├── .gitignore
├── LICENSE
├── README.md
├── _examples
├── connect_the_bombsites.go
└── lookup_by_coords.go
├── algo.go
├── nav_area.go
├── nav_connection.go
├── nav_encounter_path.go
├── nav_ladder.go
├── nav_mesh.go
├── nav_place.go
├── parser.go
├── quadtree.go
└── vector.go
/.gitignore:
--------------------------------------------------------------------------------
1 | # Compiled Object files, Static and Dynamic libs (Shared Objects)
2 | *.o
3 | *.a
4 | *.so
5 |
6 | # Folders
7 | _obj
8 | _test
9 |
10 | # Architecture specific extensions/prefixes
11 | *.[568vq]
12 | [568vq].out
13 |
14 | *.cgo1.go
15 | *.cgo2.c
16 | _cgo_defun.c
17 | _cgo_gotypes.go
18 | _cgo_export.*
19 |
20 | _testmain.go
21 |
22 | *.exe
23 | *.test
24 | *.prof
25 |
--------------------------------------------------------------------------------
/LICENSE:
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563 | The Free Software Foundation may publish revised and/or new versions of
564 | the GNU Affero General Public License from time to time. Such new versions
565 | will be similar in spirit to the present version, but may differ in detail to
566 | address new problems or concerns.
567 |
568 | Each version is given a distinguishing version number. If the
569 | Program specifies that a certain numbered version of the GNU Affero General
570 | Public License "or any later version" applies to it, you have the
571 | option of following the terms and conditions either of that numbered
572 | version or of any later version published by the Free Software
573 | Foundation. If the Program does not specify a version number of the
574 | GNU Affero General Public License, you may choose any version ever published
575 | by the Free Software Foundation.
576 |
577 | If the Program specifies that a proxy can decide which future
578 | versions of the GNU Affero General Public License can be used, that proxy's
579 | public statement of acceptance of a version permanently authorizes you
580 | to choose that version for the Program.
581 |
582 | Later license versions may give you additional or different
583 | permissions. However, no additional obligations are imposed on any
584 | author or copyright holder as a result of your choosing to follow a
585 | later version.
586 |
587 | 15. Disclaimer of Warranty.
588 |
589 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
590 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
591 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
592 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
593 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
594 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
595 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
596 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
597 |
598 | 16. Limitation of Liability.
599 |
600 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
601 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
602 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
603 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
604 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
605 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
606 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
607 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
608 | SUCH DAMAGES.
609 |
610 | 17. Interpretation of Sections 15 and 16.
611 |
612 | If the disclaimer of warranty and limitation of liability provided
613 | above cannot be given local legal effect according to their terms,
614 | reviewing courts shall apply local law that most closely approximates
615 | an absolute waiver of all civil liability in connection with the
616 | Program, unless a warranty or assumption of liability accompanies a
617 | copy of the Program in return for a fee.
618 |
619 | END OF TERMS AND CONDITIONS
620 |
621 | How to Apply These Terms to Your New Programs
622 |
623 | If you develop a new program, and you want it to be of the greatest
624 | possible use to the public, the best way to achieve this is to make it
625 | free software which everyone can redistribute and change under these terms.
626 |
627 | To do so, attach the following notices to the program. It is safest
628 | to attach them to the start of each source file to most effectively
629 | state the exclusion of warranty; and each file should have at least
630 | the "copyright" line and a pointer to where the full notice is found.
631 |
632 |
633 | Copyright (C)
634 |
635 | This program is free software: you can redistribute it and/or modify
636 | it under the terms of the GNU Affero General Public License as published
637 | by the Free Software Foundation, either version 3 of the License, or
638 | (at your option) any later version.
639 |
640 | This program is distributed in the hope that it will be useful,
641 | but WITHOUT ANY WARRANTY; without even the implied warranty of
642 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
643 | GNU Affero General Public License for more details.
644 |
645 | You should have received a copy of the GNU Affero General Public License
646 | along with this program. If not, see .
647 |
648 | Also add information on how to contact you by electronic and paper mail.
649 |
650 | If your software can interact with users remotely through a computer
651 | network, you should also make sure that it provides a way for users to
652 | get its source. For example, if your program is a web application, its
653 | interface could display a "Source" link that leads users to an archive
654 | of the code. There are many ways you could offer source, and different
655 | solutions will be better for different programs; see section 13 for the
656 | specific requirements.
657 |
658 | You should also get your employer (if you work as a programmer) or school,
659 | if any, to sign a "copyright disclaimer" for the program, if necessary.
660 | For more information on this, and how to apply and follow the GNU AGPL, see
661 | .
662 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # gonav
2 | A [Source Engine](https://en.wikipedia.org/wiki/Source_(game_engine)) bot Nav file parser written in Go. This was written for CS:GO but will likely work with little or no modification for other Source titles. The specifics of the .nav format were reverse engineered using the information on [Valve's wiki](https://developer.valvesoftware.com/wiki/NAV) as a starting point. For more information on Source's Navigation Meshes see Valve's wiki: https://developer.valvesoftware.com/wiki/Navigation_Meshes
3 |
4 | # Usage
5 | See the `_examples` folder for examples of how to use this library. The basics, however, are pretty straightforward. Create a parser and pass in any `Reader` that contains the binary .nav data, then call the `Parse()` method. This will output a parsed `NavMesh` object which you can perform operations on. Here's a terse example:
6 |
7 | ```
8 | f, _ := os.Open("de_dust2.nav") // Open the file
9 | parser := gonav.Parser{Reader: f}
10 | mesh, _ := parser.Parse() // Parse the file
11 | area := mesh.QuadTreeAreas.FindAreaByPoint(gonav.Vector3{10, 10, 10}, true) // Find the nav area that contains the world point {10, 10} with a Z-value closest to 10
12 | fmt.Println(area)
13 | ```
14 |
15 | # Path Finding
16 | This library also supports path finding across nav meshes via an A* implementation.
