/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see .
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : LevelEdit *
* *
* $Archive:: /Commando/Code/wwphys/PathNode.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 5/08/01 2:31p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __PATHNODE_H
#define __PATHNODE_H
#include "matrix3d.h"
#include "refcount.h"
#include "binheap.h"
#include "mempool.h"
#include "pathfindportal.h"
/////////////////////////////////////////////////////////////////////////
// Forward declarations
/////////////////////////////////////////////////////////////////////////
class PathfindSectorClass;
/////////////////////////////////////////////////////////////////////////
//
// PathNodeClass
//
/////////////////////////////////////////////////////////////////////////
class PathNodeClass : public RefCountClass, public HeapNodeClass, public AutoPoolClass
{
public:
/////////////////////////////////////////////////////////////////////////
// Public constructors/destructors
/////////////////////////////////////////////////////////////////////////
PathNodeClass (void)
: m_Sector (NULL),
m_ParentNode (NULL),
m_Portal (NULL),
m_TotalCost (0),
m_HeuristicCost (0),
m_TraversalCost (0),
m_OnFinalPath (false),
m_EnterTransform (1),
m_Transform (1),
m_HeapLocation (0),
m_InClosedList (false) { }
~PathNodeClass (void) { }
/////////////////////////////////////////////////////////////////////////
// Public methods
/////////////////////////////////////////////////////////////////////////
PathfindSectorClass * Peek_Sector (void);
PathfindPortalClass * Peek_Portal (void);
PathNodeClass * Peek_Parent_Node (void);
void Set_Sector (PathfindSectorClass *sector);
void Set_Portal (PathfindPortalClass *portal);
void Set_Parent_Node (PathNodeClass *node);
float Get_Total_Cost (void) const;
float Get_Heuristic_Cost (void) const;
void Set_Heuristic_Cost (float cost);
float Get_Traversal_Cost (void) const;
void Set_Traversal_Cost (float cost);
Vector3 Get_Position (void) const;
const Matrix3D & Get_Transform (void) const;
void Set_Transform (const Matrix3D &tm);
const Matrix3D & Get_Enter_Transform (void) const;
void Set_Enter_Transform (const Matrix3D &tm);
bool Is_On_Final_Path (void) const;
void On_Final_Path (bool on_path);
// For distributed (multi-frame) solve...
bool Is_In_Closed_List (void) const;
void Reconnect_To_Portal (void);
void Disconnect_From_Portal (void);
// From HeapNodeClass
uint32 Get_Heap_Location (void) const;
void Set_Heap_Location (uint32 location);
float Heap_Key (void) const;
protected:
/////////////////////////////////////////////////////////////////////////
// Protected methods
/////////////////////////////////////////////////////////////////////////
void Eval_Total_Cost (void);
private:
/////////////////////////////////////////////////////////////////////////
// Private member data
/////////////////////////////////////////////////////////////////////////
PathfindPortalClass * m_Portal;
PathfindSectorClass * m_Sector;
PathNodeClass * m_ParentNode;
float m_TotalCost;
float m_HeuristicCost;
float m_TraversalCost;
Matrix3D m_EnterTransform;
Matrix3D m_Transform;
bool m_OnFinalPath;
bool m_InClosedList;
uint32 m_HeapLocation;
};
/////////////////////////////////////////////////////////////////////////
//
// Inlines
//
/////////////////////////////////////////////////////////////////////////
inline PathfindSectorClass *
PathNodeClass::Peek_Sector (void) { return m_Sector; }
inline PathfindPortalClass *
PathNodeClass::Peek_Portal (void) { return m_Portal; }
inline PathNodeClass *
PathNodeClass::Peek_Parent_Node (void) { return m_ParentNode; }
inline void
PathNodeClass::Set_Sector (PathfindSectorClass *sector) { m_Sector = sector; }
inline void
PathNodeClass::Set_Portal (PathfindPortalClass *portal) { m_Portal = portal; }
inline void
PathNodeClass::Set_Parent_Node (PathNodeClass *node) { m_ParentNode = node; }
inline float
PathNodeClass::Get_Total_Cost (void) const { return m_TotalCost; }
inline float
PathNodeClass::Get_Heuristic_Cost (void) const { return m_HeuristicCost; }
inline void
PathNodeClass::Set_Heuristic_Cost (float cost) { m_HeuristicCost = cost; Eval_Total_Cost (); }
inline float
PathNodeClass::Get_Traversal_Cost (void) const { return m_TraversalCost; }
inline void
PathNodeClass::Set_Traversal_Cost (float cost) { m_TraversalCost = cost; Eval_Total_Cost (); }
inline const Matrix3D &
PathNodeClass::Get_Transform (void) const { return m_Transform; }
inline void
PathNodeClass::Set_Transform (const Matrix3D &tm) { m_Transform = tm; }
inline Vector3
PathNodeClass::Get_Position (void) const { return m_Transform.Get_Translation (); }
inline const Matrix3D &
PathNodeClass::Get_Enter_Transform (void) const { return m_EnterTransform; }
inline void
PathNodeClass::Set_Enter_Transform (const Matrix3D &tm) { m_EnterTransform = tm; }
inline void
PathNodeClass::Eval_Total_Cost (void) { m_TotalCost = m_HeuristicCost + m_TraversalCost; }
inline bool
PathNodeClass::Is_On_Final_Path (void) const { return m_OnFinalPath; }
inline void
PathNodeClass::On_Final_Path (bool on_path) { m_OnFinalPath = on_path; }
inline uint32
PathNodeClass::Get_Heap_Location (void) const
{
return m_HeapLocation;
}
inline void
PathNodeClass::Set_Heap_Location (uint32 location)
{
m_HeapLocation = location;
if (m_Portal != NULL) {
m_Portal->Set_Heap_Location (location);
}
if (location == 0) {
m_InClosedList = true;
} else {
m_InClosedList = false;
}
return ;
}
inline float
PathNodeClass::Heap_Key (void) const
{
return m_TotalCost;
}
inline bool
PathNodeClass::Is_In_Closed_List (void) const
{
return m_InClosedList;
}
inline void
PathNodeClass::Disconnect_From_Portal (void)
{
WWASSERT (m_Portal != NULL);
m_Portal->m_ClosedListPtr = NULL;
m_Portal->Set_Heap_Location (0);
return ;
}
inline void
PathNodeClass::Reconnect_To_Portal (void)
{
if (m_Portal != NULL) {
if (m_InClosedList) {
m_Portal->m_ClosedListPtr = this;
} else {
m_Portal->Set_Heap_Location (m_HeapLocation);
}
}
return ;
}
#endif //__PATHNODE_H