diff options
Diffstat (limited to 'mp/src/game/server/nav_mesh.h')
| -rw-r--r-- | mp/src/game/server/nav_mesh.h | 2692 |
1 files changed, 1346 insertions, 1346 deletions
diff --git a/mp/src/game/server/nav_mesh.h b/mp/src/game/server/nav_mesh.h index 21dc200b..24faed41 100644 --- a/mp/src/game/server/nav_mesh.h +++ b/mp/src/game/server/nav_mesh.h @@ -1,1346 +1,1346 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-// nav_mesh.h
-// The Navigation Mesh interface
-// Author: Michael S. Booth ([email protected]), January 2003
-
-//
-// Author: Michael S. Booth ([email protected]), 2003
-//
-// NOTE: The Navigation code uses Doxygen-style comments. If you run Doxygen over this code, it will
-// auto-generate documentation. Visit www.doxygen.org to download the system for free.
-//
-
-#ifndef _NAV_MESH_H_
-#define _NAV_MESH_H_
-
-#include "utlbuffer.h"
-#include "filesystem.h"
-#include "GameEventListener.h"
-
-#include "nav.h"
-#include "nav_area.h"
-#include "nav_colors.h"
-
-
-class CNavArea;
-class CBaseEntity;
-class CBreakable;
-
-extern ConVar nav_edit;
-extern ConVar nav_quicksave;
-extern ConVar nav_show_approach_points;
-extern ConVar nav_show_danger;
-
-//--------------------------------------------------------------------------------------------------------
-class NavAreaCollector
-{
- bool m_checkForDuplicates;
-public:
- NavAreaCollector( bool checkForDuplicates = false )
- {
- m_checkForDuplicates = checkForDuplicates;
- }
-
- bool operator() ( CNavArea *area )
- {
- if ( m_checkForDuplicates && m_area.HasElement( area ) )
- return true;
-
- m_area.AddToTail( area );
- return true;
- }
- CUtlVector< CNavArea * > m_area;
-};
-
-
-//--------------------------------------------------------------------------------------------------------
-class EditDestroyNotification
-{
- CNavArea *m_deadArea;
-
-public:
- EditDestroyNotification( CNavArea *deadArea )
- {
- m_deadArea = deadArea;
- }
-
- bool operator()( CBaseCombatCharacter *actor )
- {
- actor->OnNavAreaRemoved( m_deadArea );
- return true;
- }
-};
-
-
-//--------------------------------------------------------------------------------------------------------
-class NavAttributeClearer
-{
-public:
- NavAttributeClearer( NavAttributeType attribute )
- {
- m_attribute = attribute;
- }
-
- bool operator() ( CNavArea *area )
- {
- area->SetAttributes( area->GetAttributes() & (~m_attribute) );
-
- return true;
- }
-
- NavAttributeType m_attribute;
-};
-
-
-//--------------------------------------------------------------------------------------------------------
-class NavAttributeSetter
-{
-public:
- NavAttributeSetter( NavAttributeType attribute )
- {
- m_attribute = attribute;
- }
-
- bool operator() ( CNavArea *area )
- {
- area->SetAttributes( area->GetAttributes() | m_attribute );
-
- return true;
- }
-
- NavAttributeType m_attribute;
-};
-
-
-//--------------------------------------------------------------------------------------------------------
-class NavAttributeToggler
-{
-public:
- NavAttributeToggler( NavAttributeType attribute )
- {
- m_attribute = attribute;
- }
-
- bool operator() ( CNavArea *area );
-
- NavAttributeType m_attribute;
-};
-
-
-//--------------------------------------------------------------------------------------------------------
-struct NavAttributeLookup
-{
- const char *name;
- NavAttributeType attribute;
-};
-
-extern NavAttributeLookup TheNavAttributeTable[];
-
-//--------------------------------------------------------------------------------------------------------
-class SelectOverlappingAreas
-{
-public:
- bool operator()( CNavArea *area );
-};
-
-//--------------------------------------------------------------------------------------------------------
-abstract_class INavAvoidanceObstacle
-{
-public:
- virtual bool IsPotentiallyAbleToObstructNavAreas( void ) const = 0; // could we at some future time obstruct nav?
- virtual float GetNavObstructionHeight( void ) const = 0; // height at which to obstruct nav areas
- virtual bool CanObstructNavAreas( void ) const = 0; // can we obstruct nav right this instant?
- virtual CBaseEntity *GetObstructingEntity( void ) = 0;
- virtual void OnNavMeshLoaded( void ) = 0;
-};
-
-//--------------------------------------------------------------------------------------------------------
-enum GetNavAreaFlags_t
-{
- GETNAVAREA_CHECK_LOS = 0x1,
- GETNAVAREA_ALLOW_BLOCKED_AREAS = 0x2,
- GETNAVAREA_CHECK_GROUND = 0x4,
-};
-
-
-//--------------------------------------------------------------------------------------------------------
-// for nav mesh visibilty computation
-struct NavVisPair_t
-{
- void SetPair( CNavArea *pArea1, CNavArea *pArea2 )
- {
- int iArea1 = (int)( pArea1 > pArea2 );
- int iArea2 = ( iArea1 + 1 ) % 2;
- pAreas[iArea1] = pArea1;
- pAreas[iArea2] = pArea2;
- }
-
- CNavArea *pAreas[2];
-};
-
-
-// for nav mesh visibilty computation
-class CVisPairHashFuncs
-{
-public:
- CVisPairHashFuncs( int ) {}
-
- bool operator()( const NavVisPair_t &lhs, const NavVisPair_t &rhs ) const
- {
- return ( lhs.pAreas[0] == rhs.pAreas[0] && lhs.pAreas[1] == rhs.pAreas[1] );
- }
-
- unsigned int operator()( const NavVisPair_t &item ) const
- {
- COMPILE_TIME_ASSERT( sizeof(CNavArea *) == 4 );
- int key[2] = { (int)item.pAreas[0] + item.pAreas[1]->GetID(), (int)item.pAreas[1] + item.pAreas[0]->GetID() };
- return Hash8( key );
- }
-};
-
-
-//--------------------------------------------------------------------------------------------------------------
-//
-// The 'place directory' is used to save and load places from
-// nav files in a size-efficient manner that also allows for the
-// order of the place ID's to change without invalidating the
-// nav files.
-//
-// The place directory is stored in the nav file as a list of
-// place name strings. Each nav area then contains an index
-// into that directory, or zero if no place has been assigned to
-// that area.
-//
-class PlaceDirectory
-{
-public:
- typedef unsigned short IndexType; // Loaded/Saved as UnsignedShort. Change this and you'll have to version.
-
- PlaceDirectory( void );
- void Reset( void );
- bool IsKnown( Place place ) const; /// return true if this place is already in the directory
- IndexType GetIndex( Place place ) const; /// return the directory index corresponding to this Place (0 = no entry)
- void AddPlace( Place place ); /// add the place to the directory if not already known
- Place IndexToPlace( IndexType entry ) const; /// given an index, return the Place
- void Save( CUtlBuffer &fileBuffer ); /// store the directory
- void Load( CUtlBuffer &fileBuffer, int version ); /// load the directory
- const CUtlVector< Place > *GetPlaces( void ) const
- {
- return &m_directory;
- }
-
- bool HasUnnamedPlaces( void ) const
- {
- return m_hasUnnamedAreas;
- }
-
-
-private:
- CUtlVector< Place > m_directory;
- bool m_hasUnnamedAreas;
-};
-
-extern PlaceDirectory placeDirectory;
-
-
-
-//--------------------------------------------------------------------------------------------------------
-/**
- * The CNavMesh is the global interface to the Navigation Mesh.
- * @todo Make this an abstract base class interface, and derive mod-specific implementations.
- */
-class CNavMesh : public CGameEventListener
-{
-public:
- CNavMesh( void );
- virtual ~CNavMesh();
-
- virtual void PreLoadAreas( int nAreas ) {}
- virtual CNavArea *CreateArea( void ) const; // CNavArea factory
- virtual void DestroyArea( CNavArea * ) const;
- virtual HidingSpot *CreateHidingSpot( void ) const; // Hiding Spot factory
-
- virtual void Reset( void ); // destroy Navigation Mesh data and revert to initial state
- virtual void Update( void ); // invoked on each game frame
-
- virtual void FireGameEvent( IGameEvent *event ); // incoming event processing
-
- virtual NavErrorType Load( void ); // load navigation data from a file
- virtual NavErrorType PostLoad( unsigned int version ); // (EXTEND) invoked after all areas have been loaded - for pointer binding, etc
- bool IsLoaded( void ) const { return m_isLoaded; } // return true if a Navigation Mesh has been loaded
- bool IsAnalyzed( void ) const { return m_isAnalyzed; } // return true if a Navigation Mesh has been analyzed
-
- /**
- * Return true if nav mesh can be trusted for all climbing/jumping decisions because game environment is fairly simple.
- * Authoritative meshes mean path followers can skip CPU intensive realtime scanning of unpredictable geometry.
- */
- virtual bool IsAuthoritative( void ) const { return false; }
-
- const CUtlVector< Place > *GetPlacesFromNavFile( bool *hasUnnamedPlaces ); // Reads the used place names from the nav file (can be used to selectively precache before the nav is loaded)
-
- virtual bool Save( void ) const; // store Navigation Mesh to a file
- bool IsOutOfDate( void ) const { return m_isOutOfDate; } // return true if the Navigation Mesh is older than the current map version
-
- virtual unsigned int GetSubVersionNumber( void ) const; // returns sub-version number of data format used by derived classes
- virtual void SaveCustomData( CUtlBuffer &fileBuffer ) const { } // store custom mesh data for derived classes
- virtual void LoadCustomData( CUtlBuffer &fileBuffer, unsigned int subVersion ) { } // load custom mesh data for derived classes
- virtual void SaveCustomDataPreArea( CUtlBuffer &fileBuffer ) const { } // store custom mesh data for derived classes that needs to be loaded before areas are read in
- virtual void LoadCustomDataPreArea( CUtlBuffer &fileBuffer, unsigned int subVersion ) { } // load custom mesh data for derived classes that needs to be loaded before areas are read in
-
- // events
- virtual void OnServerActivate( void ); // (EXTEND) invoked when server loads a new map
- virtual void OnRoundRestart( void ); // invoked when a game round restarts
- virtual void OnRoundRestartPreEntity( void ); // invoked when a game round restarts, but before entities are deleted and recreated
- virtual void OnBreakableCreated( CBaseEntity *breakable ) { } // invoked when a breakable is created
- virtual void OnBreakableBroken( CBaseEntity *broken ) { } // invoked when a breakable is broken
- virtual void OnAreaBlocked( CNavArea *area ); // invoked when the area becomes blocked
- virtual void OnAreaUnblocked( CNavArea *area ); // invoked when the area becomes un-blocked
- virtual void OnAvoidanceObstacleEnteredArea( CNavArea *area ); // invoked when the area becomes obstructed
- virtual void OnAvoidanceObstacleLeftArea( CNavArea *area ); // invoked when the area becomes un-obstructed
-
- virtual void OnEditCreateNotify( CNavArea *newArea ); // invoked when given area has just been added to the mesh in edit mode
- virtual void OnEditDestroyNotify( CNavArea *deadArea ); // invoked when given area has just been deleted from the mesh in edit mode
- virtual void OnEditDestroyNotify( CNavLadder *deadLadder ); // invoked when given ladder has just been deleted from the mesh in edit mode
- virtual void OnNodeAdded( CNavNode *node ) {};
-
- // Obstructions
- void RegisterAvoidanceObstacle( INavAvoidanceObstacle *obstruction );
- void UnregisterAvoidanceObstacle( INavAvoidanceObstacle *obstruction );
- const CUtlVector< INavAvoidanceObstacle * > &GetObstructions( void ) const { return m_avoidanceObstacles; }
-
- unsigned int GetNavAreaCount( void ) const { return m_areaCount; } // return total number of nav areas
-
- // See GetNavAreaFlags_t for flags
- CNavArea *GetNavArea( const Vector &pos, float beneathLimt = 120.0f ) const; // given a position, return the nav area that IsOverlapping and is *immediately* beneath it
- CNavArea *GetNavArea( CBaseEntity *pEntity, int nGetNavAreaFlags, float flBeneathLimit = 120.0f ) const;
- CNavArea *GetNavAreaByID( unsigned int id ) const;
- CNavArea *GetNearestNavArea( const Vector &pos, bool anyZ = false, float maxDist = 10000.0f, bool checkLOS = false, bool checkGround = true, int team = TEAM_ANY ) const;
- CNavArea *GetNearestNavArea( CBaseEntity *pEntity, int nGetNavAreaFlags = GETNAVAREA_CHECK_GROUND, float maxDist = 10000.0f ) const;
-
- Place GetPlace( const Vector &pos ) const; // return Place at given coordinate
- const char *PlaceToName( Place place ) const; // given a place, return its name
- Place NameToPlace( const char *name ) const; // given a place name, return a place ID or zero if no place is defined
- Place PartialNameToPlace( const char *name ) const; // given the first part of a place name, return a place ID or zero if no place is defined, or the partial match is ambiguous
- void PrintAllPlaces( void ) const; // output a list of names to the console
- int PlaceNameAutocomplete( char const *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] ); // Given a partial place name, fill in possible place names for ConCommand autocomplete
-
- bool GetGroundHeight( const Vector &pos, float *height, Vector *normal = NULL ) const; // get the Z coordinate of the topmost ground level below the given point
- bool GetSimpleGroundHeight( const Vector &pos, float *height, Vector *normal = NULL ) const;// get the Z coordinate of the ground level directly below the given point
-
-
- /// increase "danger" weights in the given nav area and nearby ones
- void IncreaseDangerNearby( int teamID, float amount, CNavArea *area, const Vector &pos, float maxRadius, float dangerLimit = -1.0f );
- void DrawDanger( void ) const; // draw the current danger levels
- void DrawPlayerCounts( void ) const; // draw the current player counts for each area
- void DrawFuncNavAvoid( void ) const; // draw bot avoidance areas from func_nav_avoid entities
- void DrawFuncNavPrefer( void ) const; // draw bot preference areas from func_nav_prefer entities
-#ifdef NEXT_BOT
- void DrawFuncNavPrerequisite( void ) const; // draw bot prerequisite areas from func_nav_prerequisite entities
-#endif
- //-------------------------------------------------------------------------------------
- // Auto-generation
- //
- #define INCREMENTAL_GENERATION true
- void BeginGeneration( bool incremental = false ); // initiate the generation process
- void BeginAnalysis( bool quitWhenFinished = false ); // re-analyze an existing Mesh. Determine Hiding Spots, Encounter Spots, etc.
