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First version of the SOurce SDK 2013
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285
game/server/nav_simplify.cpp
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285
game/server/nav_simplify.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// nav_simplify.cpp
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#include "cbase.h"
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#include "nav_mesh.h"
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#include "nav_node.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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extern ConVar nav_snap_to_grid;
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extern ConVar nav_split_place_on_ground;
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extern ConVar nav_coplanar_slope_limit;
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extern ConVar nav_coplanar_slope_limit_displacement;
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//--------------------------------------------------------------------------------------------------------
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static bool ReduceToComponentAreas( CNavArea *area, bool addToSelectedSet )
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{
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if ( !area )
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return false;
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bool splitAlongX;
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float splitEdge;
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const float minSplitSize = 2.0f; // ensure the first split is larger than this
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float sizeX = area->GetSizeX();
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float sizeY = area->GetSizeY();
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CNavArea *first = NULL;
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CNavArea *second = NULL;
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CNavArea *third = NULL;
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CNavArea *fourth = NULL;
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bool didSplit = false;
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if ( sizeX > GenerationStepSize )
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{
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splitEdge = RoundToUnits( area->GetCorner( NORTH_WEST ).x, GenerationStepSize );
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if ( splitEdge < area->GetCorner( NORTH_WEST ).x + minSplitSize )
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splitEdge += GenerationStepSize;
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splitAlongX = false;
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didSplit = area->SplitEdit( splitAlongX, splitEdge, &first, &second );
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}
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if ( sizeY > GenerationStepSize )
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{
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splitEdge = RoundToUnits( area->GetCorner( NORTH_WEST ).y, GenerationStepSize );
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if ( splitEdge < area->GetCorner( NORTH_WEST ).y + minSplitSize )
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splitEdge += GenerationStepSize;
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splitAlongX = true;
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if ( didSplit )
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{
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didSplit = first->SplitEdit( splitAlongX, splitEdge, &third, &fourth );
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didSplit = second->SplitEdit( splitAlongX, splitEdge, &first, &second );
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}
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else
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{
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didSplit = area->SplitEdit( splitAlongX, splitEdge, &first, &second );
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}
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}
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if ( !didSplit )
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return false;
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if ( addToSelectedSet )
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{
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TheNavMesh->AddToSelectedSet( first );
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TheNavMesh->AddToSelectedSet( second );
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TheNavMesh->AddToSelectedSet( third );
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TheNavMesh->AddToSelectedSet( fourth );
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}
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ReduceToComponentAreas( first, addToSelectedSet );
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ReduceToComponentAreas( second, addToSelectedSet );
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ReduceToComponentAreas( third, addToSelectedSet );
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ReduceToComponentAreas( fourth, addToSelectedSet );
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return true;
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}
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//--------------------------------------------------------------------------------------------------------
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CON_COMMAND_F( nav_chop_selected, "Chops all selected areas into their component 1x1 areas", FCVAR_CHEAT )
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{
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if ( !UTIL_IsCommandIssuedByServerAdmin() || engine->IsDedicatedServer() )
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return;
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TheNavMesh->StripNavigationAreas();
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TheNavMesh->SetMarkedArea( NULL );
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NavAreaCollector collector;
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TheNavMesh->ForAllSelectedAreas( collector );
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for ( int i=0; i<collector.m_area.Count(); ++i )
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{
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ReduceToComponentAreas( collector.m_area[i], true );
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}
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Msg( "%d areas chopped into %d\n", collector.m_area.Count(), TheNavMesh->GetSelecteSetSize() );
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}
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//--------------------------------------------------------------------------------------------------------
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void CNavMesh::RemoveNodes( void )
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{
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FOR_EACH_VEC( TheNavAreas, it )
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{
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TheNavAreas[ it ]->ResetNodes();
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}
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// destroy navigation nodes created during map generation
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CNavNode::CleanupGeneration();
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}
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//--------------------------------------------------------------------------------------------------------
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void CNavMesh::GenerateNodes( const Extent &bounds )
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{
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m_simplifyGenerationExtent = bounds;
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m_seedIdx = 0;
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Assert( m_generationMode == GENERATE_SIMPLIFY );
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while ( SampleStep() )
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{
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// do nothing
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}
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}
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//--------------------------------------------------------------------------------------------------------
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// Simplifies the selected set by reducing to 1x1 areas and re-merging them up with loosened tolerances
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void CNavMesh::SimplifySelectedAreas( void )
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{
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// Save off somve cvars: we need to place nodes on ground, we need snap to grid set, and we loosen slope tolerances
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m_generationMode = GENERATE_SIMPLIFY;
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bool savedSplitPlaceOnGround = nav_split_place_on_ground.GetBool();
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nav_split_place_on_ground.SetValue( 1 );
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float savedCoplanarSlopeDisplacementLimit = nav_coplanar_slope_limit_displacement.GetFloat();