17 |
18 | ```
19 | bombsiteA := mesh.GetPlaceByName("BombsiteA")
20 | aCenter, _ := bombsiteA.GetEstimatedCenter()
21 | aArea := mesh.GetNearestArea(aCenter, false)
22 | bombsiteB := mesh.GetPlaceByName("BombsiteB")
23 | bCenter, _ := bombsiteB.GetEstimatedCenter()
24 | bArea := mesh.GetNearestArea(bCenter, false)
25 | path, _ := gonav.SimpleBuildShortestPath(aArea, bArea)
26 |
27 | for _, currNode := range path.Nodes {
28 | fmt.Println(currNode.Area)
29 | }
30 | ```
31 |
32 | Example output of path finding from the center of A-site on de_nuke to the center of B-site:
33 | ```
34 | Path length: 2381.591
35 | AreaID: 1419 [BombsiteA] @ {{675 -925 -414.96875}, {700 -900 -415.35532}}
36 | AreaID: 7 [BombsiteA] @ {{575 -1325 -415.96875}, {950 -925 -415.96875}}
37 | AreaID: 2285 [BombsiteA] @ {{550 -1300 -415.96875}, {575 -1225 -415.96875}}
38 | AreaID: 3107 [BombsiteA] @ {{500 -1400 -415.96875}, {550 -1225 -415.96875}}
39 | AreaID: 3368 [BombsiteA] @ {{475 -1375 -415.96875}, {500 -1225 -415.96875}}
40 | AreaID: 3076 [BombsiteA] @ {{425 -1375 -415.96875}, {475 -1325 -415.96875}}
41 | AreaID: 3075 [BombsiteA] @ {{425 -1400 -415.96875}, {475 -1375 -415.96875}}
42 | AreaID: 1673 [Vents] @ {{425 -1450 -607.96875}, {625 -1425 -607.96875}}
43 | AreaID: 700 [Vents] @ {{625 -1525 -607.96875}, {650 -1425 -607.96875}}
44 | AreaID: 2478 [Vents] @ {{650 -1450 -607.96875}, {700 -1425 -607.96875}}
45 | AreaID: 2479 [Vents] @ {{700 -1450 -607.96875}, {750 -1425 -607.96875}}
46 | AreaID: 2477 [Vents] @ {{750 -1450 -607.96875}, {825 -1425 -607.96875}}
47 | AreaID: 2300 [Vents] @ {{825 -1450 -607.96875}, {850 -1400 -607.96875}}
48 | AreaID: 2301 [Vents] @ {{825 -1400 -607.96875}, {850 -1350 -607.96875}}
49 | AreaID: 1690 [Vents] @ {{825 -1350 -607.96875}, {850 -1325 -639.96875}}
50 | AreaID: 2265 [BombsiteB] @ {{775 -1325 -639.96875}, {900 -1275 -639.96875}}
51 | AreaID: 3589 [BombsiteB] @ {{900 -1325 -639.96875}, {950 -1275 -639.96875}}
52 | AreaID: 3591 [BombsiteB] @ {{900 -1275 -639.96875}, {950 -1050 -639.96875}}
53 | AreaID: 3593 [BombsiteB] @ {{900 -1050 -639.96875}, {950 -900 -639.96875}}
54 | AreaID: 2490 [BombsiteB] @ {{878 -1050 -597.96875}, {888 -900 -597.96875}}
55 | AreaID: 2690 [BombsiteB] @ {{850 -1050 -767.96875}, {888 -900 -768.9288}}
56 | AreaID: 3500 [BombsiteB] @ {{550 -1075 -770.25446}, {850 -900 -767.96875}}
57 | AreaID: 3502 [BombsiteB] @ {{550 -900 -769.49255}, {850 -725 -767.96875}}
58 | ```
59 |
60 | # License
61 | This source is licensed under the GNU AFFERO GENERAL PUBLIC LICENSE. If this license is not acceptable for your project, let me know. Additionally, more feature-rich versions of this library exist, written in C# and C++, and can be licensed upon request.
62 |
--------------------------------------------------------------------------------
/_examples/connect_the_bombsites.go:
--------------------------------------------------------------------------------
1 | /*
2 | gonav - A Source Engine navigation mesh file parser written in Go.
3 | Copyright (C) 2016 Matt Razza
4 |
5 | This program is free software: you can redistribute it and/or modify
6 | it under the terms of the GNU Affero General Public License as published
7 | by the Free Software Foundation, either version 3 of the License, or
8 | (at your option) any later version.
9 |
10 | This program is distributed in the hope that it will be useful,
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | GNU Affero General Public License for more details.
14 |
15 | You should have received a copy of the GNU Affero General Public License
16 | along with this program. If not, see .
17 | */
18 |
19 | package main
20 |
21 | import (
22 | "fmt"
23 | "os"
24 | "time"
25 |
26 | "github.com/mrazza/gonav"
27 | )
28 |
29 | func main() {
30 | fmt.Print("Enter file name (ex: de_dust2.nav): ")
31 | var file string
32 | fmt.Scanf("%s\n", &file)
33 | f, ok := os.Open(file) // Open the file
34 |
35 | if ok != nil {
36 | fmt.Printf("Failed to open file: %v\n", ok)
37 | return
38 | }
39 |
40 | defer f.Close()
41 | start := time.Now()
42 | parser := gonav.Parser{Reader: f}
43 | mesh, nerr := parser.Parse() // Parse the file
44 | elapsed := time.Since(start)
45 |
46 | if nerr != nil {
47 | fmt.Printf("Failed to parse: %v\n", nerr)
48 | return
49 | }
50 |
51 | fmt.Printf("Parse OK in %v\n\n", elapsed)
52 |
53 | // Find the center of the bombsites
54 | start = time.Now()
55 | bombsiteA := mesh.GetPlaceByName("BombsiteA")
56 | aCenter, _ := bombsiteA.GetEstimatedCenter()
57 | aArea := mesh.GetNearestArea(aCenter, false)
58 | bombsiteB := mesh.GetPlaceByName("BombsiteB")
59 | bCenter, _ := bombsiteB.GetEstimatedCenter()
60 | bArea := mesh.GetNearestArea(bCenter, false)
61 | elapsed = time.Since(start)
62 |
63 | fmt.Printf("BombsiteA found at: %v\n", aArea)
64 | fmt.Printf("BombsiteB found at: %v\n", bArea)
65 | fmt.Printf("\tin: %v\n\n", elapsed)
66 |
67 | // Path find!
68 | start = time.Now()
69 | path, _ := gonav.SimpleBuildShortestPath(aArea, bArea)
70 | elapsed = time.Since(start)
71 |
72 | fmt.Printf("Path built in: %v (length: %v)\n", elapsed, path.GetCost())
73 | for _, currNode := range path.Nodes {
74 | fmt.Println(currNode.Area)
75 | }
76 | }
77 |
--------------------------------------------------------------------------------
/_examples/lookup_by_coords.go:
--------------------------------------------------------------------------------
1 | /*
2 | gonav - A Source Engine navigation mesh file parser written in Go.
3 | Copyright (C) 2016 Matt Razza
4 |
5 | This program is free software: you can redistribute it and/or modify
6 | it under the terms of the GNU Affero General Public License as published
7 | by the Free Software Foundation, either version 3 of the License, or
8 | (at your option) any later version.
9 |
10 | This program is distributed in the hope that it will be useful,
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | GNU Affero General Public License for more details.
14 |
15 | You should have received a copy of the GNU Affero General Public License
16 | along with this program. If not, see .