-
- bool IsGenerating( void ) const { return m_generationMode != GENERATE_NONE; } // return true while a Navigation Mesh is being generated
- const char *GetPlayerSpawnName( void ) const; // return name of player spawn entity
- void SetPlayerSpawnName( const char *name ); // define the name of player spawn entities
- void AddWalkableSeed( const Vector &pos, const Vector &normal ); // add given walkable position to list of seed positions for map sampling
- virtual void AddWalkableSeeds( void ); // adds walkable positions for any/all positions a mod specifies
- void ClearWalkableSeeds( void ) { m_walkableSeeds.RemoveAll(); } // erase all walkable seed positions
- void MarkStairAreas( void );
-
- virtual unsigned int GetGenerationTraceMask( void ) const; // return the mask used by traces when generating the mesh
-
-
- //-------------------------------------------------------------------------------------
- // Edit mode
- //
- unsigned int GetNavPlace( void ) const { return m_navPlace; }
- void SetNavPlace( unsigned int place ) { m_navPlace = place; }
-
- // Edit callbacks from ConCommands
- void CommandNavDelete( void ); // delete current area
- void CommandNavDeleteMarked( void ); // delete current marked area
-
- virtual void CommandNavFloodSelect( const CCommand &args ); // select current area and all connected areas, recursively
- void CommandNavToggleSelectedSet( void ); // toggles all areas into/out of the selected set
- void CommandNavStoreSelectedSet( void ); // stores the current selected set for later
- void CommandNavRecallSelectedSet( void ); // restores an older selected set
- void CommandNavAddToSelectedSet( void ); // add current area to selected set
- void CommandNavAddToSelectedSetByID( const CCommand &args ); // add specified area id to selected set
- void CommandNavRemoveFromSelectedSet( void ); // remove current area from selected set
- void CommandNavToggleInSelectedSet( void ); // add/remove current area from selected set
- void CommandNavClearSelectedSet( void ); // clear the selected set to empty
- void CommandNavBeginSelecting( void ); // start continuously selecting areas into the selected set
- void CommandNavEndSelecting( void ); // stop continuously selecting areas into the selected set
- void CommandNavBeginDragSelecting( void ); // start dragging a selection area
- void CommandNavEndDragSelecting( void ); // stop dragging a selection area
- void CommandNavBeginDragDeselecting( void ); // start dragging a deselection area
- void CommandNavEndDragDeselecting( void ); // stop dragging a deselection area
- void CommandNavRaiseDragVolumeMax( void ); // raise the top of the drag volume
- void CommandNavLowerDragVolumeMax( void ); // lower the top of the drag volume
- void CommandNavRaiseDragVolumeMin( void ); // raise the bottom of the drag volume
- void CommandNavLowerDragVolumeMin( void ); // lower the bottom of the drag volume
- void CommandNavToggleSelecting( bool playSound = true ); // start/stop continuously selecting areas into the selected set
- void CommandNavBeginDeselecting( void ); // start continuously de-selecting areas from the selected set
- void CommandNavEndDeselecting( void ); // stop continuously de-selecting areas from the selected set
- void CommandNavToggleDeselecting( bool playSound = true ); // start/stop continuously de-selecting areas from the selected set
- void CommandNavSelectInvalidAreas( void ); // adds invalid areas to the selected set
- void CommandNavSelectBlockedAreas( void ); // adds blocked areas to the selected set
- void CommandNavSelectObstructedAreas( void ); // adds obstructed areas to the selected set
- void CommandNavSelectDamagingAreas( void ); // adds damaging areas to the selected set
- void CommandNavSelectHalfSpace( const CCommand &args ); // selects all areas that intersect the half-space
- void CommandNavSelectStairs( void ); // adds stairs areas to the selected set
- void CommandNavSelectOrphans( void ); // adds areas not connected to mesh to the selected set
-
- void CommandNavSplit( void ); // split current area
- void CommandNavMerge( void ); // merge adjacent areas
- void CommandNavMark( const CCommand &args ); // mark an area for further operations
- void CommandNavUnmark( void ); // removes the mark
-
- void CommandNavBeginArea( void ); // begin creating a new nav area
- void CommandNavEndArea( void ); // end creation of the new nav area
-
- void CommandNavBeginShiftXY( void ); // begin shifting selected set in the XY plane
- void CommandNavEndShiftXY( void ); // end shifting selected set in the XY plane
-
- void CommandNavConnect( void ); // connect marked area to selected area
- void CommandNavDisconnect( void ); // disconnect marked area from selected area
- void CommandNavDisconnectOutgoingOneWays( void ); // disconnect all outgoing one-way connects from each area in the selected set
- void CommandNavSplice( void ); // create new area in between marked and selected areas
- void CommandNavCrouch( void ); // toggle crouch attribute on current area
- void CommandNavTogglePlaceMode( void ); // switch between normal and place editing
- void CommandNavSetPlaceMode( void ); // switch between normal and place editing
- void CommandNavPlaceFloodFill( void ); // floodfill areas out from current area
- void CommandNavPlaceSet( void ); // sets the Place for the selected set
- void CommandNavPlacePick( void ); // "pick up" the place at the current area
- void CommandNavTogglePlacePainting( void ); // switch between "painting" places onto areas
- void CommandNavMarkUnnamed( void ); // mark an unnamed area for further operations
- void CommandNavCornerSelect( void ); // select a corner on the current area
- void CommandNavCornerRaise( const CCommand &args ); // raise a corner on the current area
- void CommandNavCornerLower( const CCommand &args ); // lower a corner on the current area
- void CommandNavCornerPlaceOnGround( const CCommand &args ); // position a corner on the current area at ground height
- void CommandNavWarpToMark( void ); // warp a spectating local player to the selected mark
- void CommandNavLadderFlip( void ); // Flips the direction a ladder faces
- void CommandNavToggleAttribute( NavAttributeType attribute ); // toggle an attribute on current area
- void CommandNavMakeSniperSpots( void ); // cuts up the marked area into individual areas suitable for sniper spots
- void CommandNavBuildLadder( void ); // builds a nav ladder on the climbable surface under the cursor
- void CommandNavRemoveJumpAreas( void ); // removes jump areas, replacing them with connections
- void CommandNavSubdivide( const CCommand &args ); // subdivide each nav area in X and Y to create 4 new areas - limit min size
- void CommandNavSaveSelected( const CCommand &args ); // Save selected set to disk
- void CommandNavMergeMesh( const CCommand &args ); // Merge a saved selected set into the current mesh
- void CommandNavMarkWalkable( void );
-
- void AddToDragSelectionSet( CNavArea *pArea );
- void RemoveFromDragSelectionSet( CNavArea *pArea );
- void ClearDragSelectionSet( void );
-
- CNavArea *GetMarkedArea( void ) const; // return area marked by user in edit mode
- CNavLadder *GetMarkedLadder( void ) const { return m_markedLadder; } // return ladder marked by user in edit mode
-
- CNavArea *GetSelectedArea( void ) const { return m_selectedArea; } // return area user is pointing at in edit mode
- CNavLadder *GetSelectedLadder( void ) const { return m_selectedLadder; } // return ladder user is pointing at in edit mode
- void SetMarkedLadder( CNavLadder *ladder ); // mark ladder for further edit operations
- void SetMarkedArea( CNavArea *area ); // mark area for further edit operations
-
- bool IsContinuouslySelecting( void ) const
- {
- return m_isContinuouslySelecting;
- }
-
- bool IsContinuouslyDeselecting( void ) const
- {
- return m_isContinuouslyDeselecting;
- }
-
- void CreateLadder( const Vector &mins, const Vector &maxs, float maxHeightAboveTopArea );
- void CreateLadder( const Vector &top, const Vector &bottom, float width, const Vector2D &ladderDir, float maxHeightAboveTopArea );
-
- float SnapToGrid( float x, bool forceGrid = false ) const; // snap given coordinate to generation grid boundary
- Vector SnapToGrid( const Vector& in, bool snapX = true, bool snapY = true, bool forceGrid = false ) const; // snap given vector's X & Y coordinates to generation grid boundary
-
- const Vector &GetEditCursorPosition( void ) const { return m_editCursorPos; } // return position of edit cursor
- void StripNavigationAreas( void );
- const char *GetFilename( void ) const; // return the filename for this map's "nav" file
-
- /// @todo Remove old select code and make all commands use this selected set
- void AddToSelectedSet( CNavArea *area ); // add area to the currently selected set
- void RemoveFromSelectedSet( CNavArea *area ); // remove area from the currently selected set
- void ClearSelectedSet( void ); // clear the currently selected set to empty
- bool IsSelectedSetEmpty( void ) const; // return true if the selected set is empty
- bool IsInSelectedSet( const CNavArea *area ) const; // return true if the given area is in the selected set
- int GetSelecteSetSize( void ) const;
- const NavAreaVector &GetSelectedSet( void ) const; // return the selected set
-
- /**
- * Apply the functor to all navigation areas in the Selected Set,
- * or the current selected area.
- * If functor returns false, stop processing and return false.
- */
- template < typename Functor >
- bool ForAllSelectedAreas( Functor &func )
- {
- if (IsSelectedSetEmpty())
- {
- CNavArea *area = GetSelectedArea();
-
- if (area)
- {
- if (func( area ) == false)
- return false;
- }
- }
- else
- {
- FOR_EACH_VEC( m_selectedSet, it )
- {
- CNavArea *area = m_selectedSet[ it ];
-
- if (func( area ) == false)
- return false;
- }
- }
-
- return true;
- }
-
- //-------------------------------------------------------------------------------------
- /**
- * Apply the functor to all navigation areas.
- * If functor returns false, stop processing and return false.
- */
- template < typename Functor >
- bool ForAllAreas( Functor &func )
- {
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
-
- if (func( area ) == false)
- return false;
- }
-
- return true;
- }
-
- // const version of the above
- template < typename Functor >
- bool ForAllAreas( Functor &func ) const
- {
- FOR_EACH_VEC( TheNavAreas, it )
- {
- const CNavArea *area = TheNavAreas[ it ];
-
- if (func( area ) == false)
- return false;
- }
-
- return true;
- }
-
- //-------------------------------------------------------------------------------------
- /**
- * Apply the functor to all navigation areas that overlap the given extent.