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nav_coplanar_slope_limit_displacement.SetValue( MIN( 0.5f, savedCoplanarSlopeDisplacementLimit ) );
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float savedCoplanarSlopeLimit = nav_coplanar_slope_limit.GetFloat();
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nav_coplanar_slope_limit.SetValue( MIN( 0.5f, savedCoplanarSlopeLimit ) );
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int savedGrid = nav_snap_to_grid.GetInt();
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nav_snap_to_grid.SetValue( 1 );
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StripNavigationAreas();
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SetMarkedArea( NULL );
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NavAreaCollector collector;
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ForAllSelectedAreas( collector );
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// Select walkable seeds and re-generate nodes in the bounds
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ClearWalkableSeeds();
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Extent bounds;
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bounds.lo.Init( FLT_MAX, FLT_MAX, FLT_MAX );
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bounds.hi.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
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for ( int i=0; i<collector.m_area.Count(); ++i )
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{
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Extent areaExtent;
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CNavArea *area = collector.m_area[i];
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area->GetExtent( &areaExtent );
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areaExtent.lo.z -= HalfHumanHeight;
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areaExtent.hi.z += 2 * HumanHeight;
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bounds.Encompass( areaExtent );
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Vector center = area->GetCenter();
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center.x = SnapToGrid( center.x );
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center.y = SnapToGrid( center.y );
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Vector normal;
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if ( FindGroundForNode( ¢er, &normal ) )
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{
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AddWalkableSeed( center, normal );
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center.z += HumanHeight;
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bounds.Encompass( center );
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}
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}
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RemoveNodes();
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GenerateNodes( bounds );
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ClearWalkableSeeds();
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// Split nav areas up into 1x1 component areas
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for ( int i=0; i<collector.m_area.Count(); ++i )
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{
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ReduceToComponentAreas( collector.m_area[i], true );
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}
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// Assign nodes to each component area
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FOR_EACH_VEC( m_selectedSet, it )
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{
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CNavArea *area = m_selectedSet[ it ];
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Vector corner = area->GetCorner( NORTH_EAST );
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Vector normal;
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if ( FindGroundForNode( &corner, &normal ) )
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{
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area->m_node[ NORTH_EAST ] = CNavNode::GetNode( corner );
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if ( area->m_node[ NORTH_EAST ] )
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{
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area->m_node[ NORTH_WEST ] = area->m_node[ NORTH_EAST ]->GetConnectedNode( WEST );
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area->m_node[ SOUTH_EAST ] = area->m_node[ NORTH_EAST ]->GetConnectedNode( SOUTH );
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if ( area->m_node[ SOUTH_EAST ] )
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{
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area->m_node[ SOUTH_WEST ] = area->m_node[ SOUTH_EAST ]->GetConnectedNode( WEST );
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if ( area->m_node[ NORTH_WEST ] && area->m_node[ SOUTH_WEST ] )
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{
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area->AssignNodes( area );
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}
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}
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}
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}
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Assert ( area->m_node[ NORTH_EAST ] && area->m_node[ NORTH_WEST ] && area->m_node[ SOUTH_EAST ] && area->m_node[ SOUTH_WEST ] );
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if ( !( area->m_node[ NORTH_EAST ] && area->m_node[ NORTH_WEST ] && area->m_node[ SOUTH_EAST ] && area->m_node[ SOUTH_WEST ] ) )
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{
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Warning( "Area %d didn't get any nodes!\n", area->GetID() );
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}
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}
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// Run a subset of incremental generation on the component areas
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MergeGeneratedAreas();
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SquareUpAreas();
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MarkJumpAreas();
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SplitAreasUnderOverhangs();
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MarkStairAreas();
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StichAndRemoveJumpAreas();
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HandleObstacleTopAreas();
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FixUpGeneratedAreas();
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// Re-select the new areas
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ClearSelectedSet();
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FOR_EACH_VEC( TheNavAreas, i )
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{
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CNavArea *area = TheNavAreas[i];
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if ( area->HasNodes() )
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{
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AddToSelectedSet( area );
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}
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}
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#ifndef _DEBUG
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// leave nodes in debug for testing
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RemoveNodes();
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#endif
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m_generationMode = GENERATE_NONE;
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nav_split_place_on_ground.SetValue( savedSplitPlaceOnGround );
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nav_coplanar_slope_limit_displacement.SetValue( savedCoplanarSlopeDisplacementLimit );
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nav_coplanar_slope_limit.SetValue( savedCoplanarSlopeLimit );
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nav_snap_to_grid.SetValue( savedGrid );
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}
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//--------------------------------------------------------------------------------------------------------
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CON_COMMAND_F( nav_simplify_selected, "Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas", FCVAR_CHEAT )
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{
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if ( !UTIL_IsCommandIssuedByServerAdmin() || engine->IsDedicatedServer() )
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return;
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int selectedSetSize = TheNavMesh->GetSelecteSetSize();
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if ( selectedSetSize == 0 )
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{
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Msg( "nav_simplify_selected only works on the selected set\n" );
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return;
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}
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TheNavMesh->SimplifySelectedAreas();
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Msg( "%d areas simplified - %d remain\n", selectedSetSize, TheNavMesh->GetSelecteSetSize() );
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}
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