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