- * If functor returns false, stop processing and return false.
- */
- template < typename Functor >
- bool ForAllAreasOverlappingExtent( Functor &func, const Extent &extent )
- {
- if ( !m_grid.Count() )
- {
-#if _DEBUG
- Warning("Query before nav mesh is loaded! %d\n", TheNavAreas.Count() );
-#endif
- return true;
- }
- static unsigned int searchMarker = RandomInt(0, 1024*1024 );
- if ( ++searchMarker == 0 )
- {
- ++searchMarker;
- }
-
- Extent areaExtent;
-
- // get list in cell that contains position
- int startX = WorldToGridX( extent.lo.x );
- int endX = WorldToGridX( extent.hi.x );
- int startY = WorldToGridY( extent.lo.y );
- int endY = WorldToGridY( extent.hi.y );
-
- for( int x = startX; x <= endX; ++x )
- {
- for( int y = startY; y <= endY; ++y )
- {
- int iGrid = x + y*m_gridSizeX;
- if ( iGrid >= m_grid.Count() )
- {
- ExecuteNTimes( 10, Warning( "** Walked off of the CNavMesh::m_grid in ForAllAreasOverlappingExtent()\n" ) );
- return true;
- }
-
- NavAreaVector *areaVector = &m_grid[ iGrid ];
-
- // find closest area in this cell
- FOR_EACH_VEC( (*areaVector), it )
- {
- CNavArea *area = (*areaVector)[ it ];
-
- // skip if we've already visited this area
- if ( area->m_nearNavSearchMarker == searchMarker )
- continue;
-
- // mark as visited
- area->m_nearNavSearchMarker = searchMarker;
- area->GetExtent( &areaExtent );
-
- if ( extent.IsOverlapping( areaExtent ) )
- {
- if ( func( area ) == false )
- return false;
- }
- }
- }
- }
- return true;
- }
-
- //-------------------------------------------------------------------------------------
- /**
- * Populate the given vector with all navigation areas that overlap the given extent.
- */
- template< typename NavAreaType >
- void CollectAreasOverlappingExtent( const Extent &extent, CUtlVector< NavAreaType * > *outVector )
- {
- if ( !m_grid.Count() )
- {
- return;
- }
-
- static unsigned int searchMarker = RandomInt( 0, 1024*1024 );
- if ( ++searchMarker == 0 )
- {
- ++searchMarker;
- }
-
- Extent areaExtent;
-
- // get list in cell that contains position
- int startX = WorldToGridX( extent.lo.x );
- int endX = WorldToGridX( extent.hi.x );
- int startY = WorldToGridY( extent.lo.y );
- int endY = WorldToGridY( extent.hi.y );
-
- for( int x = startX; x <= endX; ++x )
- {
- for( int y = startY; y <= endY; ++y )
- {
- int iGrid = x + y*m_gridSizeX;
- if ( iGrid >= m_grid.Count() )
- {
- ExecuteNTimes( 10, Warning( "** Walked off of the CNavMesh::m_grid in CollectAreasOverlappingExtent()\n" ) );
- return;
- }
-
- NavAreaVector *areaVector = &m_grid[ iGrid ];
-
- // find closest area in this cell
- for( int v=0; v<areaVector->Count(); ++v )
- {
- CNavArea *area = areaVector->Element( v );
-
- // skip if we've already visited this area
- if ( area->m_nearNavSearchMarker == searchMarker )
- continue;
-
- // mark as visited
- area->m_nearNavSearchMarker = searchMarker;
- area->GetExtent( &areaExtent );
-
- if ( extent.IsOverlapping( areaExtent ) )
- {
- outVector->AddToTail( (NavAreaType *)area );
- }
- }
- }
- }
- }
-
-
- template < typename Functor >
- bool ForAllAreasInRadius( Functor &func, const Vector &pos, float radius )
- {
- // use a unique marker for this method, so it can be used within a SearchSurroundingArea() call
- static unsigned int searchMarker = RandomInt(0, 1024*1024 );
-
- ++searchMarker;
-
- if ( searchMarker == 0 )
- {
- ++searchMarker;
- }
-
-
- // get list in cell that contains position
- int originX = WorldToGridX( pos.x );
- int originY = WorldToGridY( pos.y );
- int shiftLimit = ceil( radius / m_gridCellSize );
- float radiusSq = radius * radius;
- if ( radius == 0.0f )
- {
- shiftLimit = MAX( m_gridSizeX, m_gridSizeY ); // range 0 means all areas
- }
-
- for( int x = originX - shiftLimit; x <= originX + shiftLimit; ++x )
- {
- if ( x < 0 || x >= m_gridSizeX )
- continue;
-
- for( int y = originY - shiftLimit; y <= originY + shiftLimit; ++y )
- {
- if ( y < 0 || y >= m_gridSizeY )
- continue;
-
- NavAreaVector *areaVector = &m_grid[ x + y*m_gridSizeX ];
-
- // find closest area in this cell
- FOR_EACH_VEC( (*areaVector), it )
- {
- CNavArea *area = (*areaVector)[ it ];
-
- // skip if we've already visited this area
- if ( area->m_nearNavSearchMarker == searchMarker )
- continue;
-
- // mark as visited
- area->m_nearNavSearchMarker = searchMarker;
-
- float distSq = ( area->GetCenter() - pos ).LengthSqr();
-
- if ( ( distSq <= radiusSq ) || ( radiusSq == 0 ) )
- {
- if ( func( area ) == false )
- return false;
- }
- }
- }
- }
- return true;
- }
-
- //---------------------------------------------------------------------------------------------------------------
- /*
- * Step through nav mesh along line between startArea and endArea.
- * Return true if enumeration reached endArea, false if doesn't reach it (no mesh between, bad connection, etc)
- */
- template < typename Functor >
- bool ForAllAreasAlongLine( Functor &func, CNavArea *startArea, CNavArea *endArea )
- {
- if ( !startArea || !endArea )
- return false;
-
- if ( startArea == endArea )
- {
- func( startArea );
- return true;
- }
-
- Vector start = startArea->GetCenter();
- Vector end = endArea->GetCenter();
-
- Vector to = end - start;
- float range = to.NormalizeInPlace();
-
- const float epsilon = 0.00001f;
-
- if ( range < epsilon )
- {
- func( startArea );
- return true;
- }
-
- if ( abs( to.x ) < epsilon )
- {
- NavDirType dir = ( to.y < 0.0f ) ? NORTH : SOUTH;
-
- CNavArea *area = startArea;
- while( area )
- {
- func( area );
-
- if ( area == endArea )
- return true;
-
- const NavConnectVector *adjVector = area->GetAdjacentAreas( dir );
-
- area = NULL;
-
- for( int i=0; i<adjVector->Count(); ++i )
- {
- CNavArea *adjArea = adjVector->Element(i).area;
-
- const Vector &adjOrigin = adjArea->GetCorner( NORTH_WEST );
-
- if ( adjOrigin.x <= start.x && adjOrigin.x + adjArea->GetSizeX() >= start.x )
- {
- area = adjArea;
- break;
- }
- }
- }
-
- return false;
- }
- else if ( abs( to.y ) < epsilon )
- {
- NavDirType dir = ( to.x < 0.0f ) ? WEST : EAST;
-
- CNavArea *area = startArea;
- while( area )
- {
- func( area );
-
- if ( area == endArea )
- return true;
-
- const NavConnectVector *adjVector = area->GetAdjacentAreas( dir );
-
- area = NULL;
-
- for( int i=0; i<adjVector->Count(); ++i )
- {
- CNavArea *adjArea = adjVector->Element(i).area;
-
- const Vector &adjOrigin = adjArea->GetCorner( NORTH_WEST );
-
- if ( adjOrigin.y <= start.y && adjOrigin.y + adjArea->GetSizeY() >= start.y )
- {
- area = adjArea;
- break;
- }
- }
- }
-
- return false;
- }
-
-
- CNavArea *area = startArea;
-
- while( area )
- {
- func( area );
-
- if ( area == endArea )
- return true;
-
- const Vector &origin = area->GetCorner( NORTH_WEST );
- float xMin = origin.x;
- float xMax = xMin + area->GetSizeX();
- float yMin = origin.y;
- float yMax = yMin + area->GetSizeY();
-
- // clip ray to area
- Vector exit;
- NavDirType edge = NUM_DIRECTIONS;
-
- if ( to.x < 0.0f )
- {
- // find Y at west edge intersection
- float t = ( xMin - start.x ) / ( end.x - start.x );
- if ( t > 0.0f && t < 1.0f )
- {
- float y = start.y + t * ( end.y - start.y );
- if ( y >= yMin && y <= yMax )
- {
- // intersects this edge
- exit.x = xMin;
- exit.y = y;
- edge = WEST;
- }
- }
- }
- else
- {
- // find Y at east edge intersection
- float t = ( xMax - start.x ) / ( end.x - start.x );
- if ( t > 0.0f && t < 1.0f )
- {
- float y = start.y + t * ( end.y - start.y );
- if ( y >= yMin && y <= yMax )
- {
- // intersects this edge
- exit.x = xMax;
- exit.y = y;
- edge = EAST;
- }
- }
- }
-
- if ( edge == NUM_DIRECTIONS )
- {
- if ( to.y < 0.0f )
- {
- // find X at north edge intersection
- float t = ( yMin - start.y ) / ( end.y - start.y );
- if ( t > 0.0f && t < 1.0f )
- {
- float x = start.x + t * ( end.x - start.x );
- if ( x >= xMin && x <= xMax )
- {
- // intersects this edge
- exit.x = x;
- exit.y = yMin;
- edge = NORTH;
- }
- }
- }
- else
- {
- // find X at south edge intersection
- float t = ( yMax - start.y ) / ( end.y - start.y );
- if ( t > 0.0f && t < 1.0f )
- {
- float x = start.x + t * ( end.x - start.x );
- if ( x >= xMin && x <= xMax )
- {
- // intersects this edge
- exit.x = x;
- exit.y = yMax;
- edge = SOUTH;
- }
- }
- }
- }
-
- if ( edge == NUM_DIRECTIONS )
- break;
-
- const NavConnectVector *adjVector = area->GetAdjacentAreas( edge );
-
- area = NULL;
-
- for( int i=0; i<adjVector->Count(); ++i )
- {
- CNavArea *adjArea = adjVector->Element(i).area;
-
- const Vector &adjOrigin = adjArea->GetCorner( NORTH_WEST );
-
- if ( edge == NORTH || edge == SOUTH )
- {
- if ( adjOrigin.x <= exit.x && adjOrigin.x + adjArea->GetSizeX() >= exit.x )
- {
- area = adjArea;
- break;
- }
- }
- else
- {
- if ( adjOrigin.y <= exit.y && adjOrigin.y + adjArea->GetSizeY() >= exit.y )
- {
- area = adjArea;
- break;
- }
- }
- }
- }
-
- return false;
- }
-
-
- //-------------------------------------------------------------------------------------
- /**
- * Apply the functor to all navigation ladders.
- * If functor returns false, stop processing and return false.
- */
- template < typename Functor >
- bool ForAllLadders( Functor &func )
- {
- for ( int i=0; i<m_ladders.Count(); ++i )
- {
- CNavLadder *ladder = m_ladders[i];
-
- if (func( ladder ) == false)
- return false;
- }
-
- return true;
- }
-
- //-------------------------------------------------------------------------------------
- /**
- * Apply the functor to all navigation ladders.
- * If functor returns false, stop processing and return false.
- */
- template < typename Functor >
- bool ForAllLadders( Functor &func ) const
- {
- for ( int i=0; i<m_ladders.Count(); ++i )
- {
- const CNavLadder *ladder = m_ladders[i];
-
- if (func( ladder ) == false)
- return false;
- }
-
- return true;
- }
-
- //-------------------------------------------------------------------------------------
- /**
- * tests a new area for connections to adjacent pre-existing areas
- */
- template < typename Functor > void StitchAreaIntoMesh( CNavArea *area, NavDirType dir, Functor &func );
-
- //-------------------------------------------------------------------------------------
- /**
- * Use the functor to test if an area is needing stitching into the existing nav mesh.
- * The functor is different from how we normally use functors - it does no processing,
- * and it's return value is true if the area is in the new set to be stiched, and false
- * if it's a pre-existing area.
