//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // nav_node.cpp // AI Navigation Nodes // Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003 #include "cbase.h" #include "cs_nav_node.h" #include "nav_colors.h" #include "nav_mesh.h" NavDirType Opposite[ NUM_DIRECTIONS ] = { SOUTH, WEST, NORTH, EAST }; CSNavNode *CSNavNode::m_list = NULL; unsigned int CSNavNode::m_listLength = 0; unsigned int CSNavNode::m_nextID = 1; ConVar nav_show_nodes( "nav_show_nodes", "0" ); //-------------------------------------------------------------------------------------------------------------- class LookAtTarget { public: LookAtTarget( const Vector &target ) { m_target = target; } bool operator()( CBasePlayer *player ) { QAngle angles; Vector to = m_target - player->GetAbsOrigin(); VectorAngles( to, angles ); player->SetLocalAngles( angles ); player->SnapEyeAngles( angles ); return true; } private: Vector m_target; }; //-------------------------------------------------------------------------------------------------------------- /** * Constructor */ CSNavNode::CSNavNode( const Vector &pos, const Vector &normal, CSNavNode *parent ) { m_pos = pos; m_normal = normal; m_id = m_nextID++; int i; for( i=0; i<NUM_DIRECTIONS; ++i ) { m_to[ i ] = NULL; } for ( i=0; i<NUM_CORNERS; ++i ) { m_crouch[ i ] = false; } m_visited = 0; m_parent = parent; m_next = m_list; m_list = this; m_listLength++; m_isCovered = false; m_area = NULL; m_attributeFlags = 0; if ( nav_show_nodes.GetBool() ) { NDebugOverlay::Cross3D( m_pos, 10.0f, 128, 128, 128, true, 10.0f ); NDebugOverlay::Cross3D( m_pos, 10.0f, 255, 255, 255, false, 10.0f ); LookAtTarget lookAt( m_pos ); ForEachPlayer( lookAt ); } } //-------------------------------------------------------------------------------------------------------------- #if DEBUG_NAV_NODES ConVar nav_show_node_id( "nav_show_node_id", "0" ); ConVar nav_test_node( "nav_test_node", "0" ); ConVar nav_test_node_crouch( "nav_test_node_crouch", "0" ); ConVar nav_test_node_crouch_dir( "nav_test_node_crouch_dir", "4" ); #endif // DEBUG_NAV_NODES //-------------------------------------------------------------------------------------------------------------- void CSNavNode::Draw( void ) { #if DEBUG_NAV_NODES if ( !nav_show_nodes.GetBool() ) return; int r = 0, g = 0, b = 0; if ( m_isCovered ) { if ( GetAttributes() & NAV_MESH_CROUCH ) { b = 255; } else { r = 255; } } else { if ( GetAttributes() & NAV_MESH_CROUCH ) { b = 255; } g = 255; } NDebugOverlay::Cross3D( m_pos, 2, r, g, b, true, 0.1f ); if ( (!m_isCovered && nav_show_node_id.GetBool()) || (m_isCovered && nav_show_node_id.GetInt() < 0) ) { char text[16]; Q_snprintf( text, sizeof( text ), "%d", m_id ); NDebugOverlay::Text( m_pos, text, true, 0.1f ); } if ( (unsigned int)(nav_test_node.GetInt()) == m_id ) { TheNavMesh->TestArea( this, 1, 1 ); nav_test_node.SetValue( 0 ); } if ( (unsigned int)(nav_test_node_crouch.GetInt()) == m_id ) { CheckCrouch(); nav_test_node_crouch.SetValue( 0 ); } if ( GetAttributes() & NAV_MESH_CROUCH ) { int i; for( i=0; i<NUM_CORNERS; i++ ) { if ( m_crouch[i] ) { Vector2D dir; CornerToVector2D( (NavCornerType)i, &dir ); const float scale = 3.0f; Vector scaled( dir.x * scale, dir.y * scale, 0 ); NDebugOverlay::HorzArrow( m_pos, m_pos + scaled, 0.5, 0, 0, 255, 255, true, 0.1f ); } } } #endif // DEBUG_NAV_NODES } //-------------------------------------------------------------------------------------------------------------- void CSNavNode::CheckCrouch( void ) { CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT, WALK_THRU_EVERYTHING ); trace_t tr; // Trace downward from duck height to find the max floor height for the node's surroundings Vector mins( -HalfHumanWidth, -HalfHumanWidth, 0 ); Vector maxs( HalfHumanWidth, HalfHumanWidth, 0 ); Vector start( m_pos.x, m_pos.y, m_pos.z + VEC_DUCK_HULL_MAX.z - 0.1f ); UTIL_TraceHull( start, m_pos, mins, maxs, MASK_PLAYERSOLID_BRUSHONLY, &filter, &tr ); Vector groundPos = tr.endpos; if ( tr.startsolid && !tr.allsolid ) { // Try going down out of the solid and re-check for the floor height start.z -= tr.endpos.z - 0.1f; UTIL_TraceHull( start, m_pos, mins, maxs, MASK_PLAYERSOLID_BRUSHONLY, &filter, &tr ); groundPos = tr.endpos; } if ( tr.startsolid ) { // we don't even have duck height clear. try a simple check to find floor height. float x, y; // Find the highest floor z - for a player