17 | */
18 |
19 | package main
20 |
21 | import (
22 | "fmt"
23 | "os"
24 | "time"
25 |
26 | "github.com/mrazza/gonav"
27 | )
28 |
29 | func main() {
30 | fmt.Print("Enter file name (ex: de_dust2.nav): ")
31 | var file string
32 | fmt.Scanf("%s\n", &file)
33 | f, ok := os.Open(file) // Open the file
34 |
35 | if ok != nil {
36 | fmt.Printf("Failed to open file: %v\n", ok)
37 | return
38 | }
39 |
40 | defer f.Close()
41 | start := time.Now()
42 | parser := gonav.Parser{Reader: f}
43 | mesh, nerr := parser.Parse() // Parse the file
44 | elapsed := time.Since(start)
45 |
46 | if nerr != nil {
47 | fmt.Printf("Failed to parse: %v\n", nerr)
48 | return
49 | }
50 |
51 | fmt.Printf("Parse OK in %v\n\n", elapsed)
52 |
53 | // Loop forever and ask for coords.
54 | for {
55 | var x, y, z float32
56 | fmt.Print("Enter X coord: ")
57 | fmt.Scanf("%f\n", &x)
58 |
59 | fmt.Print("Enter Y coord: ")
60 | fmt.Scanf("%f\n", &y)
61 |
62 | fmt.Print("Enter Z coord: ")
63 | fmt.Scanf("%f\n", &z)
64 |
65 | point := gonav.Vector3{X: x, Y: y, Z: z}
66 |
67 | fmt.Println()
68 | fmt.Println("Looking up via the quadtree...")
69 | start = time.Now()
70 | area := mesh.QuadTreeAreas.FindAreaByPoint(point, false)
71 | elapsed = time.Since(start)
72 |
73 | if area != nil {
74 | fmt.Printf("Found in %fus...\n", float64(elapsed.Nanoseconds())/10000.0)
75 | fmt.Println(area)
76 | } else {
77 | fmt.Printf("No area found containing the specified coords in %v.\n", elapsed)
78 | }
79 |
80 | fmt.Println()
81 | }
82 | }
83 |
--------------------------------------------------------------------------------
/algo.go:
--------------------------------------------------------------------------------
1 | /*
2 | gonav - A Source Engine navigation mesh file parser written in Go.
3 | Copyright (C) 2016 Matt Razza
4 |
5 | This program is free software: you can redistribute it and/or modify
6 | it under the terms of the GNU Affero General Public License as published
7 | by the Free Software Foundation, either version 3 of the License, or
8 | (at your option) any later version.
9 |
10 | This program is distributed in the hope that it will be useful,
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | GNU Affero General Public License for more details.
14 |
15 | You should have received a copy of the GNU Affero General Public License
16 | along with this program. If not, see .
17 | */
18 |
19 | // Package gonav provides functionality related to CS:GO Nav Meshes
20 | package gonav
21 |
22 | import (
23 | "container/heap"
24 | "errors"
25 | )
26 |
27 | // MeshConnectionCalculator is a func that calculates the cost of a connection in a nav mesh
28 | type MeshConnectionCalculator func(*NavConnection) float32
29 |
30 | // MeshLadderCalculator is a func that calculates the cost of a ladder between two nav areas
31 | // The first NavArea is the starting area, the second NavArea is the ending area
32 | type MeshLadderCalculator func(*NavLadder, NavLadderDirection, *NavArea, *NavArea) float32
33 |
34 | // HeuristicCalculator calculates an estimated heurisitic of cost between two (likely disjoint) NavAreas
35 | // This is used by the A* algorithm so must be admissible AND monotonic
36 | type HeuristicCalculator func(*NavArea, *NavArea) float32
37 |
38 | // PathNode is a single node along a path
39 | type PathNode struct {
40 | Area *NavArea
41 | PrevNode *PathNode
42 | CostFromStart float32
43 | estimatedCostToEnd float32
44 | }
45 |
46 | // Path represents a path between two points
47 | type Path struct {
48 | Nodes []*PathNode
49 | }
50 |
51 | // GetCost gets the total cost of the path
52 | func (p *Path) GetCost() float32 {
53 | return p.Nodes[len(p.Nodes)-1].CostFromStart
54 | }
55 |
56 | func newPath(endNode *PathNode) Path {
57 | var retPath Path
58 | currNode := endNode
59 |
60 | for currNode != nil {
61 | retPath.Nodes = append([]*PathNode{currNode}, retPath.Nodes...)
62 | currNode = currNode.PrevNode
63 | }
64 |
65 | return retPath
66 | }
67 |
68 | // SimpleBuildShortestPath builds a path (via PathFinding A*) and returns a Path object containing the start and end nodes of the path
69 | // startArea and endArea are the starting and ending NavAreas for the path
70 | // This function uses simple default cost and heuristic functions when building the Path. For more control, see BuildShortestPath
71 | func SimpleBuildShortestPath(startArea, endArea *NavArea) (Path, error) {
72 | return BuildShortestPath(
73 | startArea,
74 | endArea,
75 | func(con *NavConnection) float32 {
76 | distance := con.SourceArea.GetCenter()
77 | distance.Sub(con.TargetArea.GetCenter())
78 | return distance.Length()
79 | },
80 | func(ladder *NavLadder, direction NavLadderDirection, start *NavArea, end *NavArea) float32 {
81 | locationVector := start.GetCenter()
82 | locationVector.Sub(end.GetCenter())
83 | cost := (&Vector3{locationVector.X, locationVector.Y, 0}).Length() // Let's ignore the Z because that's what ladder.Length does
84 | return ladder.Length + cost
85 | },
86 | func(start *NavArea, end *NavArea) float32 {
87 | distance := start.GetCenter()
88 | distance.Sub(end.GetCenter())
89 | return distance.Length()
90 | })
91 | }
92 |
93 | // BuildShortestPath builds a path (via PathFinding A*) and returns a Path object containing the start and end nodes of the path
94 | // startArea and endArea are the starting and ending NavAreas for the path
95 | // areaCostCalc is a func() that calculates the "cost" of a connection between two NavAreas
96 | // ladderCostCalc is a func() that calculates the "cost" of a connection via a ladder
97 | // heurisiticCost is a func() that estimates an admissible AND monotonic cost for two (likely nonadjacent) NavAreas
98 | func BuildShortestPath(startArea, endArea *NavArea, areaCostCalc MeshConnectionCalculator, ladderCostCalc MeshLadderCalculator, heurisiticCost HeuristicCalculator) (Path, error) {
99 | closedSet := make(map[*NavArea]bool)
100 | nodeLookup := make(map[*NavArea]*queueItem)
101 | openSet := make(priorityQueue, 0)
102 | heap.Init(&openSet)
103 |
104 | start := PathNode{
105 | Area: startArea,
106 | CostFromStart: 0,
107 | estimatedCostToEnd: heurisiticCost(startArea, endArea)}
108 |
109 | nodeLookup[startArea] = openSet.CreateAndPush(&start)
110 |
111 | for openSet.Len() > 0 {
112 | currentNode := openSet.PopCast()
113 |
114 | if currentNode.Area == endArea {
115 | return newPath(currentNode), nil // We found the end!