- */
- template < typename Functor >
- bool StitchMesh( Functor &func )
- {
- FOR_EACH_VEC( TheNavAreas, it )
- {
- CNavArea *area = TheNavAreas[ it ];
-
- if ( func( area ) )
- {
- StitchAreaIntoMesh( area, NORTH, func );
- StitchAreaIntoMesh( area, SOUTH, func );
- StitchAreaIntoMesh( area, EAST, func );
- StitchAreaIntoMesh( area, WEST, func );
- }
- }
-
- return true;
- }
-
- NavLadderVector& GetLadders( void ) { return m_ladders; } // Returns the list of ladders
- CNavLadder *GetLadderByID( unsigned int id ) const;
-
- CUtlVector< CNavArea * >& GetTransientAreas( void ) { return m_transientAreas; }
-
- enum EditModeType
- {
- NORMAL, // normal mesh editing
- PLACE_PAINTING, // in place painting mode
- CREATING_AREA, // creating a new nav area
- CREATING_LADDER, // creating a nav ladder
- DRAG_SELECTING, // drag selecting a set of areas
- SHIFTING_XY, // shifting selected set in XY plane
- SHIFTING_Z, // shifting selected set in Z plane
- };
- EditModeType GetEditMode( void ) const; // return the current edit mode
- void SetEditMode( EditModeType mode ); // change the edit mode
- bool IsEditMode( EditModeType mode ) const; // return true if current mode matches given mode
-
- bool FindNavAreaOrLadderAlongRay( const Vector &start, const Vector &end, CNavArea **area, CNavLadder **ladder, CNavArea *ignore = NULL );
-
- void PostProcessCliffAreas();
- void SimplifySelectedAreas( void ); // Simplifies the selected set by reducing to 1x1 areas and re-merging them up with loosened tolerances
-
-protected:
- virtual void PostCustomAnalysis( void ) { } // invoked when custom analysis step is complete
- bool FindActiveNavArea( void ); // Finds the area or ladder the local player is currently pointing at. Returns true if a surface was hit by the traceline.
- virtual void RemoveNavArea( CNavArea *area ); // remove an area from the grid
- bool FindGroundForNode( Vector *pos, Vector *normal );
- void GenerateNodes( const Extent &bounds );
- void RemoveNodes( void );
-
-private:
- friend class CNavArea;
- friend class CNavNode;
- friend class CNavUIBasePanel;
-
- mutable CUtlVector<NavAreaVector> m_grid;
- float m_gridCellSize; // the width/height of a grid cell for spatially partitioning nav areas for fast access
- int m_gridSizeX;
- int m_gridSizeY;
- float m_minX;
- float m_minY;
- unsigned int m_areaCount; // total number of nav areas
-
- bool m_isLoaded; // true if a Navigation Mesh has been loaded
- bool m_isOutOfDate; // true if the Navigation Mesh is older than the actual BSP
- bool m_isAnalyzed; // true if the Navigation Mesh needs analysis
-
- enum { HASH_TABLE_SIZE = 256 };
- CNavArea *m_hashTable[ HASH_TABLE_SIZE ]; // hash table to optimize lookup by ID
- int ComputeHashKey( unsigned int id ) const; // returns a hash key for the given nav area ID
-
- int WorldToGridX( float wx ) const; // given X component, return grid index
- int WorldToGridY( float wy ) const; // given Y component, return grid index
- void AllocateGrid( float minX, float maxX, float minY, float maxY ); // clear and reset the grid to the given extents
- void GridToWorld( int gridX, int gridY, Vector *pos ) const;
-
- void AddNavArea( CNavArea *area ); // add an area to the grid
-
- void DestroyNavigationMesh( bool incremental = false ); // free all resources of the mesh and reset it to empty state
- void DestroyHidingSpots( void );
-
- void ComputeBattlefrontAreas( void ); // determine areas where rushing teams will first meet
-
- //----------------------------------------------------------------------------------
- // Place directory
- //
- char **m_placeName; // master directory of place names (ie: "places")
- unsigned int m_placeCount; // number of "places" defined in placeName[]
- void LoadPlaceDatabase( void ); // load the place names from a file
-
- //----------------------------------------------------------------------------------
- // Edit mode
- //
- EditModeType m_editMode; // the current edit mode
- bool m_isEditing; // true if in edit mode
-
- unsigned int m_navPlace; // current navigation place for editing
- void OnEditModeStart( void ); // called when edit mode has just been enabled
- void DrawEditMode( void ); // draw navigation areas
- void OnEditModeEnd( void ); // called when edit mode has just been disabled
- void UpdateDragSelectionSet( void ); // update which areas are overlapping the drag selected bounds
- Vector m_editCursorPos; // current position of the cursor
- CNavArea *m_markedArea; // currently marked area for edit operations
- CNavArea *m_selectedArea; // area that is selected this frame
- CNavArea *m_lastSelectedArea; // area that was selected last frame
- NavCornerType m_markedCorner; // currently marked corner for edit operations
- Vector m_anchor; // first corner of an area being created
- bool m_isPlacePainting; // if true, we set an area's place by pointing at it
- bool m_splitAlongX; // direction the selected nav area would be split
- float m_splitEdge; // location of the possible split
-
- bool m_climbableSurface; // if true, the cursor is pointing at a climable surface
- Vector m_surfaceNormal; // Normal of the surface the cursor is pointing at
- Vector m_ladderAnchor; // first corner of a ladder being created
- Vector m_ladderNormal; // Normal of the surface of the ladder being created
- CNavLadder *m_selectedLadder; // ladder that is selected this frame
- CNavLadder *m_lastSelectedLadder; // ladder that was selected last frame
- CNavLadder *m_markedLadder; // currently marked ladder for edit operations
-
- bool FindLadderCorners( Vector *c1, Vector *c2, Vector *c3 ); // computes the other corners of a ladder given m_ladderAnchor, m_editCursorPos, and m_ladderNormal
-
- void GetEditVectors( Vector *pos, Vector *forward ); // Gets the eye position and view direction of the editing player
-
- CountdownTimer m_showAreaInfoTimer; // Timer that controls how long area info is displayed
-
- NavAreaVector m_selectedSet; // all currently selected areas
- NavAreaVector m_dragSelectionSet; // all areas in the current drag selection
- bool m_isContinuouslySelecting; // if true, we are continuously adding to the selected set
- bool m_isContinuouslyDeselecting; // if true, we are continuously removing from the selected set
-
- bool m_bIsDragDeselecting;
- int m_nDragSelectionVolumeZMax;
- int m_nDragSelectionVolumeZMin;
-
- void DoToggleAttribute( CNavArea *area, NavAttributeType attribute ); // toggle an attribute on given area
-
-
- //----------------------------------------------------------------------------------
- // Auto-generation
- //
- bool UpdateGeneration( float maxTime = 0.25f ); // process the auto-generation for 'maxTime' seconds. return false if generation is complete.
-
- virtual void BeginCustomAnalysis( bool bIncremental ) {}
- virtual void EndCustomAnalysis() {}
-
- CNavNode *m_currentNode; // the current node we are sampling from
- NavDirType m_generationDir;
- CNavNode *AddNode( const Vector &destPos, const Vector &destNormal, NavDirType dir, CNavNode *source, bool isOnDisplacement, float obstacleHeight, float flObstacleStartDist, float flObstacleEndDist ); // add a nav node and connect it, update current node
-
- NavLadderVector m_ladders; // list of ladder navigation representations
- void BuildLadders( void );
- void DestroyLadders( void );
-
- bool SampleStep( void ); // sample the walkable areas of the map
- void CreateNavAreasFromNodes( void ); // cover all of the sampled nodes with nav areas
-
- bool TestArea( CNavNode *node, int width, int height ); // check if an area of size (width, height) can fit, starting from node as upper left corner
- int BuildArea( CNavNode *node, int width, int height ); // create a CNavArea of size (width, height) starting fom node at upper left corner
- bool CheckObstacles( CNavNode *node, int width, int height, int x, int y );
-
- void MarkPlayerClipAreas( void );
- void MarkJumpAreas( void );
- void StichAndRemoveJumpAreas( void );
- void RemoveJumpAreas( void );
- void SquareUpAreas( void );
- void MergeGeneratedAreas( void );
- void ConnectGeneratedAreas( void );
- void FixUpGeneratedAreas( void );
- void FixCornerOnCornerAreas( void );
- void FixConnections( void );
- void SplitAreasUnderOverhangs( void );
- void ValidateNavAreaConnections( void );
- void StitchGeneratedAreas( void ); // Stitches incrementally-generated areas into the existing mesh
- void StitchAreaSet( CUtlVector< CNavArea * > *areas ); // Stitches an arbitrary set of areas into the existing mesh
- void HandleObstacleTopAreas( void ); // Handles fixing/generating areas on top of slim obstacles such as fences and railings
- void RaiseAreasWithInternalObstacles();
- void CreateObstacleTopAreas();
- bool CreateObstacleTopAreaIfNecessary( CNavArea *area, CNavArea *areaOther, NavDirType dir, bool bMultiNode );
- void RemoveOverlappingObstacleTopAreas();
-
-
- enum GenerationStateType
- {
- SAMPLE_WALKABLE_SPACE,
- CREATE_AREAS_FROM_SAMPLES,
- FIND_HIDING_SPOTS,
- FIND_ENCOUNTER_SPOTS,
- FIND_SNIPER_SPOTS,
- FIND_EARLIEST_OCCUPY_TIMES,
- FIND_LIGHT_INTENSITY,
- COMPUTE_MESH_VISIBILITY,
- CUSTOM, // mod-specific generation step
- SAVE_NAV_MESH,
-
- NUM_GENERATION_STATES
- }
- m_generationState; // the state of the generation process
- enum GenerationModeType
- {
- GENERATE_NONE,
- GENERATE_FULL,
- GENERATE_INCREMENTAL,
- GENERATE_SIMPLIFY,
- GENERATE_ANALYSIS_ONLY,
- }
- m_generationMode; // true while a Navigation Mesh is being generated
- int m_generationIndex; // used for iterating nav areas during generation process
- int m_sampleTick; // counter for displaying pseudo-progress while sampling walkable space
- bool m_bQuitWhenFinished;
- float m_generationStartTime;
- Extent m_simplifyGenerationExtent;
-
- char *m_spawnName; // name of player spawn entity, used to initiate sampling
-
- struct WalkableSeedSpot
- {
- Vector pos;
- Vector normal;
- };
- CUtlVector< WalkableSeedSpot > m_walkableSeeds; // list of walkable seed spots for sampling
-
- CNavNode *GetNextWalkableSeedNode( void ); // return the next walkable seed as a node
- int m_seedIdx;
- int m_hostThreadModeRestoreValue; // stores the value of host_threadmode before we changed it
-
- void BuildTransientAreaList( void );
- CUtlVector< CNavArea * > m_transientAreas;
-
- void UpdateAvoidanceObstacleAreas( void );
- CUtlVector< CNavArea * > m_avoidanceObstacleAreas;
- CUtlVector< INavAvoidanceObstacle * > m_avoidanceObstacles;
-
- void UpdateBlockedAreas( void );
- CUtlVector< CNavArea * > m_blockedAreas;
-
- CUtlVector< int > m_storedSelectedSet; // "Stored" selected set, so we can do some editing and then restore the old selected set. Done by ID, so we don't have to worry about split/delete/etc.
-
- void BeginVisibilityComputations( void );
- void EndVisibilityComputations( void );
-
- void TestAllAreasForBlockedStatus( void ); // Used to update blocked areas after a round restart. Need to delay so the map logic has all fired.