to stand in this area, we need a full // VEC_HULL_MAX.z of clearance above this height at all points. float maxFloorZ = m_pos.z; for( y = -HalfHumanWidth; y <= HalfHumanWidth + 0.1f; y += HalfHumanWidth ) { for( x = -HalfHumanWidth; x <= HalfHumanWidth + 0.1f; x += HalfHumanWidth ) { float floorZ; if ( TheNavMesh->GetGroundHeight( m_pos, &floorZ ) ) { maxFloorZ = MAX( maxFloorZ, floorZ + 0.1f ); } } } groundPos.Init( m_pos.x, m_pos.y, maxFloorZ ); } // For each direction, trace upwards from our best ground height to VEC_HULL_MAX.z to see if we have standing room. for ( int i=0; i<NUM_CORNERS; ++i ) { #if DEBUG_NAV_NODES if ( nav_test_node_crouch_dir.GetInt() != NUM_CORNERS && i != nav_test_node_crouch_dir.GetInt() ) continue; #endif // DEBUG_NAV_NODES NavCornerType corner = (NavCornerType)i; Vector2D cornerVec; CornerToVector2D( corner, &cornerVec ); Vector actualGroundPos = groundPos; // we might need to adjust this if the tracehull failed above and we fell back to m_pos.z // Build a mins/maxs pair for the HumanWidth x HalfHumanWidth box facing the appropriate direction mins.Init(); maxs.Init( cornerVec.x * HalfHumanWidth, cornerVec.y * HalfHumanWidth, 0 ); // now make sure that mins is smaller than maxs for ( int j=0; j<3; ++j ) { if ( mins[j] > maxs[j] ) { float tmp = mins[j]; mins[j] = maxs[j]; maxs[j] = tmp; } } UTIL_TraceHull( actualGroundPos + Vector( 0, 0, 0.1f ), actualGroundPos + Vector( 0, 0, VEC_HULL_MAX.z - 0.2f ), mins, maxs, MASK_PLAYERSOLID_BRUSHONLY, &filter, &tr ); actualGroundPos.z += tr.fractionleftsolid * VEC_HULL_MAX.z; float maxHeight = actualGroundPos.z + VEC_DUCK_HULL_MAX.z; for ( ; tr.startsolid && actualGroundPos.z <= maxHeight; actualGroundPos.z += 1.0f ) { // In case we didn't find a good ground pos above, we could start in the ground. Move us up some. UTIL_TraceHull( actualGroundPos + Vector( 0, 0, 0.1f ), actualGroundPos + Vector( 0, 0, VEC_HULL_MAX.z - 0.2f ), mins, maxs, MASK_PLAYERSOLID_BRUSHONLY, &filter, &tr ); } if (tr.startsolid || tr.fraction != 1.0f) { SetAttributes( NAV_MESH_CROUCH ); m_crouch[corner] = true; } #if DEBUG_NAV_NODES if ( nav_show_nodes.GetBool() ) { if ( nav_test_node_crouch_dir.GetInt() == i || nav_test_node_crouch_dir.GetInt() == NUM_CORNERS ) { if ( tr.startsolid ) { NDebugOverlay::Box( actualGroundPos, mins, maxs+Vector( 0, 0, VEC_HULL_MAX.z), 255, 0, 0, 10, 20.0f ); } else if ( m_crouch[corner] ) { NDebugOverlay::Box( actualGroundPos, mins, maxs+Vector( 0, 0, VEC_HULL_MAX.z), 0, 0, 255, 10, 20.0f ); } else { NDebugOverlay::Box( actualGroundPos, mins, maxs+Vector( 0, 0, VEC_HULL_MAX.z), 0, 255, 0, 10, 10.0f ); } } } #endif // DEBUG_NAV_NODES } } //-------------------------------------------------------------------------------------------------------------- /** * Create a connection FROM this node TO the given node, in the given direction */ void CSNavNode::ConnectTo( CSNavNode *node, NavDirType dir ) { m_to[ dir ] = node; } //-------------------------------------------------------------------------------------------------------------- /** * Return node at given position. * @todo Need a hash table to make this lookup fast */ CSNavNode *CSNavNode::GetNode( const Vector &pos ) { const float tolerance = 0.45f * GenerationStepSize; // 1.0f for( CSNavNode *node = m_list; node; node = node->m_next ) { float dx = fabs( node->m_pos.x - pos.x ); float dy = fabs( node->m_pos.y - pos.y ); float dz = fabs( node->m_pos.z - pos.z ); if (dx < tolerance && dy < tolerance && dz < tolerance) return node; } return NULL; } //-------------------------------------------------------------------------------------------------------------- /** * Return true if this node is bidirectionally linked to * another node in the given direction */ BOOL CSNavNode::IsBiLinked( NavDirType dir ) const { if (m_to[ dir ] && m_to[ dir ]->m_to[ Opposite[dir] ] == this) { return true; } return false; } //-------------------------------------------------------------------------------------------------------------- /** * Return true if this node is the NW corner of a quad of nodes * that are all bidirectionally linked. */ BOOL CSNavNode::IsClosedCell( void ) const { if (IsBiLinked( SOUTH ) && IsBiLinked( EAST ) && m_to[ EAST ]->IsBiLinked( SOUTH ) && m_to[ SOUTH ]->IsBiLinked( EAST ) && m_to[ EAST ]->m_to[ SOUTH ] == m_to[ SOUTH ]->m_to[ EAST ]) { return true; } return false; }