116 | }
117 |
118 | // Add this to where we've been
119 | closedSet[currentNode.Area] = true
120 |
121 | // Look at all the places connected to where we are
122 | for _, currConnection := range currentNode.Area.Connections {
123 | if closedSet[currConnection.TargetArea] {
124 | continue // We've been here before
125 | }
126 |
127 | // Calculate the cost to get there from here
128 | newCost := currentNode.CostFromStart + areaCostCalc(currConnection)
129 | item := nodeLookup[currConnection.TargetArea]
130 | var currNode *PathNode
131 |
132 | if item == nil {
133 | currNode = &PathNode{Area: currConnection.TargetArea}
134 | } else {
135 | currNode = item.pathNode
136 |
137 | if newCost >= currNode.CostFromStart {
138 | continue // Going there from here isn't any better than before
139 | }
140 | }
141 |
142 | // Either this is a new place to go, or we found a better way to get there. Update.
143 | currNode.PrevNode = currentNode
144 | currNode.CostFromStart = newCost
145 | currNode.estimatedCostToEnd = newCost + heurisiticCost(currNode.Area, endArea)
146 |
147 | if item != nil {
148 | openSet.update(item)
149 | } else {
150 | nodeLookup[currNode.Area] = openSet.CreateAndPush(currNode)
151 | }
152 | }
153 |
154 | // What about the places we're connected to via ladders
155 | for _, currLadderCon := range currentNode.Area.LadderConnections {
156 | currLadder := currLadderCon.TargetLadder
157 | var ladderAreas []*NavArea
158 |
159 | switch currLadder.Direction {
160 | case NavLadderDirectionUp:
161 | if currLadder.TopBehindArea != nil {
162 | ladderAreas = append(ladderAreas, currLadder.TopBehindArea)
163 | }
164 |
165 | if currLadder.TopForwardArea != nil {
166 | ladderAreas = append(ladderAreas, currLadder.TopForwardArea)
167 | }
168 |
169 | if currLadder.TopRightArea != nil {
170 | ladderAreas = append(ladderAreas, currLadder.TopRightArea)
171 | }
172 |
173 | if currLadder.TopLeftArea != nil {
174 | ladderAreas = append(ladderAreas, currLadder.TopLeftArea)
175 | }
176 |
177 | case NavLadderDirectionDown:
178 | if currLadder.BottomArea != nil {
179 | ladderAreas = append(ladderAreas, currLadder.BottomArea)
180 | }
181 | }
182 |
183 | for _, currArea := range ladderAreas {
184 | if closedSet[currArea] {
185 | continue // We've been here before
186 | }
187 |
188 | // Calculate the cost to get there from here
189 | newCost := currentNode.CostFromStart + ladderCostCalc(currLadder, currLadder.Direction, currentNode.Area, currArea)
190 | item := nodeLookup[currArea]
191 | var currNode *PathNode
192 |
193 | if item == nil {
194 | currNode = &PathNode{Area: currArea}
195 | } else {
196 | currNode = item.pathNode
197 |
198 | if newCost >= currNode.CostFromStart {
199 | continue // Going there from here isn't any better than before
200 | }
201 | }
202 |
203 | // Either this is a new place to go, or we found a better way to get there. Update.
204 | currNode.PrevNode = currentNode
205 | currNode.CostFromStart = newCost
206 | currNode.estimatedCostToEnd = newCost + heurisiticCost(currNode.Area, endArea)
207 |
208 | if item != nil {
209 | openSet.update(item)
210 | } else {
211 | nodeLookup[currNode.Area] = openSet.CreateAndPush(currNode)
212 | }
213 | }
214 | }
215 | }
216 |
217 | return Path{}, errors.New("Could not find a path. Areas are not connected.")
218 | }
219 |
220 | // Priority queue implementation from a modified version of the source on
221 | // https://golang.org/pkg/container/heap/
222 | type queueItem struct {
223 | pathNode *PathNode
224 | index int
225 | }
226 |
227 | type priorityQueue []*queueItem
228 |
229 | func (pq priorityQueue) Len() int {
230 | return len(pq)
231 | }
232 |
233 | func (pq priorityQueue) Less(i, j int) bool {
234 | return pq[i].pathNode.estimatedCostToEnd < pq[j].pathNode.estimatedCostToEnd
235 | }
236 |
237 | func (pq priorityQueue) Swap(i, j int) {
238 | pq[i], pq[j] = pq[j], pq[i]
239 | pq[i].index = i
240 | pq[j].index = j
241 | }
242 |
243 | func (pq *priorityQueue) CreateAndPush(pn *PathNode) *queueItem {
244 | q := &queueItem{pathNode: pn}
245 | heap.Push(pq, q)
246 | return q
247 | }
248 |
249 | func (pq *priorityQueue) Push(q interface{}) {
250 | item := q.(*queueItem)
251 | n := len(*pq)
252 | item.index = n
253 | *pq = append(*pq, item)
254 | }
255 |
256 | func (pq *priorityQueue) PopCast() *PathNode {
257 | return heap.Pop(pq).(*PathNode)
258 | }
259 |
260 | func (pq *priorityQueue) Pop() interface{} {
261 | old := *pq
262 | n := len(old)
263 | item := old[n-1]
264 | item.index = -1
265 | *pq = old[0 : n-1]
266 | return item.pathNode
267 | }
268 |
269 | func (pq *priorityQueue) Remove(item *queueItem) {
270 | heap.Remove(pq, item.index)
271 | }
272 |
273 | func (pq *priorityQueue) update(item *queueItem) {
274 | heap.Fix(pq, item.index)
275 | }
276 |
--------------------------------------------------------------------------------
/nav_area.go:
--------------------------------------------------------------------------------
1 | /*
2 | gonav - A Source Engine navigation mesh file parser written in Go.
3 | Copyright (C) 2016 Matt Razza
4 |
5 | This program is free software: you can redistribute it and/or modify
6 | it under the terms of the GNU Affero General Public License as published
7 | by the Free Software Foundation, either version 3 of the License, or
8 | (at your option) any later version.
9 |
10 | This program is distributed in the hope that it will be useful,
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | GNU Affero General Public License for more details.
14 |
15 | You should have received a copy of the GNU Affero General Public License
16 | along with this program. If not, see .