- CountdownTimer m_updateBlockedAreasTimer;
-};
-
-// the global singleton interface
-extern CNavMesh *TheNavMesh;
-
-// factory for creating the Navigation Mesh
-extern CNavMesh *NavMeshFactory( void );
-
-// for debugging the A* algorithm, if nonzero, show debug display and decrement for each pathfind
-extern int g_DebugPathfindCounter;
-
-
-//--------------------------------------------------------------------------------------------------------------
-inline bool CNavMesh::IsEditMode( EditModeType mode ) const
-{
- return m_editMode == mode;
-}
-
-//--------------------------------------------------------------------------------------------------------------
-inline CNavMesh::EditModeType CNavMesh::GetEditMode( void ) const
-{
- return m_editMode;
-}
-
-//--------------------------------------------------------------------------------------------------------------
-inline unsigned int CNavMesh::GetSubVersionNumber( void ) const
-{
- return 0;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-inline CNavArea *CNavMesh::CreateArea( void ) const
-{
- return new CNavArea;
-}
-
-//--------------------------------------------------------------------------------------------------------------
-inline void CNavMesh::DestroyArea( CNavArea *pArea ) const
-{
- delete pArea;
-}
-
-//--------------------------------------------------------------------------------------------------------------
-inline int CNavMesh::ComputeHashKey( unsigned int id ) const
-{
- return id & 0xFF;
-}
-
-//--------------------------------------------------------------------------------------------------------------
-inline int CNavMesh::WorldToGridX( float wx ) const
-{
- int x = (int)( (wx - m_minX) / m_gridCellSize );
-
- if (x < 0)
- x = 0;
- else if (x >= m_gridSizeX)
- x = m_gridSizeX-1;
-
- return x;
-}
-
-//--------------------------------------------------------------------------------------------------------------
-inline int CNavMesh::WorldToGridY( float wy ) const
-{
- int y = (int)( (wy - m_minY) / m_gridCellSize );
-
- if (y < 0)
- y = 0;
- else if (y >= m_gridSizeY)
- y = m_gridSizeY-1;
-
- return y;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-inline unsigned int CNavMesh::GetGenerationTraceMask( void ) const
-{
- return MASK_NPCSOLID_BRUSHONLY;
-}
-
-
-//--------------------------------------------------------------------------------------------------------------
-//
-// Function prototypes
-//
-
-extern void ApproachAreaAnalysisPrep( void );
-extern void CleanupApproachAreaAnalysisPrep( void );
-extern bool IsHeightDifferenceValid( float test, float other1, float other2, float other3 );
-
-#endif // _NAV_MESH_H_
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +// nav_mesh.h +// The Navigation Mesh interface +// Author: Michael S. Booth ([email protected]), January 2003 + +// +// Author: Michael S. Booth ([email protected]), 2003 +// +// NOTE: The Navigation code uses Doxygen-style comments. If you run Doxygen over this code, it will +// auto-generate documentation. Visit www.doxygen.org to download the system for free. +// + +#ifndef _NAV_MESH_H_ +#define _NAV_MESH_H_ + +#include "utlbuffer.h" +#include "filesystem.h" +#include "GameEventListener.h" + +#include "nav.h" +#include "nav_area.h" +#include "nav_colors.h" + + +class CNavArea; +class CBaseEntity; +class CBreakable; + +extern ConVar nav_edit; +extern ConVar nav_quicksave; +extern ConVar nav_show_approach_points; +extern ConVar nav_show_danger; + +//-------------------------------------------------------------------------------------------------------- +class NavAreaCollector +{ + bool m_checkForDuplicates; +public: + NavAreaCollector( bool checkForDuplicates = false ) + { + m_checkForDuplicates = checkForDuplicates; + } + + bool operator() ( CNavArea *area ) + { + if ( m_checkForDuplicates && m_area.HasElement( area ) ) + return true; + + m_area.AddToTail( area ); + return true; + } + CUtlVector< CNavArea * > m_area; +}; + + +//-------------------------------------------------------------------------------------------------------- +class EditDestroyNotification +{ + CNavArea *m_deadArea; + +public: + EditDestroyNotification( CNavArea *deadArea ) + { + m_deadArea = deadArea; + } + + bool operator()( CBaseCombatCharacter *actor ) + { + actor->OnNavAreaRemoved( m_deadArea ); + return true; + } +}; + + +//-------------------------------------------------------------------------------------------------------- +class NavAttributeClearer +{ +public: + NavAttributeClearer( NavAttributeType attribute ) + { + m_attribute = attribute; + } + + bool operator() ( CNavArea *area ) + { + area->SetAttributes( area->GetAttributes() & (~m_attribute) ); + + return true; + } + + NavAttributeType m_attribute; +}; + + +//-------------------------------------------------------------------------------------------------------- +class NavAttributeSetter +{ +public: + NavAttributeSetter( NavAttributeType attribute ) + { + m_attribute = attribute; + } + + bool operator() ( CNavArea *area ) + { + area->SetAttributes( area->GetAttributes() | m_attribute ); + + return true; + } + + NavAttributeType m_attribute; +}; + + +//-------------------------------------------------------------------------------------------------------- +class NavAttributeToggler +{ +public: + NavAttributeToggler( NavAttributeType attribute ) + { + m_attribute = attribute; + } + + bool operator() ( CNavArea *area ); + + NavAttributeType m_attribute; +}; + + +//-------------------------------------------------------------------------------------------------------- +struct NavAttributeLookup +{ + const char *name; + NavAttributeType attribute; +}; + +extern NavAttributeLookup TheNavAttributeTable[]; + +//-------------------------------------------------------------------------------------------------------- +class SelectOverlappingAreas +{ +public: + bool operator()( CNavArea *area ); +}; + +//-------------------------------------------------------------------------------------------------------- +abstract_class INavAvoidanceObstacle +{ +public: + virtual bool IsPotentiallyAbleToObstructNavAreas( void ) const = 0; // could we at some future time obstruct nav? + virtual float GetNavObstructionHeight( void ) const = 0; // height at which to obstruct nav areas + virtual bool CanObstructNavAreas( void ) const = 0; // can we obstruct nav right this instant? + virtual CBaseEntity *GetObstructingEntity( void ) = 0; + virtual void OnNavMeshLoaded( void ) = 0; +}; + +//-------------------------------------------------------------------------------------------------------- +enum GetNavAreaFlags_t +{ + GETNAVAREA_CHECK_LOS = 0x1, + GETNAVAREA_ALLOW_BLOCKED_AREAS = 0x2, + GETNAVAREA_CHECK_GROUND = 0x4, +}; + + +//-------------------------------------------------------------------------------------------------------- +// for nav mesh visibilty computation +struct NavVisPair_t +{ + void SetPair( CNavArea *pArea1, CNavArea *pArea2 ) + { + int iArea1 = (int)( pArea1 > pArea2 ); + int iArea2 = ( iArea1 + 1 ) % 2; + pAreas[iArea1] = pArea1; + pAreas[iArea2] = pArea2; + } + + CNavArea *pAreas[2]; +}; + + +// for nav mesh visibilty computation +class CVisPairHashFuncs +{ +public: + CVisPairHashFuncs( int ) {} + + bool operator()( const NavVisPair_t &lhs, const NavVisPair_t &rhs ) const + { + return ( lhs.pAreas[0] == rhs.pAreas[0] && lhs.pAreas[1] == rhs.pAreas[1] ); + } + + unsigned int operator()( const NavVisPair_t &item ) const + { + COMPILE_TIME_ASSERT( sizeof(CNavArea *) == 4 ); + int key[2] = { (int)item.pAreas[0] + item.pAreas[1]->GetID(), (int)item.pAreas[1] + item.pAreas[0]->GetID() }; + return Hash8( key ); + } +}; + + +//-------------------------------------------------------------------------------------------------------------- +// +// The 'place directory' is used to save and load places from +// nav files in a size-efficient manner that also allows for the +// order of the place ID's to change without invalidating the +// nav files. +// +// The place directory is stored in the nav file as a list of +// place name strings. Each nav area then contains an index +// into that directory, or zero if no place has been assigned to +// that area. +// +class PlaceDirectory +{ +public: + typedef unsigned short IndexType; // Loaded/Saved as UnsignedShort. Change this and you'll have to version. + + PlaceDirectory( void ); + void Reset( void ); + bool IsKnown( Place place ) const; /// return true if this place is already in the directory + IndexType GetIndex( Place place ) const; /// return the directory index corresponding to this Place (0 = no entry) + void AddPlace( Place place ); /// add the place to the directory if not already known + Place IndexToPlace( IndexType entry ) const; /// given an index, return the Place + void Save( CUtlBuffer &fileBuffer ); /// store the directory + void Load( CUtlBuffer &fileBuffer, int version ); /// load the directory + const CUtlVector< Place > *GetPlaces( void ) const + { + return &m_directory; + } + + bool HasUnnamedPlaces( void ) const + { + return m_hasUnnamedAreas; + } + + +private: + CUtlVector< Place > m_directory; + bool m_hasUnnamedAreas; +}; + +extern PlaceDirectory placeDirectory; + + + +//-------------------------------------------------------------------------------------------------------- +/** + * The CNavMesh is the global interface to the Navigation Mesh. + * @todo Make this an abstract base class interface, and derive mod-specific implementations. + */ +class CNavMesh : public CGameEventListener +{ +public: + CNavMesh( void ); + virtual ~CNavMesh(); + + virtual void PreLoadAreas( int nAreas ) {} + virtual CNavArea *CreateArea( void ) const; // CNavArea factory + virtual void DestroyArea( CNavArea * ) const; + virtual HidingSpot *CreateHidingSpot( void ) const; // Hiding Spot factory + + virtual void Reset( void ); // destroy Navigation Mesh data and revert to initial state + virtual void Update( void ); // invoked on each game frame + + virtual void FireGameEvent( IGameEvent *event ); // incoming event processing + + virtual NavErrorType Load( void ); // load navigation data from a file + virtual NavErrorType PostLoad( unsigned int version ); // (EXTEND) invoked after all areas have been loaded - for pointer binding, etc + bool IsLoaded( void ) const { return m_isLoaded; } // return true if a Navigation Mesh has been loaded + bool IsAnalyzed( void ) const { return m_isAnalyzed; } // return true if a Navigation Mesh has been analyzed + + /** + * Return true if nav mesh can be trusted for all climbing/jumping decisions because game environment is fairly simple. + * Authoritative meshes mean path followers can skip CPU intensive realtime scanning of unpredictable geometry. + */ + virtual bool IsAuthoritative( void ) const { return false; } + + const CUtlVector< Place > *GetPlacesFromNavFile( bool *hasUnnamedPlaces ); // Reads the used place names from the nav file (can be used to selectively precache before the nav is loaded) + + virtual bool Save( void ) const; // store Navigation Mesh to a file + bool IsOutOfDate( void ) const { return m_isOutOfDate; } // return true if the Navigation Mesh is older than the current map version + + virtual unsigned int GetSubVersionNumber( void ) const; // returns sub-version number of data format used by derived classes + virtual void SaveCustomData( CUtlBuffer &fileBuffer ) const { } // store custom mesh data for derived classes + virtual void LoadCustomData( CUtlBuffer &fileBuffer, unsigned int subVersion ) { } // load custom mesh data for derived classes + virtual void SaveCustomDataPreArea( CUtlBuffer &fileBuffer ) const { } // store custom mesh data for derived classes that needs to be loaded before areas are read in + virtual void LoadCustomDataPreArea( CUtlBuffer &fileBuffer, unsigned int subVersion ) { } // load custom mesh data for derived classes that needs to be loaded before areas are read in + + // events + virtual void OnServerActivate( void ); // (EXTEND) invoked when server loads a new map + virtual void OnRoundRestart( void ); // invoked when a game round restarts + virtual void OnRoundRestartPreEntity( void ); // invoked when a game round restarts, but before entities are deleted and recreated + virtual void OnBreakableCreated( CBaseEntity *breakable ) { } // invoked when a breakable is created + virtual void OnBreakableBroken( CBaseEntity *broken ) { } // invoked when a breakable is broken + virtual void OnAreaBlocked( CNavArea *area ); // invoked when the area becomes blocked + virtual void OnAreaUnblocked( CNavArea *area ); // invoked when the area becomes un-blocked + virtual void OnAvoidanceObstacleEnteredArea( CNavArea *area ); // invoked when the area becomes obstructed + virtual void OnAvoidanceObstacleLeftArea( CNavArea *area ); // invoked when the area becomes un-obstructed + + virtual void OnEditCreateNotify( CNavArea *newArea ); // invoked when given area has just been added to the mesh in edit mode + virtual void OnEditDestroyNotify( CNavArea *deadArea ); // invoked when given area has just been deleted from the mesh in edit mode + virtual void OnEditDestroyNotify( CNavLadder *deadLadder ); // invoked when given ladder has just been deleted from the mesh in edit mode + virtual void OnNodeAdded( CNavNode *node ) {}; + + // Obstructions + void RegisterAvoidanceObstacle( INavAvoidanceObstacle *obstruction ); + void UnregisterAvoidanceObstacle( INavAvoidanceObstacle *obstruction ); + const CUtlVector< INavAvoidanceObstacle * > &GetObstructions( void ) const { return m_avoidanceObstacles; } + + unsigned int GetNavAreaCount( void ) const { return m_areaCount; } // return total number of nav areas + + // See GetNavAreaFlags_t for flags + CNavArea *GetNavArea( const Vector &pos, float beneathLimt = 120.0f ) const; // given a position, return the nav area that IsOverlapping and is *immediately* beneath it + CNavArea *GetNavArea( CBaseEntity *pEntity, int nGetNavAreaFlags, float flBeneathLimit = 120.0f ) const; + CNavArea *GetNavAreaByID( unsigned int id ) const; + CNavArea *GetNearestNavArea( const Vector &pos, bool anyZ = false, float maxDist = 10000.0f, bool checkLOS = false, bool checkGround = true, int team = TEAM_ANY ) const; + CNavArea *GetNearestNavArea( CBaseEntity *pEntity, int nGetNavAreaFlags = GETNAVAREA_CHECK_GROUND, float maxDist = 10000.0f ) const; + + Place GetPlace( const Vector &pos ) const; // return Place at given coordinate + const char *PlaceToName( Place place ) const; // given a place, return its name + Place NameToPlace( const char *name ) const; // given a place name, return a place ID or zero if no place is defined + Place PartialNameToPlace( const char *name ) const; // given the first part of a place name, return a place ID or zero if no place is defined, or the partial match is ambiguous + void PrintAllPlaces( void ) const; // output a list of names to the console + int PlaceNameAutocomplete( char const *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] ); // Given a partial place name, fill in possible place names for ConCommand autocomplete + + bool GetGroundHeight( const Vector &pos, float *height, Vector *normal = NULL ) const; // get the Z coordinate of the topmost ground level below the given point + bool GetSimpleGroundHeight( const Vector &pos, float *height, Vector *normal = NULL ) const;// get the Z coordinate of the ground level directly below the given point + + + /// increase "danger" weights in the given nav area and nearby ones + void IncreaseDangerNearby( int teamID, float amount, CNavArea *area, const Vector &pos, float maxRadius, float dangerLimit = -1.0f ); + void DrawDanger( void ) const; // draw the current danger levels + void DrawPlayerCounts( void ) const; // draw the current player counts for each area + void DrawFuncNavAvoid( void ) const; // draw bot avoidance areas from func_nav_avoid entities + void DrawFuncNavPrefer( void ) const; // draw bot preference areas from func_nav_prefer entities +#ifdef NEXT_BOT + void DrawFuncNavPrerequisite( void ) const; // draw bot prerequisite areas from func_nav_prerequisite entities +#endif + //------------------------------------------------------------------------------------- + // Auto-generation + // + #define INCREMENTAL_GENERATION true + void BeginGeneration( bool incremental = false ); // initiate the generation process + void BeginAnalysis( bool quitWhenFinished = false ); // re-analyze an existing Mesh. Determine Hiding Spots, Encounter Spots, etc. + + bool IsGenerating( void ) const { return m_generationMode != GENERATE_NONE; } // return true while a Navigation Mesh is being generated + const char *GetPlayerSpawnName( void ) const; // return name of player spawn entity + void SetPlayerSpawnName( const char *name ); // define the name of player spawn entities + void AddWalkableSeed( const Vector &pos, const Vector &normal ); // add given walkable position to list of seed positions for map sampling + virtual void AddWalkableSeeds( void ); // adds walkable positions for any/all positions a mod specifies + void ClearWalkableSeeds( void ) { m_walkableSeeds.RemoveAll(); } // erase all walkable seed positions + void MarkStairAreas( void ); + + virtual unsigned int GetGenerationTraceMask( void ) const; // return the mask used by traces when generating the mesh + + + //------------------------------------------------------------------------------------- + // Edit mode + // + unsigned int GetNavPlace( void ) const { return m_navPlace; } + void SetNavPlace( unsigned int place ) { m_navPlace = place; } + + // Edit callbacks from ConCommands + void CommandNavDelete( void ); // delete current area + void CommandNavDeleteMarked( void ); // delete current marked area + + virtual void CommandNavFloodSelect( const CCommand &args ); // select current area and all connected areas, recursively + void CommandNavToggleSelectedSet( void ); // toggles all areas into/out of the selected set + void CommandNavStoreSelectedSet( void ); // stores the current selected set for later + void CommandNavRecallSelectedSet( void ); // restores an older selected set + void CommandNavAddToSelectedSet( void ); // add current area to selected set + void CommandNavAddToSelectedSetByID( const CCommand &args ); // add specified area id to selected set + void CommandNavRemoveFromSelectedSet( void ); // remove current area from selected set + void CommandNavToggleInSelectedSet( void ); // add/remove current area from selected set + void CommandNavClearSelectedSet( void ); // clear the selected set to empty + void CommandNavBeginSelecting( void ); // start continuously selecting areas into the selected set + void CommandNavEndSelecting( void ); // stop continuously selecting areas into the selected set + void CommandNavBeginDragSelecting( void ); // start dragging a selection area + void CommandNavEndDragSelecting( void ); // stop dragging a selection area + void CommandNavBeginDragDeselecting( void ); // start dragging a deselection area + void CommandNavEndDragDeselecting( void ); // stop dragging a deselection area + void CommandNavRaiseDragVolumeMax( void ); // raise the top of the drag volume + void CommandNavLowerDragVolumeMax( void ); // lower the top of the drag volume + void CommandNavRaiseDragVolumeMin( void ); // raise the bottom of the drag volume + void CommandNavLowerDragVolumeMin( void ); // lower the bottom of the drag volume + void CommandNavToggleSelecting( bool playSound = true ); // start/stop continuously selecting areas into the selected set + void CommandNavBeginDeselecting( void ); // start continuously de-selecting areas from the selected set + void CommandNavEndDeselecting( void ); // stop continuously de-selecting areas from the selected set + void CommandNavToggleDeselecting( bool playSound = true ); // start/stop continuously de-selecting areas from the selected set + void CommandNavSelectInvalidAreas( void ); // adds invalid areas to the selected set + void CommandNavSelectBlockedAreas( void ); // adds blocked areas to the selected set + void CommandNavSelectObstructedAreas( void ); // adds obstructed areas to the selected set + void CommandNavSelectDamagingAreas( void ); // adds damaging areas to the selected set + void CommandNavSelectHalfSpace( const CCommand &args ); // selects all areas that intersect the half-space + void CommandNavSelectStairs( void ); // adds stairs areas to the selected set + void CommandNavSelectOrphans( void ); // adds areas not connected to mesh to the selected set + + void CommandNavSplit( void ); // split current area + void CommandNavMerge( void ); // merge adjacent areas + void CommandNavMark( const CCommand &args ); // mark an area for further operations + void CommandNavUnmark( void ); // removes the mark + + void CommandNavBeginArea( void ); // begin creating a new nav area + void CommandNavEndArea( void ); // end creation of the new nav area + + void CommandNavBeginShiftXY( void ); // begin shifting selected set in the XY plane + void CommandNavEndShiftXY( void ); // end shifting selected set in the XY plane + + void CommandNavConnect( void ); // connect marked area to selected area + void CommandNavDisconnect( void ); // disconnect marked area from selected area + void CommandNavDisconnectOutgoingOneWays( void ); // disconnect all outgoing one-way connects from each area in the selected set + void CommandNavSplice( void ); // create new area in between marked and selected areas + void CommandNavCrouch( void ); // toggle crouch attribute on current area + void CommandNavTogglePlaceMode( void ); // switch between normal and place editing + void CommandNavSetPlaceMode( void ); // switch between normal and place editing + void CommandNavPlaceFloodFill( void ); // floodfill areas out from current area + void CommandNavPlaceSet( void ); // sets the Place for the selected set + void CommandNavPlacePick( void ); // "pick up" the place at the current area + void CommandNavTogglePlacePainting( void ); // switch between "painting" places onto areas + void CommandNavMarkUnnamed( void ); // mark an unnamed area for further operations + void CommandNavCornerSelect( void ); // select a corner on the current area + void CommandNavCornerRaise( const CCommand &args ); // raise a corner on the current area + void CommandNavCornerLower( const CCommand &args ); // lower a corner on the current area + void CommandNavCornerPlaceOnGround( const CCommand &args ); // position a corner on the current area at ground height + void CommandNavWarpToMark( void ); // warp a spectating local player to the selected mark + void CommandNavLadderFlip( void ); // Flips the direction a ladder faces + void CommandNavToggleAttribute( NavAttributeType attribute ); // toggle an attribute on current area + void CommandNavMakeSniperSpots( void ); // cuts up the marked area into individual areas suitable for sniper spots + void CommandNavBuildLadder( void ); // builds a nav ladder on the climbable surface under the cursor + void CommandNavRemoveJumpAreas( void ); // removes jump areas, replacing them with connections + void CommandNavSubdivide( const CCommand &args ); // subdivide each nav area in X and Y to create 4 new areas - limit min size + void CommandNavSaveSelected( const CCommand &args ); // Save selected set to disk + void CommandNavMergeMesh( const CCommand &args ); // Merge a saved selected set into the current mesh + void CommandNavMarkWalkable( void ); + + void AddToDragSelectionSet( CNavArea *pArea ); + void RemoveFromDragSelectionSet( CNavArea *pArea ); + void ClearDragSelectionSet( void ); + + CNavArea *GetMarkedArea( void ) const; // return area marked by user in edit mode + CNavLadder *GetMarkedLadder( void ) const { return m_markedLadder; } // return ladder marked by user in edit mode + + CNavArea *GetSelectedArea( void ) const { return m_selectedArea; } // return area user is pointing at in edit mode + CNavLadder *GetSelectedLadder( void ) const { return m_selectedLadder; } // return ladder user is pointing at in edit mode + void SetMarkedLadder( CNavLadder *ladder ); // mark ladder for further edit operations + void SetMarkedArea( CNavArea *area ); // mark area for further edit operations + + bool IsContinuouslySelecting( void ) const + { + return m_isContinuouslySelecting; + } + + bool IsContinuouslyDeselecting( void ) const + { + return m_isContinuouslyDeselecting; + } + + void CreateLadder( const Vector &mins, const Vector &maxs, float maxHeightAboveTopArea ); + void CreateLadder( const Vector &top, const Vector &bottom, float width, const Vector2D &ladderDir, float maxHeightAboveTopArea ); + + float SnapToGrid( float x, bool forceGrid = false ) const; // snap given coordinate to generation grid boundary + Vector SnapToGrid( const Vector& in, bool snapX = true, bool snapY = true, bool forceGrid = false ) const; // snap given vector's X & Y coordinates to generation grid boundary + + const Vector &GetEditCursorPosition( void ) const { return m_editCursorPos; } // return position of edit cursor + void StripNavigationAreas( void ); + const char *GetFilename( void ) const; // return the filename for this map's "nav" file + + /// @todo Remove old select code and make all commands use this selected set + void AddToSelectedSet( CNavArea *area ); // add area to the currently selected set + void RemoveFromSelectedSet( CNavArea *area ); // remove area from the currently selected set + void ClearSelectedSet( void ); // clear the currently selected set to empty + bool IsSelectedSetEmpty( void ) const; // return true if the selected set is empty + bool IsInSelectedSet( const CNavArea *area ) const; // return true if the given area is in the selected