HLua/game_shared/bot/nav_node.cpp

112 lines
2.7 KiB
C++

// nav_node.cpp
// AI Navigation Nodes
// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "bot_util.h"
#include "nav_node.h"
NavDirType Opposite[ NUM_DIRECTIONS ] = { SOUTH, WEST, NORTH, EAST };
CNavNode *CNavNode::m_list = NULL;
unsigned int CNavNode::m_listLength = 0;
Extent NodeMapExtent;
//--------------------------------------------------------------------------------------------------------------
/**
* Constructor
*/
CNavNode::CNavNode( const Vector *pos, const Vector *normal, CNavNode *parent )
{
m_pos = *pos;
m_normal = *normal;
static unsigned int nextID = 1;
m_id = nextID++;
for( int i=0; i<NUM_DIRECTIONS; i++ )
m_to[ i ] = NULL;
m_visited = 0;
m_parent = parent;
m_next = m_list;
m_list = this;
m_listLength++;
m_isCovered = false;
m_area = NULL;
m_attributeFlags = 0;
//CONSOLE_ECHO( " Created node #%d ( %g, %g, %g )\n", m_id, pos->x, pos->y, pos->z );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Create a connection FROM this node TO the given node, in the given direction
*/
void CNavNode::ConnectTo( CNavNode *node, NavDirType dir )
{
m_to[ dir ] = node;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return node at given position.
* @todo Need a hash table to make this lookup fast
*/
const CNavNode *CNavNode::GetNode( const Vector *pos )
{
const float tolerance = 0.45f * GenerationStepSize; // 1.0f
for( const CNavNode *node = m_list; node; node = node->m_next )
{
float dx = ABS( node->m_pos.x - pos->x );
float dy = ABS( node->m_pos.y - pos->y );
float dz = ABS( 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 CNavNode::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 CNavNode::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;
}