17 | */
18 |
19 | // Package gonav provides functionality related to CS:GO Nav Meshes
20 | package gonav
21 |
22 | import (
23 | "errors"
24 | "fmt"
25 | )
26 |
27 | // NavArea represents a NavArea as part of a NavMesh
28 | type NavArea struct {
29 | ID uint32 // ID of the NavArea
30 | NorthWest Vector3 // Location of the north-west point of this NavArea
31 | SouthEast Vector3 // Location of the south-east point of this NavArea
32 | Flags uint32 // Bitflags set on this area
33 | NorthEastZ float32 // The Z-coord for the north-east point
34 | SouthWestZ float32 // The Z-coord for the south-west point
35 | NorthWestLightIntensity float32 // The light intensity of the north-west corner
36 | NorthEastLightIntensity float32 // The light intensity of the north-east corner
37 | SouthWestLightIntensity float32 // The light intensity of the south-west corner
38 | SouthEastLightIntensity float32 // The light intensity of the south-east corner
39 | Place *NavPlace // The place this area is in
40 | Connections []*NavConnection // The connections between this area and other areas
41 | HidingSpots []*NavHidingSpot // The hiding spots in this NavArea
42 | EncounterPaths []*NavEncounterPath // The encounter paths for this area
43 | LadderConnections []*NavLadderConnection // Connections between this area and ladders
44 | VisibleAreas []*NavVisibleArea // Visible areas
45 | EarliestOccupyTimeFirstTeam float32 // The earliest time the first team can occupy this area
46 | EarliestOccupyTimeSecondTeam float32 // The earliest time the second team can occupy this area
47 | InheritVisibilityFromAreaID uint32 // ID of the area to inherit our visibility from
48 | }
49 |
50 | // NavHidingSpot represents an identified hiding spot within a NavArea
51 | type NavHidingSpot struct {
52 | ID uint32 // ID of the hiding spot
53 | Location Vector3 // Location of the hiding NavHidingSpot
54 | Flags byte // Bitflags associated with this hiding spot
55 | }
56 |
57 | // NavVisibleArea represents a visible area
58 | type NavVisibleArea struct {
59 | VisibleAreaID uint32 // ID of the visible area
60 | VisibleArea *NavArea // The visible area
61 | Attributes byte // Bit-wise attributes
62 | }
63 |
64 | func (visArea *NavVisibleArea) connectGraph(mesh *NavMesh) {
65 | visArea.VisibleArea = mesh.Areas[visArea.VisibleAreaID]
66 | }
67 |
68 | func (area *NavArea) connectGraph(mesh *NavMesh) {
69 | for _, currConnection := range area.Connections {
70 | currConnection.connectGraph(mesh)
71 | }
72 |
73 | for _, currPath := range area.EncounterPaths {
74 | currPath.connectGraph(mesh)
75 | }
76 |
77 | for _, currLadder := range area.LadderConnections {
78 | currLadder.connectGraph(mesh)
79 | }
80 |
81 | for _, currArea := range area.VisibleAreas {
82 | currArea.connectGraph(mesh)
83 | }
84 | }
85 |
86 | // GetNorthEastPoint builds the north east point from the two known corner points and the known Z value
87 | func (area *NavArea) GetNorthEastPoint() Vector3 {
88 | return Vector3{X: area.SouthEast.X, Y: area.NorthWest.Y, Z: area.NorthEastZ}
89 | }
90 |
91 | // GetSouthWestPoint builds the south west point from the two known corner points and the known Z value
92 | func (area *NavArea) GetSouthWestPoint() Vector3 {
93 | return Vector3{X: area.NorthWest.X, Y: area.SouthEast.Y, Z: area.SouthWestZ}
94 | }
95 |
96 | // GetCenter gets the center point of this area.
97 | func (area *NavArea) GetCenter() Vector3 {
98 | x := (area.NorthWest.X + area.SouthEast.X) / 2.0
99 | y := (area.NorthWest.Y + area.GetSouthWestPoint().Y) / 2.0
100 | z, err := area.GetZ(x, y)
101 |
102 | if err != nil {
103 | panic(err)
104 | }
105 |
106 | return Vector3{
107 | X: x,
108 | Y: y,
109 | Z: z}
110 | }
111 |
112 | // GetZ gets the Z-coord for the specified point within this area.
113 | // An error is returned if the requested point is not within this area.
114 | func (area *NavArea) GetZ(x, y float32) (float32, error) {
115 | if !area.ContainsPoint(Vector3{x, y, 0}, true) {
116 | return 0, errors.New("Cannot get Z. Specified point does not exist within the area.")
117 | }
118 |
119 | // Find the Z on the north and south lines that share the X-coord with our point
120 | width := area.SouthEast.X - area.NorthWest.X
121 | height := area.SouthEast.Y - area.NorthWest.Y
122 | distanceFromEast := area.SouthEast.X - x
123 | distanceFromSouth := area.SouthEast.Y - y
124 | northSlope := (area.NorthWest.Z - area.NorthEastZ) / width
125 | southSlope := (area.SouthWestZ - area.SouthEast.Z) / width
126 | northZ := area.NorthEastZ + northSlope*distanceFromEast
127 | southZ := area.SouthEast.Z + southSlope*distanceFromEast
128 |
129 | // Draw a line between those points on the north and south line
130 | // and find the Z value at the specified Y location
131 | finalLineSlope := (northZ - southZ) / height
132 |
133 | return southZ + finalLineSlope*distanceFromSouth, nil
134 | }
135 |
136 | // ContainsPoint determines whether or not the specified point is contained within this area
137 | // If allowBelow is false, a rough estimation will be performed and if the specified point is
138 | // below this NavArea, we will return false.
139 | func (area *NavArea) ContainsPoint(point Vector3, allowBelow bool) bool {
140 | if !allowBelow && area.NorthWest.Z > point.Z && area.SouthEast.Z > point.Z {
141 | return false
142 | }
143 |
144 | return area.NorthWest.X <= point.X &&
145 | area.NorthWest.Y <= point.Y &&
146 | area.SouthEast.X >= point.X &&
147 | area.SouthEast.Y >= point.Y
148 | }
149 |
150 | // DistanceFromZ gets the distance the specified point is from a rough estimate of the Z-position
151 | // for this NavArea
152 | func (area *NavArea) DistanceFromZ(point Vector3) float32 {
153 | return point.Z - ((area.NorthWest.Z + area.SouthEast.Z) / 2.0)
154 | }
155 |
156 | // DistanceFromCenter gets the distance from the specified point to the center of this area
157 | func (area *NavArea) DistanceFromCenter(point Vector3) float32 {
158 | center := area.GetCenter()
159 | center.Sub(point)
160 | return center.Length()
161 | }
162 |
163 | // GetRoughSquaredArea gets a rough estimate of the squared area of the NavArea
164 | func (area *NavArea) GetRoughSquaredArea() float32 {
165 | return (area.SouthEast.X - area.NorthWest.X) * (area.SouthEast.Y - area.NorthWest.Y)
166 | }
167 |
168 | // GetClosestPointInArea gets the point closest to the specified point that is contained within this Area.