set + int GetSelecteSetSize( void ) const; + const NavAreaVector &GetSelectedSet( void ) const; // return the selected set + + /** + * Apply the functor to all navigation areas in the Selected Set, + * or the current selected area. + * If functor returns false, stop processing and return false. + */ + template < typename Functor > + bool ForAllSelectedAreas( Functor &func ) + { + if (IsSelectedSetEmpty()) + { + CNavArea *area = GetSelectedArea(); + + if (area) + { + if (func( area ) == false) + return false; + } + } + else + { + FOR_EACH_VEC( m_selectedSet, it ) + { + CNavArea *area = m_selectedSet[ it ]; + + if (func( area ) == false) + return false; + } + } + + return true; + } + + //------------------------------------------------------------------------------------- + /** + * Apply the functor to all navigation areas. + * If functor returns false, stop processing and return false. + */ + template < typename Functor > + bool ForAllAreas( Functor &func ) + { + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + + if (func( area ) == false) + return false; + } + + return true; + } + + // const version of the above + template < typename Functor > + bool ForAllAreas( Functor &func ) const + { + FOR_EACH_VEC( TheNavAreas, it ) + { + const CNavArea *area = TheNavAreas[ it ]; + + if (func( area ) == false) + return false; + } + + return true; + } + + //------------------------------------------------------------------------------------- + /** + * Apply the functor to all navigation areas that overlap the given extent. + * If functor returns false, stop processing and return false. + */ + template < typename Functor > + bool ForAllAreasOverlappingExtent( Functor &func, const Extent &extent ) + { + if ( !m_grid.Count() ) + { +#if _DEBUG + Warning("Query before nav mesh is loaded! %d\n", TheNavAreas.Count() ); +#endif + return true; + } + static unsigned int searchMarker = RandomInt(0, 1024*1024 ); + if ( ++searchMarker == 0 ) + { + ++searchMarker; + } + + Extent areaExtent; + + // get list in cell that contains position + int startX = WorldToGridX( extent.lo.x ); + int endX = WorldToGridX( extent.hi.x ); + int startY = WorldToGridY( extent.lo.y ); + int endY = WorldToGridY( extent.hi.y ); + + for( int x = startX; x <= endX; ++x ) + { + for( int y = startY; y <= endY; ++y ) + { + int iGrid = x + y*m_gridSizeX; + if ( iGrid >= m_grid.Count() ) + { + ExecuteNTimes( 10, Warning( "** Walked off of the CNavMesh::m_grid in ForAllAreasOverlappingExtent()\n" ) ); + return true; + } + + NavAreaVector *areaVector = &m_grid[ iGrid ]; + + // find closest area in this cell + FOR_EACH_VEC( (*areaVector), it ) + { + CNavArea *area = (*areaVector)[ it ]; + + // skip if we've already visited this area + if ( area->m_nearNavSearchMarker == searchMarker ) + continue; + + // mark as visited + area->m_nearNavSearchMarker = searchMarker; + area->GetExtent( &areaExtent ); + + if ( extent.IsOverlapping( areaExtent ) ) + { + if ( func( area ) == false ) + return false; + } + } + } + } + return true; + } + + //------------------------------------------------------------------------------------- + /** + * Populate the given vector with all navigation areas that overlap the given extent. + */ + template< typename NavAreaType > + void CollectAreasOverlappingExtent( const Extent &extent, CUtlVector< NavAreaType * > *outVector ) + { + if ( !m_grid.Count() ) + { + return; + } + + static unsigned int searchMarker = RandomInt( 0, 1024*1024 ); + if ( ++searchMarker == 0 ) + { + ++searchMarker; + } + + Extent areaExtent; + + // get list in cell that contains position + int startX = WorldToGridX( extent.lo.x ); + int endX = WorldToGridX( extent.hi.x ); + int startY = WorldToGridY( extent.lo.y ); + int endY = WorldToGridY( extent.hi.y ); + + for( int x = startX; x <= endX; ++x ) + { + for( int y = startY; y <= endY; ++y ) + { + int iGrid = x + y*m_gridSizeX; + if ( iGrid >= m_grid.Count() ) + { + ExecuteNTimes( 10, Warning( "** Walked off of the CNavMesh::m_grid in CollectAreasOverlappingExtent()\n" ) ); + return; + } + + NavAreaVector *areaVector = &m_grid[ iGrid ]; + + // find closest area in this cell + for( int v=0; v<areaVector->Count(); ++v ) + { + CNavArea *area = areaVector->Element( v ); + + // skip if we've already visited this area + if ( area->m_nearNavSearchMarker == searchMarker ) + continue; + + // mark as visited + area->m_nearNavSearchMarker = searchMarker; + area->GetExtent( &areaExtent ); + + if ( extent.IsOverlapping( areaExtent ) ) + { + outVector->AddToTail( (NavAreaType *)area ); + } + } + } + } + } + + + template < typename Functor > + bool ForAllAreasInRadius( Functor &func, const Vector &pos, float radius ) + { + // use a unique marker for this method, so it can be used within a SearchSurroundingArea() call + static unsigned int searchMarker = RandomInt(0, 1024*1024 ); + + ++searchMarker; + + if ( searchMarker == 0 ) + { + ++searchMarker; + } + + + // get list in cell that contains position + int originX = WorldToGridX( pos.x ); + int originY = WorldToGridY( pos.y ); + int shiftLimit = ceil( radius / m_gridCellSize ); + float radiusSq = radius * radius; + if ( radius == 0.0f ) + { + shiftLimit = MAX( m_gridSizeX, m_gridSizeY ); // range 0 means all areas + } + + for( int x = originX - shiftLimit; x <= originX + shiftLimit; ++x ) + { + if ( x < 0 || x >= m_gridSizeX ) + continue; + + for( int y = originY - shiftLimit; y <= originY + shiftLimit; ++y ) + { + if ( y < 0 || y >= m_gridSizeY ) + continue; + + NavAreaVector *areaVector = &m_grid[ x + y*m_gridSizeX ]; + + // find closest area in this cell + FOR_EACH_VEC( (*areaVector), it ) + { + CNavArea *area = (*areaVector)[ it ]; + + // skip if we've already visited this area + if ( area->m_nearNavSearchMarker == searchMarker ) + continue; + + // mark as visited + area->m_nearNavSearchMarker = searchMarker; + + float distSq = ( area->GetCenter() - pos ).LengthSqr(); + + if ( ( distSq <= radiusSq ) || ( radiusSq == 0 ) ) + { + if ( func( area ) == false ) + return false; + } + } + } + } + return true; + } + + //--------------------------------------------------------------------------------------------------------------- + /* + * Step through nav mesh along line between startArea and endArea. + * Return true if enumeration reached endArea, false if doesn't reach it (no mesh between, bad connection, etc) + */ + template < typename Functor > + bool ForAllAreasAlongLine( Functor &func, CNavArea *startArea, CNavArea *endArea ) + { + if ( !startArea || !endArea ) + return false; + + if ( startArea == endArea ) + { + func( startArea ); + return true; + } + + Vector start = startArea->GetCenter(); + Vector end = endArea->GetCenter(); + + Vector to = end - start; + float range = to.NormalizeInPlace(); + + const float epsilon = 0.00001f; + + if ( range < epsilon ) + { + func( startArea ); + return true; + } + + if ( abs( to.x ) < epsilon ) + { + NavDirType dir = ( to.y < 0.0f ) ? NORTH : SOUTH; + + CNavArea *area = startArea; + while( area ) + { + func( area ); + + if ( area == endArea ) + return true; + + const NavConnectVector *adjVector = area->GetAdjacentAreas( dir ); + + area = NULL; + + for( int i=0; i<adjVector->Count(); ++i ) + { + CNavArea *adjArea = adjVector->Element(i).area; + + const Vector &adjOrigin = adjArea->GetCorner( NORTH_WEST ); + + if ( adjOrigin.x <= start.x && adjOrigin.x + adjArea->GetSizeX() >= start.x ) + { + area = adjArea; + break; + } + } + } + + return false; + } + else if ( abs( to.y ) < epsilon ) + { + NavDirType dir = ( to.x < 0.0f ) ? WEST : EAST; + + CNavArea *area = startArea; + while( area ) + { + func( area ); + + if ( area == endArea ) + return true; + + const NavConnectVector *adjVector = area->GetAdjacentAreas( dir ); + + area = NULL; + + for( int i=0; i<adjVector->Count(); ++i ) + { + CNavArea *adjArea = adjVector->Element(i).area; + + const Vector &adjOrigin = adjArea->GetCorner( NORTH_WEST ); + + if ( adjOrigin.y <= start.y && adjOrigin.y + adjArea->GetSizeY() >= start.y ) + { + area = adjArea; + break; + } + } + } + + return false; + } + + + CNavArea *area = startArea; + + while( area ) + { + func( area ); + + if ( area == endArea ) + return true; + + const Vector &origin = area->GetCorner( NORTH_WEST ); + float xMin = origin.x; + float xMax = xMin + area->GetSizeX(); + float yMin = origin.y; + float yMax = yMin + area->GetSizeY(); + + // clip ray to area + Vector exit; + NavDirType edge = NUM_DIRECTIONS; + + if ( to.x < 0.0f ) + { + // find Y at west edge intersection + float t = ( xMin - start.x ) / ( end.x - start.x ); + if ( t > 0.0f && t < 1.0f ) + { + float y = start.y + t * ( end.y - start.y ); + if ( y >= yMin && y <= yMax ) + { + // intersects this edge + exit.x = xMin; + exit.y = y; + edge = WEST; + } + } + } + else + { + // find Y at east edge intersection + float t = ( xMax - start.x ) / ( end.x - start.x ); + if ( t > 0.0f && t < 1.0f ) + { + float y = start.y + t * ( end.y - start.y ); + if ( y >= yMin && y <= yMax ) + { + // intersects this edge + exit.x = xMax; + exit.y = y; + edge = EAST; + } + } + } + + if ( edge == NUM_DIRECTIONS ) + { + if ( to.y < 0.0f ) + { + // find X at north edge intersection + float t = ( yMin - start.y ) / ( end.y - start.y ); + if ( t > 0.0f && t < 1.0f ) + { + float x = start.x + t * ( end.x - start.x ); + if ( x >= xMin && x <= xMax ) + { + // intersects this edge + exit.x = x; + exit.y = yMin; + edge = NORTH; + } + } + } + else + { + // find X at south edge intersection + float t = ( yMax - start.y ) / ( end.y - start.y ); + if ( t > 0.0f && t < 1.0f ) + { + float x = start.x + t * ( end.x - start.x ); + if ( x >= xMin && x <= xMax ) + { + // intersects this edge + exit.x = x; + exit.y = yMax; + edge = SOUTH; + } + } + } + } + + if ( edge == NUM_DIRECTIONS ) + break; + + const NavConnectVector *adjVector = area->GetAdjacentAreas( edge ); + + area = NULL; + + for( int i=0; i<adjVector->Count(); ++i ) + { + CNavArea *adjArea = adjVector->Element(i).area; + + const Vector &adjOrigin = adjArea->GetCorner( NORTH_WEST ); + + if ( edge == NORTH || edge == SOUTH ) + { + if ( adjOrigin.x <= exit.x && adjOrigin.x + adjArea->GetSizeX() >= exit.x ) + { + area = adjArea; + break; + } + } + else + { + if ( adjOrigin.y <= exit.y && adjOrigin.y + adjArea->GetSizeY() >= exit.y ) + { + area = adjArea; + break; + } + } + } + } + + return false; + } + + + //------------------------------------------------------------------------------------- + /** + * Apply the functor to all navigation ladders. + * If functor returns false, stop processing and return false. + */ + template < typename Functor > + bool ForAllLadders( Functor &func ) + { + for ( int i=0; i<m_ladders.Count(); ++i ) + { + CNavLadder *ladder = m_ladders[i]; + + if (func( ladder ) == false) + return false; + } + + return true; + } + + //------------------------------------------------------------------------------------- + /** + * Apply the functor to all navigation ladders. + * If functor returns false, stop processing and return false. + */ + template < typename Functor > + bool ForAllLadders( Functor &func ) const + { + for ( int i=0; i<m_ladders.Count(); ++i ) + { + const CNavLadder *ladder = m_ladders[i]; + + if (func( ladder ) == false) + return false; + } + + return true; + } + + //------------------------------------------------------------------------------------- + /** + * tests a new area for connections to adjacent pre-existing areas + */ + template < typename Functor > void StitchAreaIntoMesh( CNavArea *area, NavDirType dir, Functor &func ); + + //------------------------------------------------------------------------------------- + /** + * Use the functor to test if an area is needing stitching into the existing nav mesh. + * The functor is different from how we normally use functors - it does no processing, + * and it's return value is true if the area is in the new set to be stiched, and false + * if it's a pre-existing area. + */ + template < typename Functor > + bool StitchMesh( Functor &func ) + { + FOR_EACH_VEC( TheNavAreas, it ) + { + CNavArea *area = TheNavAreas[ it ]; + + if ( func( area ) ) + { + StitchAreaIntoMesh( area, NORTH, func ); + StitchAreaIntoMesh( area, SOUTH, func ); + StitchAreaIntoMesh( area, EAST, func ); + StitchAreaIntoMesh( area, WEST, func ); + } + } + + return true; + } + + NavLadderVector& GetLadders( void ) { return m_ladders; } // Returns the list of ladders + CNavLadder *GetLadderByID( unsigned int id ) const; + + CUtlVector< CNavArea * >& GetTransientAreas( void ) { return m_transientAreas; } + + enum EditModeType + { + NORMAL, // normal mesh editing + PLACE_PAINTING, // in place painting mode + CREATING_AREA, // creating a new nav area + CREATING_LADDER, // creating a nav ladder + DRAG_SELECTING, // drag selecting a set of areas + SHIFTING_XY, // shifting selected set