mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
76 lines
1.8 KiB
C++
76 lines
1.8 KiB
C++
#include "precompiled.h"
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NavDirType Opposite[NUM_DIRECTIONS] = { SOUTH, WEST, NORTH, EAST };
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CNavNode *CNavNode::m_list = nullptr;
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unsigned int CNavNode::m_listLength = 0;
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CNavNode::CNavNode(const Vector *pos, const Vector *normal, CNavNode *parent)
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{
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m_pos = *pos;
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m_normal = *normal;
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static unsigned int nextID = 1;
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m_id = nextID++;
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for (int i = 0; i < NUM_DIRECTIONS; i++)
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m_to[i] = nullptr;
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m_visited = 0;
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m_parent = parent;
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m_next = m_list;
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m_list = this;
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m_listLength++;
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m_isCovered = FALSE;
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m_area = nullptr;
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m_attributeFlags = 0;
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}
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// Create a connection FROM this node TO the given node, in the given direction
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void CNavNode::ConnectTo(CNavNode *node, NavDirType dir)
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{
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m_to[dir] = node;
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}
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// Return node at given position
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// TODO: Need a hash table to make this lookup fast
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const CNavNode *CNavNode::GetNode(const Vector *pos)
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{
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const float tolerance = 0.45f * GenerationStepSize;
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for (const CNavNode *node = m_list; node; node = node->m_next)
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{
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float dx = Q_abs(node->m_pos.x - pos->x);
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float dy = Q_abs(node->m_pos.y - pos->y);
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float dz = Q_abs(node->m_pos.z - pos->z);
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if (dx < tolerance && dy < tolerance && dz < tolerance)
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return node;
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}
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return nullptr;
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}
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// Return true if this node is bidirectionally linked to
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// another node in the given direction
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BOOL CNavNode::IsBiLinked(NavDirType dir) const
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{
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if (m_to[dir] && m_to[dir]->m_to[Opposite[dir]] == this)
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return true;
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return false;
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}
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// Return true if this node is the NW corner of a quad of nodes
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// that are all bidirectionally linked
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BOOL CNavNode::IsClosedCell() const
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{
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if (IsBiLinked(SOUTH) && IsBiLinked(EAST) && m_to[EAST]->IsBiLinked(SOUTH) && m_to[SOUTH]->IsBiLinked(EAST)
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&& m_to[EAST]->m_to[SOUTH] == m_to[SOUTH]->m_to[EAST])
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return true;
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return false;
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}
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