169 | func (area *NavArea) GetClosestPointInArea(point Vector3) Vector3 {
170 | if area.ContainsPoint(point, true) {
171 | z, _ := area.GetZ(point.X, point.Y)
172 | return Vector3{point.X, point.Y, z}
173 | }
174 |
175 | var x, y float32
176 |
177 | // Let's do X
178 | if point.X < area.NorthWest.X {
179 | x = area.NorthWest.X
180 | } else if point.X > area.SouthEast.X {
181 | x = area.SouthEast.X
182 | } else {
183 | x = point.X
184 | }
185 |
186 | // Let's do Y
187 | if point.Y < area.NorthWest.Y {
188 | y = area.NorthWest.Y
189 | } else if point.Y > area.SouthEast.Y {
190 | y = area.SouthEast.Y
191 | } else {
192 | y = point.Y
193 | }
194 |
195 | z, _ := area.GetZ(x, y)
196 |
197 | return Vector3{X: x, Y: y, Z: z}
198 | }
199 |
200 | // String converts a NavArea into a human readable string
201 | func (area *NavArea) String() string {
202 | name := ""
203 | if area.Place != nil {
204 | name = area.Place.Name
205 | }
206 |
207 | return fmt.Sprintf("AreaID: %v [%v] @ {%v, %v}", area.ID, name, area.NorthWest, area.SouthEast)
208 | }
209 |
--------------------------------------------------------------------------------
/nav_connection.go:
--------------------------------------------------------------------------------
1 | /*
2 | gonav - A Source Engine navigation mesh file parser written in Go.
3 | Copyright (C) 2016 Matt Razza
4 |
5 | This program is free software: you can redistribute it and/or modify
6 | it under the terms of the GNU Affero General Public License as published
7 | by the Free Software Foundation, either version 3 of the License, or
8 | (at your option) any later version.
9 |
10 | This program is distributed in the hope that it will be useful,
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | GNU Affero General Public License for more details.
14 |
15 | You should have received a copy of the GNU Affero General Public License
16 | along with this program. If not, see .
17 | */
18 |
19 | // Package gonav provides functionality related to CS:GO Nav Meshes
20 | package gonav
21 |
22 | // NavDirection represents a cardinal direction
23 | type NavDirection int
24 |
25 | const (
26 | // NavDirectionNorth is the north cardinal direction
27 | NavDirectionNorth NavDirection = iota
28 |
29 | // NavDirectionEast is the east cardinal direction
30 | NavDirectionEast
31 |
32 | // NavDirectionSouth is the south cardinal direction
33 | NavDirectionSouth
34 |
35 | // NavDirectionWest is the west cardinal direction
36 | NavDirectionWest
37 |
38 | // NavDirectionMax is the max value for nav directions
39 | NavDirectionMax
40 | )
41 |
42 | // NavConnection represents a connection between two NavAreas
43 | type NavConnection struct {
44 | SourceArea *NavArea // The starting area for this connection
45 | TargetAreaID uint32 // The ID of the target area for this NavConnection
46 | TargetArea *NavArea // The target area for this connection
47 | Direction NavDirection // The direction of the connection between these two areas
48 | }
49 |
50 | func (conn *NavConnection) connectGraph(mesh *NavMesh) {
51 | conn.TargetArea = mesh.Areas[conn.TargetAreaID]
52 | }
53 |
--------------------------------------------------------------------------------
/nav_encounter_path.go:
--------------------------------------------------------------------------------
1 | /*
2 | gonav - A Source Engine navigation mesh file parser written in Go.
3 | Copyright (C) 2016 Matt Razza
4 |
5 | This program is free software: you can redistribute it and/or modify
6 | it under the terms of the GNU Affero General Public License as published
7 | by the Free Software Foundation, either version 3 of the License, or
8 | (at your option) any later version.
9 |
10 | This program is distributed in the hope that it will be useful,
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | GNU Affero General Public License for more details.
14 |
15 | You should have received a copy of the GNU Affero General Public License
16 | along with this program. If not, see .
17 | */
18 |
19 | // Package gonav provides functionality related to CS:GO Nav Meshes
20 | package gonav
21 |
22 | // NavEncounterPath represents an encounter path
23 | type NavEncounterPath struct {
24 | FromAreaID uint32 // The ID of the area the path comes from
25 | FromArea *NavArea // The Area the path comes from
26 | FromDirection NavDirection // The direction from the source
27 | ToAreaID uint32 // The ID of the area the path ends in
28 | ToArea *NavArea // The area the path ends in
29 | ToDirection NavDirection // The direction from the destination
30 | Spots []*NavEncounterSpot // The spots along this path
31 | }
32 |
33 | // NavEncounterSpot represents a spot along an encounter path
34 | type NavEncounterSpot struct {
35 | OrderID uint32 // The ID of the order of this spot
36 | ParametricDistiance float32 // The parametric distance
37 | }
38 |
39 | func (path *NavEncounterPath) connectGraph(mesh *NavMesh) {
40 | path.FromArea = mesh.Areas[path.FromAreaID]
41 | path.ToArea = mesh.Areas[path.ToAreaID]
42 | }
43 |
--------------------------------------------------------------------------------
/nav_ladder.go:
--------------------------------------------------------------------------------
1 | /*
2 | gonav - A Source Engine navigation mesh file parser written in Go.
3 | Copyright (C) 2016 Matt Razza
4 |
5 | This program is free software: you can redistribute it and/or modify
6 | it under the terms of the GNU Affero General Public License as published
7 | by the Free Software Foundation, either version 3 of the License, or
8 | (at your option) any later version.
9 |
10 | This program is distributed in the hope that it will be useful,
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | GNU Affero General Public License for more details.
14 |
15 | You should have received a copy of the GNU Affero General Public License
16 | along with this program. If not, see .
17 | */
18 |
19 | // Package gonav provides functionality related to CS:GO Nav Meshes
20 | package gonav
21 |
22 | // NavLadderDirection represents the direction between a ladder and its connection
23 | type NavLadderDirection int
24 |
25 | const (
26 | // NavLadderDirectionUp means up the ladder
27 | NavLadderDirectionUp NavLadderDirection = iota
28 |
29 | // NavLadderDirectionDown means down the ladder
30 | NavLadderDirectionDown
31 |
32 | // NavLadderDirectionMax the max value for NavLadderDirection's
33 | NavLadderDirectionMax
34 | )
35 |
36 | // NavLadderConnection represents a connection between an area and a ladder
37 | type NavLadderConnection struct {
38 | SourceArea *NavArea // The area that is the source of this NavConnection
39 | TargetID uint32 // The ID of the ladder target
40 | TargetLadder *NavLadder // The ladder
41 | Direction NavLadderDirection // The direction of this connection
42 | }
43 |
44 | // NavLadder represents a ladder within the world
45 | type NavLadder struct {
46 | ID uint32 // The ID of the ladder
47 | Width float32 // The width of the ladder
48 | Length float32 // The length of the ladder
49 | Top Vector3 // The location of the center of the top of the ladder
50 | Bottom Vector3 // The location of the center of the bottom of the ladder
51 | Direction NavLadderDirection // The direction of the NavLadder
52 | TopForwardAreaID uint32 // ID of the area connected to the top-forward position of the ladder
53 | TopForwardArea *NavArea // The area connected to the top-forward position of the ladder
54 | TopLeftAreaID uint32 // ID of the area connected to the top-left position of the ladder
55 | TopLeftArea *NavArea // The area connected to the top-forward position of the ladder
56 | TopRightAreaID uint32 // ID of the area connected to the top-right position of the ladder
57 | TopRightArea *NavArea // The area connected to the top-right position of the ladder
58 | TopBehindAreaID uint32 // ID of area connected to the top-behind position of the ladder
59 | TopBehindArea *NavArea // The area connected to the top-behind position of the ladder
60 | BottomAreaID uint32 // ID of the area connected to the bottom of the ladder
61 | BottomArea *NavArea // The area connected to the bottom of the ladder
62 | }
63 |
64 | func (conn *NavLadderConnection) connectGraph(mesh *NavMesh) {
65 | conn.TargetLadder = mesh.Ladders[conn.TargetID]
66 | }
67 |
--------------------------------------------------------------------------------
/nav_mesh.go:
--------------------------------------------------------------------------------
1 | /*
2 | gonav - A Source Engine navigation mesh file parser written in Go.