in XY plane + SHIFTING_Z, // shifting selected set in Z plane + }; + EditModeType GetEditMode( void ) const; // return the current edit mode + void SetEditMode( EditModeType mode ); // change the edit mode + bool IsEditMode( EditModeType mode ) const; // return true if current mode matches given mode + + bool FindNavAreaOrLadderAlongRay( const Vector &start, const Vector &end, CNavArea **area, CNavLadder **ladder, CNavArea *ignore = NULL ); + + void PostProcessCliffAreas(); + void SimplifySelectedAreas( void ); // Simplifies the selected set by reducing to 1x1 areas and re-merging them up with loosened tolerances + +protected: + virtual void PostCustomAnalysis( void ) { } // invoked when custom analysis step is complete + bool FindActiveNavArea( void ); // Finds the area or ladder the local player is currently pointing at. Returns true if a surface was hit by the traceline. + virtual void RemoveNavArea( CNavArea *area ); // remove an area from the grid + bool FindGroundForNode( Vector *pos, Vector *normal ); + void GenerateNodes( const Extent &bounds ); + void RemoveNodes( void ); + +private: + friend class CNavArea; + friend class CNavNode; + friend class CNavUIBasePanel; + + mutable CUtlVector<NavAreaVector> m_grid; + float m_gridCellSize; // the width/height of a grid cell for spatially partitioning nav areas for fast access + int m_gridSizeX; + int m_gridSizeY; + float m_minX; + float m_minY; + unsigned int m_areaCount; // total number of nav areas + + bool m_isLoaded; // true if a Navigation Mesh has been loaded + bool m_isOutOfDate; // true if the Navigation Mesh is older than the actual BSP + bool m_isAnalyzed; // true if the Navigation Mesh needs analysis + + enum { HASH_TABLE_SIZE = 256 }; + CNavArea *m_hashTable[ HASH_TABLE_SIZE ]; // hash table to optimize lookup by ID + int ComputeHashKey( unsigned int id ) const; // returns a hash key for the given nav area ID + + int WorldToGridX( float wx ) const; // given X component, return grid index + int WorldToGridY( float wy ) const; // given Y component, return grid index + void AllocateGrid( float minX, float maxX, float minY, float maxY ); // clear and reset the grid to the given extents + void GridToWorld( int gridX, int gridY, Vector *pos ) const; + + void AddNavArea( CNavArea *area ); // add an area to the grid + + void DestroyNavigationMesh( bool incremental = false ); // free all resources of the mesh and reset it to empty state + void DestroyHidingSpots( void ); + + void ComputeBattlefrontAreas( void ); // determine areas where rushing teams will first meet + + //---------------------------------------------------------------------------------- + // Place directory + // + char **m_placeName; // master directory of place names (ie: "places") + unsigned int m_placeCount; // number of "places" defined in placeName[] + void LoadPlaceDatabase( void ); // load the place names from a file + + //---------------------------------------------------------------------------------- + // Edit mode + // + EditModeType m_editMode; // the current edit mode + bool m_isEditing; // true if in edit mode + + unsigned int m_navPlace; // current navigation place for editing + void OnEditModeStart( void ); // called when edit mode has just been enabled + void DrawEditMode( void ); // draw navigation areas + void OnEditModeEnd( void ); // called when edit mode has just been disabled + void UpdateDragSelectionSet( void ); // update which areas are overlapping the drag selected bounds + Vector m_editCursorPos; // current position of the cursor + CNavArea *m_markedArea; // currently marked area for edit operations + CNavArea *m_selectedArea; // area that is selected this frame + CNavArea *m_lastSelectedArea; // area that was selected last frame + NavCornerType m_markedCorner; // currently marked corner for edit operations + Vector m_anchor; // first corner of an area being created + bool m_isPlacePainting; // if true, we set an area's place by pointing at it + bool m_splitAlongX; // direction the selected nav area would be split + float m_splitEdge; // location of the possible split + + bool m_climbableSurface; // if true, the cursor is pointing at a climable surface + Vector m_surfaceNormal; // Normal of the surface the cursor is pointing at + Vector m_ladderAnchor; // first corner of a ladder being created + Vector m_ladderNormal; // Normal of the surface of the ladder being created + CNavLadder *m_selectedLadder; // ladder that is selected this frame + CNavLadder *m_lastSelectedLadder; // ladder that was selected last frame + CNavLadder *m_markedLadder; // currently marked ladder for edit operations + + bool FindLadderCorners( Vector *c1, Vector *c2, Vector *c3 ); // computes the other corners of a ladder given m_ladderAnchor, m_editCursorPos, and m_ladderNormal + + void GetEditVectors( Vector *pos, Vector *forward ); // Gets the eye position and view direction of the editing player + + CountdownTimer m_showAreaInfoTimer; // Timer that controls how long area info is displayed + + NavAreaVector m_selectedSet; // all currently selected areas + NavAreaVector m_dragSelectionSet; // all areas in the current drag selection + bool m_isContinuouslySelecting; // if true, we are continuously adding to the selected set + bool m_isContinuouslyDeselecting; // if true, we are continuously removing from the selected set + + bool m_bIsDragDeselecting; + int m_nDragSelectionVolumeZMax; + int m_nDragSelectionVolumeZMin; + + void DoToggleAttribute( CNavArea *area, NavAttributeType attribute ); // toggle an attribute on given area + + + //---------------------------------------------------------------------------------- + // Auto-generation + // + bool UpdateGeneration( float maxTime = 0.25f ); // process the auto-generation for 'maxTime' seconds. return false if generation is complete. + + virtual void BeginCustomAnalysis( bool bIncremental ) {} + virtual void EndCustomAnalysis() {} + + CNavNode *m_currentNode; // the current node we are sampling from + NavDirType m_generationDir; + CNavNode *AddNode( const Vector &destPos, const Vector &destNormal, NavDirType dir, CNavNode *source, bool isOnDisplacement, float obstacleHeight, float flObstacleStartDist, float flObstacleEndDist ); // add a nav node and connect it, update current node + + NavLadderVector m_ladders; // list of ladder navigation representations + void BuildLadders( void ); + void DestroyLadders( void ); + + bool SampleStep( void ); // sample the walkable areas of the map + void CreateNavAreasFromNodes( void ); // cover all of the sampled nodes with nav areas + + bool TestArea( CNavNode *node, int width, int height ); // check if an area of size (width, height) can fit, starting from node as upper left corner + int BuildArea( CNavNode *node, int width, int height ); // create a CNavArea of size (width, height) starting fom node at upper left corner + bool CheckObstacles( CNavNode *node, int width, int height, int x, int y ); + + void MarkPlayerClipAreas( void ); + void MarkJumpAreas( void ); + void StichAndRemoveJumpAreas( void ); + void RemoveJumpAreas( void ); + void SquareUpAreas( void ); + void MergeGeneratedAreas( void ); + void ConnectGeneratedAreas( void ); + void FixUpGeneratedAreas( void ); + void FixCornerOnCornerAreas( void ); + void FixConnections( void ); + void SplitAreasUnderOverhangs( void ); + void ValidateNavAreaConnections( void ); + void StitchGeneratedAreas( void ); // Stitches incrementally-generated areas into the existing mesh + void StitchAreaSet( CUtlVector< CNavArea * > *areas ); // Stitches an arbitrary set of areas into the existing mesh + void HandleObstacleTopAreas( void ); // Handles fixing/generating areas on top of slim obstacles such as fences and railings + void RaiseAreasWithInternalObstacles(); + void CreateObstacleTopAreas(); + bool CreateObstacleTopAreaIfNecessary( CNavArea *area, CNavArea *areaOther, NavDirType dir, bool bMultiNode ); + void RemoveOverlappingObstacleTopAreas(); + + + enum GenerationStateType + { + SAMPLE_WALKABLE_SPACE, + CREATE_AREAS_FROM_SAMPLES, + FIND_HIDING_SPOTS, + FIND_ENCOUNTER_SPOTS, + FIND_SNIPER_SPOTS, + FIND_EARLIEST_OCCUPY_TIMES, + FIND_LIGHT_INTENSITY, + COMPUTE_MESH_VISIBILITY, + CUSTOM, // mod-specific generation step + SAVE_NAV_MESH, + + NUM_GENERATION_STATES + } + m_generationState; // the state of the generation process + enum GenerationModeType + { + GENERATE_NONE, + GENERATE_FULL, + GENERATE_INCREMENTAL, + GENERATE_SIMPLIFY, + GENERATE_ANALYSIS_ONLY, + } + m_generationMode; // true while a Navigation Mesh is being generated + int m_generationIndex; // used for iterating nav areas during generation process + int m_sampleTick; // counter for displaying pseudo-progress while sampling walkable space + bool m_bQuitWhenFinished; + float m_generationStartTime; + Extent m_simplifyGenerationExtent; + + char *m_spawnName; // name of player spawn entity, used to initiate sampling + + struct WalkableSeedSpot + { + Vector pos; + Vector normal; + }; + CUtlVector< WalkableSeedSpot > m_walkableSeeds; // list of walkable seed spots for sampling + + CNavNode *GetNextWalkableSeedNode( void ); // return the next walkable seed as a node + int m_seedIdx; + int m_hostThreadModeRestoreValue; // stores the value of host_threadmode before we changed it + + void BuildTransientAreaList( void ); + CUtlVector< CNavArea * > m_transientAreas; + + void UpdateAvoidanceObstacleAreas( void ); + CUtlVector< CNavArea * > m_avoidanceObstacleAreas; + CUtlVector< INavAvoidanceObstacle * > m_avoidanceObstacles; + + void UpdateBlockedAreas( void ); + CUtlVector< CNavArea * > m_blockedAreas; + + CUtlVector< int > m_storedSelectedSet; // "Stored" selected set, so we can do some editing and then restore the old selected set. Done by ID, so we don't have to worry about split/delete/etc. + + void BeginVisibilityComputations( void ); + void EndVisibilityComputations( void ); + + void TestAllAreasForBlockedStatus( void ); // Used to update blocked areas after a round restart. Need to delay so the map logic has all fired. + CountdownTimer m_updateBlockedAreasTimer; +}; + +// the global singleton interface +extern CNavMesh *TheNavMesh; + +// factory for creating the Navigation Mesh +extern CNavMesh *NavMeshFactory( void ); + +// for debugging the A* algorithm, if nonzero, show debug display and decrement for each pathfind +extern int g_DebugPathfindCounter; + + +//-------------------------------------------------------------------------------------------------------------- +inline bool CNavMesh::IsEditMode( EditModeType mode ) const +{ + return m_editMode == mode; +} + +//-------------------------------------------------------------------------------------------------------------- +inline CNavMesh::EditModeType CNavMesh::GetEditMode( void ) const +{ + return m_editMode; +} + +//-------------------------------------------------------------------------------------------------------------- +inline unsigned int CNavMesh::GetSubVersionNumber( void ) const +{ + return 0; +} + + +//-------------------------------------------------------------------------------------------------------------- +inline CNavArea *CNavMesh::CreateArea( void ) const +{ + return new CNavArea; +} + +//-------------------------------------------------------------------------------------------------------------- +inline void CNavMesh::DestroyArea( CNavArea *pArea ) const +{ + delete pArea; +} + +//-------------------------------------------------------------------------------------------------------------- +inline int CNavMesh::ComputeHashKey( unsigned int id ) const +{ + return id & 0xFF; +} + +//-------------------------------------------------------------------------------------------------------------- +inline int CNavMesh::WorldToGridX( float wx ) const +{ + int x = (int)( (wx - m_minX) / m_gridCellSize ); + + if (x < 0) + x = 0; + else if (x >= m_gridSizeX) + x = m_gridSizeX-1; + + return x; +} + +//-------------------------------------------------------------------------------------------------------------- +inline int CNavMesh::WorldToGridY( float wy ) const +{ + int y = (int)( (wy - m_minY) / m_gridCellSize ); + + if (y < 0) + y = 0; + else if (y >= m_gridSizeY) + y = m_gridSizeY-1; + + return y; +} + + +//-------------------------------------------------------------------------------------------------------------- +inline unsigned int CNavMesh::GetGenerationTraceMask( void ) const +{ + return MASK_NPCSOLID_BRUSHONLY; +} + + +//-------------------------------------------------------------------------------------------------------------- +// +// Function prototypes +// + +extern void ApproachAreaAnalysisPrep( void ); +extern void CleanupApproachAreaAnalysisPrep( void ); +extern bool IsHeightDifferenceValid( float test, float other1, float other2, float other3 ); + +#endif // _NAV_MESH_H_ |