; + connect.area = areaOther; + if ( pIncoming->Find( connect ) != pIncoming->InvalidIndex() ) + { + Msg( "Area %d has area %d on both 2-way and incoming list, should only be on one\n", area->GetID(), areaOther->GetID() ); + Assert( false ); + } + + // make sure there are no duplicate connections on the list + for ( int iConnectCheck = iConnect+1; iConnectCheck < pOutgoing->Count(); iConnectCheck++ ) + { + CNavArea *areaCheck = (*pOutgoing)[iConnectCheck].area; + if ( areaOther == areaCheck ) + { + Msg( "Area %d has multiple outgoing connections to area %d in direction %d\n", area->GetID(), areaOther->GetID(), dir ); + Assert( false ); + } + } + + const NavConnectVector *pOutgoingOther = areaOther->GetAdjacentAreas( OppositeDirection( dir ) ); + const NavConnectVector *pIncomingOther = areaOther->GetIncomingConnections( OppositeDirection( dir ) ); + + // if we have a one-way outgoing connection, make sure we are on the other area's incoming list + connect.area = area; + bool bIsTwoWay = pOutgoingOther->Find( connect ) != pOutgoingOther->InvalidIndex(); + if ( !bIsTwoWay ) + { + connect.area = area; + bool bOnOthersIncomingList = pIncomingOther->Find( connect ) != pIncomingOther->InvalidIndex(); + if ( !bOnOthersIncomingList ) + { + Msg( "Area %d has one-way connect to area %d but does not appear on the latter's incoming list\n", area->GetID(), areaOther->GetID() ); + } + } + } + + for ( int iConnect = 0; iConnect < pIncoming->Count(); iConnect++ ) + { + CNavArea *areaOther = (*pIncoming)[iConnect].area; + + // make sure there are not duplicate areas on the incoming list + for ( int iConnectCheck = iConnect+1; iConnectCheck < pIncoming->Count(); iConnectCheck++ ) + { + CNavArea *areaCheck = (*pIncoming)[iConnectCheck].area; + if ( areaOther == areaCheck ) + { + Msg( "Area %d has multiple incoming connections to area %d in direction %d\n", area->GetID(), areaOther->GetID(), dir ); + Assert( false ); + } + } + + const NavConnectVector *pOutgoingOther = areaOther->GetAdjacentAreas( OppositeDirection( dir ) ); + connect.area = area; + bool bOnOthersOutgoingList = pOutgoingOther->Find( connect ) != pOutgoingOther->InvalidIndex(); + if ( !bOnOthersOutgoingList ) + { + Msg( "Area %d has incoming connection from area %d but does not appear on latter's outgoing connection list\n", area->GetID(), areaOther->GetID() ); + Assert( false ); + } + } + } + } +} + +//-------------------------------------------------------------------------------------------------------------- +/** +* Temp way to mark cliff areas after generation without regen'ing. Any area that is adjacent to a cliff +* gets marked as a cliff. This will leave some big areas marked as cliff just because one edge is adjacent to +* a cliff so it's not great. The code that does this at generation time is better because it ensures that +* areas next to cliffs don't get merged with no-cliff areas. +*/ +void CNavMesh::PostProcessCliffAreas() +{ + for ( int it = 0; it < TheNavAreas.Count(); it++ ) + { + CNavArea *area = TheNavAreas[ it ]; + if ( area->GetAttributes() & NAV_MESH_CLIFF ) + continue; + + for ( int i = 0; i < NUM_DIRECTIONS; i++ ) + { + bool bHasCliff = false; + NavDirType dir = (NavDirType) i; + NavCornerType corner[2]; + + // look at either corner along this edge + corner[0] = (NavCornerType) i; + corner[1] = (NavCornerType) ( ( i+ 1 ) % NUM_CORNERS ); + + for ( int j = 0; j < 2; j++ ) + { + Vector cornerPos = area->GetCorner( corner[j] ); + if ( CheckCliff( &cornerPos, dir ) ) + { + bHasCliff = true; + break; + } + } + + if ( bHasCliff ) + { + area->SetAttributes( area->GetAttributes() | NAV_MESH_CLIFF ); + break; + } + } + } +} + +CON_COMMAND_F( nav_gen_cliffs_approx, "Mark cliff areas, post-processing approximation", FCVAR_CHEAT ) +{ + TheNavMesh->PostProcessCliffAreas(); +} |