3 | Copyright (C) 2016 Matt Razza
4 |
5 | This program is free software: you can redistribute it and/or modify
6 | it under the terms of the GNU Affero General Public License as published
7 | by the Free Software Foundation, either version 3 of the License, or
8 | (at your option) any later version.
9 |
10 | This program is distributed in the hope that it will be useful,
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | GNU Affero General Public License for more details.
14 |
15 | You should have received a copy of the GNU Affero General Public License
16 | along with this program. If not, see .
17 | */
18 |
19 | // Package gonav provides functionality related to CS:GO Nav Meshes
20 | package gonav
21 |
22 | import (
23 | "math"
24 | "sync"
25 | )
26 |
27 | // NavMesh represents an entire parsed Nav Mesh and provides functionality
28 | // related to the manipulation and searching of the mesh
29 | type NavMesh struct {
30 | Places map[uint32]*NavPlace // Places contained in this NavMesh
31 | Areas map[uint32]*NavArea // Areas contained in this NavMesh
32 | Ladders map[uint32]*NavLadder // Ladders contained in this NavMesh
33 | QuadTreeAreas *quadTreeNode // QuadTree used for quickly searching the NavAreas by position
34 | MajorVersion uint32 // The major version number of the nav file
35 | MinorVersion uint32 // The minor version number of the nav file
36 | BSPSize uint32 // The size of the BSP file the nav was generated from
37 | IsMeshAnalyzed bool // Tracks whether or not this NavMesh has been analyzed
38 | }
39 |
40 | func (mesh *NavMesh) connectGraph() {
41 | var wg sync.WaitGroup
42 |
43 | for _, area := range mesh.Areas {
44 | wg.Add(1)
45 |
46 | go func(currArea *NavArea) {
47 | defer wg.Done()
48 |
49 | currArea.connectGraph(mesh)
50 | }(area)
51 | }
52 |
53 | wg.Wait()
54 | }
55 |
56 | // GetPlaceByName gets a NavPlace by the specified name string; nil if not found
57 | func (mesh *NavMesh) GetPlaceByName(name string) *NavPlace {
58 | for _, curr := range mesh.Places {
59 | if curr.Name == name {
60 | return curr
61 | }
62 | }
63 |
64 | return nil
65 | }
66 |
67 | // Finds the area nearest to this point
68 | func (mesh *NavMesh) GetNearestArea(point Vector3, allowBelow bool) *NavArea {
69 | bestDistance := float32(math.MaxFloat32)
70 | var bestArea *NavArea
71 |
72 | for _, curr := range mesh.Areas {
73 | if curr.ContainsPoint(point, allowBelow) {
74 | currDistance := curr.DistanceFromZ(point)
75 | if bestDistance > currDistance {
76 | bestDistance = currDistance
77 | bestArea = curr
78 | }
79 | } else {
80 | center := curr.GetCenter()
81 |
82 | if !allowBelow && center.Z > point.Z {
83 | continue
84 | }
85 |
86 | center.Sub(point)
87 | currDistance := center.LengthSquared()
88 | if bestDistance > currDistance {
89 | bestDistance = currDistance
90 | bestArea = curr
91 | }
92 | }
93 | }
94 |
95 | return bestArea
96 | }
97 |
--------------------------------------------------------------------------------
/nav_place.go:
--------------------------------------------------------------------------------
1 | /*
2 | gonav - A Source Engine navigation mesh file parser written in Go.
3 | Copyright (C) 2016 Matt Razza
4 |
5 | This program is free software: you can redistribute it and/or modify
6 | it under the terms of the GNU Affero General Public License as published
7 | by the Free Software Foundation, either version 3 of the License, or
8 | (at your option) any later version.
9 |
10 | This program is distributed in the hope that it will be useful,
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | GNU Affero General Public License for more details.
14 |
15 | You should have received a copy of the GNU Affero General Public License
16 | along with this program. If not, see .
17 | */
18 |
19 | // Package gonav provides functionality related to CS:GO Nav Meshes
20 | package gonav
21 |
22 | import "errors"
23 |
24 | // NavPlace represents a Place entry in the NavMesh
25 | type NavPlace struct {
26 | ID uint32 // ID of the place
27 | Name string // The name of the place
28 | Areas []*NavArea // Collection of areas in this place
29 | }
30 |
31 | // GetEstimatedCenter gets a rough estimate of the center of this NavPlace
32 | func (np *NavPlace) GetEstimatedCenter() (Vector3, error) {
33 | accume := Vector3{0, 0, 0}
34 | weight := float32(0)
35 |
36 | for _, currArea := range np.Areas {
37 | area := currArea.GetRoughSquaredArea()
38 | center := currArea.GetCenter()
39 | center.Mul(area)
40 | accume.Add(center)
41 | weight += area
42 | }
43 |
44 | if weight == 0 {
45 | return Vector3{}, errors.New("Cannot estimate center for NavAreas with no area.")
46 | }
47 |
48 | accume.Div(weight)
49 | return accume, nil
50 | }
51 |
--------------------------------------------------------------------------------
/parser.go:
--------------------------------------------------------------------------------
1 | /*
2 | gonav - A Source Engine navigation mesh file parser written in Go.
3 | Copyright (C) 2016 Matt Razza
4 |
5 | This program is free software: you can redistribute it and/or modify
6 | it under the terms of the GNU Affero General Public License as published
7 | by the Free Software Foundation, either version 3 of the License, or
8 | (at your option) any later version.
9 |
10 | This program is distributed in the hope that it will be useful,
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | GNU Affero General Public License for more details.
14 |
15 | You should have received a copy of the GNU Affero General Public License
16 | along with this program. If not, see .
17 | */
18 |
19 | // Package gonav provides functionality related to CS:GO Nav Meshes
20 | package gonav
21 |
22 | import (
23 | "encoding/binary"
24 | "errors"
25 | "fmt"
26 | "io"
27 | )
28 |
29 | // Parser provides support for parsing .nav files.
30 | type Parser struct {
31 | Reader io.Reader
32 | }
33 |
34 | type parserError struct {
35 | Message string
36 | Error error
37 | }
38 |
39 | // Parse parses the nav mesh reader supplied to this instance.
40 | func (p *Parser) Parse() (mesh NavMesh, err error) {
41 | if p.Reader == nil {
42 | return buildParseError("This parse instance does not have a Reader.")
43 | }
44 |
45 | // Handle the recover scenerio for panics from our reader functions
46 | defer func() {
47 | if r := recover(); r != nil {
48 | msg, ok := r.(parserError)
49 |
50 | if ok {
51 | mesh, err = buildParseError(fmt.Sprintf("Unexpected error when parsing: %s.\nParent error: %v.", msg.Message, msg.Error))
52 | } else {
53 | panic(r)
54 | }
55 | }
56 | }()
57 |
58 | // Let's check the magic number
59 | var magicNumber uint32
60 | p.read(&magicNumber)
61 |
62 | if magicNumber != 0xFEEDFACE {
63 | return buildParseError(fmt.Sprintf("Magic number is incorrect (%v vs %v). This is not a .nav file.", magicNumber, 0xFEEDFACE))
64 | }
65 |
66 | // Magic number passed! Time to start building the NavMesh
67 | mesh = NavMesh{}
68 | p.read(&mesh.MajorVersion)
69 |
70 | // Check the version
71 | if mesh.MajorVersion < 6 || mesh.MajorVersion > 16 {
72 | return buildParseError("Major version for this nav mesh is invalid.")
73 | }
74 |
75 | if mesh.MajorVersion >= 10 {
76 | p.read(&mesh.MinorVersion)
77 | }
78 |
79 | p.read(&mesh.BSPSize)
80 |
81 | if mesh.MajorVersion >= 14 {
82 | p.read(&mesh.IsMeshAnalyzed)
83 | }
84 |
85 | // Let's get the "places"
86 | mesh.Places = make(map[uint32]*NavPlace)
87 | var placeCount uint16
88 | p.read(&placeCount)
89 |
90 | for i := uint16(0); i < placeCount; i++ {
91 | id := uint32(i + 1)
92 | var nameLength uint16
93 | p.read(&nameLength)
94 | mesh.Places[id] = &NavPlace{ID: id, Name: p.readString(nameLength)[:nameLength-1]}
95 | }
96 |
97 | // Time to build the area objects
98 | mesh.Areas = make(map[uint32]*NavArea)
99 | mesh.QuadTreeAreas = &quadTreeNode{NorthWestPoint: Vector3{-16384, -16384, 0}, SouthEastPoint: Vector3{16384, 16384, 0}}
100 |
101 | var hasUnnamedAreas bool
102 | if mesh.MajorVersion > 11 {
103 | p.read(&hasUnnamedAreas)
104 | }
105 |
106 | var areaCount uint32
107 | p.read(&areaCount)
108 |
109 | for i := uint32(0); i < areaCount; i++ {
110 | var currArea NavArea
111 | p.read(&currArea.ID)
112 |
113 | if mesh.MajorVersion <= 8 {
114 | var flags byte
115 | p.read(&flags)
116 | currArea.Flags = uint32(flags)
117 | } else if mesh.MajorVersion < 13 {
118 | var flags uint16
119 | p.read(&flags)
120 | currArea.Flags = uint32(flags)
121 | } else {
122 | p.read(&currArea.Flags)
123 | }
124 |
125 | p.read(&currArea.NorthWest)
126 | p.read(&currArea.SouthEast)
127 | p.read(&currArea.NorthEastZ)
128 | p.read(&currArea.SouthWestZ)
129 |
130 | // Time to handle the connections
131 | for direction := NavDirection(0); direction < NavDirectionMax; direction++ {
132 | var connectionCount uint32
133 | p.read(&connectionCount)
134 |
135 | for connectionIndex := uint32(0); connectionIndex < connectionCount; connectionIndex++ {
136 | var currConnection NavConnection
137 | currConnection.SourceArea = &currArea
138 | currConnection.Direction = direction
139 | p.read(&currConnection.TargetAreaID)
140 |
141 | currArea.Connections = append(currArea.Connections, &currConnection)
142 | }
143 | }
144 |
145 | // Time to handle the spots
146 | var hidingSpotCount byte
147 | p.read(&hidingSpotCount)
148 |
149 | for hidingIndex := byte(0); hidingIndex < hidingSpotCount; hidingIndex++ {
150 | var currSpot NavHidingSpot
151 | p.read(&currSpot.ID)
152 | p.read(&currSpot.Location)
153 | p.read(&currSpot.Flags)
154 |
155 | currArea.HidingSpots = append(currArea.HidingSpots, &currSpot)
156 | }
157 |
158 | // Throw away garbage if this is old
159 | if mesh.MajorVersion < 15 {
160 | var approachAreaCount byte
161 | p.read(&approachAreaCount)
162 |
163 | // Advance the pointer to skip past this garbage.
164 | // What is actually happening here is the following struct laid end to end
165 | // apprachAreaCount times.
166 | // struct
167 | // {
168 | // uint approachHereId;
169 | // uint approachPrevId;
170 | // byte approachType;
171 | // uint approachNextId;
172 | // byte approachHow;
173 | // }
174 | p.advanceBytes((4*3 + 2) * int(approachAreaCount))
175 | }
176 |
177 | // Handle encounter paths
178 | var encounterPathCount uint32
179 | p.read(&encounterPathCount)
180 |
181 | for pathIndex := uint32(0); pathIndex < encounterPathCount; pathIndex++ {
182 | var currPath NavEncounterPath
183 | p.read(&currPath.FromAreaID)
184 | p.read(&currPath.FromDirection)
185 | p.read(&currPath.ToAreaID)
186 | p.read(&currPath.ToDirection)
187 |
188 | var spotCount byte
189 | p.read(&spotCount)
190 |
191 | for spotIndex := byte(0); spotIndex < spotCount; spotIndex++ {
192 | var currSpot NavEncounterSpot
193 | p.read(&currSpot.OrderID)
194 | var distance byte
195 | p.read(&distance)
196 | currSpot.ParametricDistiance = float32(distance) / 255
197 |
198 | currPath.Spots = append(currPath.Spots, &currSpot)
199 | }
200 |
201 | currArea.EncounterPaths = append(currArea.EncounterPaths, &currPath)
202 | }
203 |
204 | // Handle places
205 | var placeID uint16
206 | p.read(&placeID)
207 | place, ok := mesh.Places[uint32(placeID)]
208 |
209 | if ok {
210 | currArea.Place = place
211 | place.Areas = append(place.Areas, &currArea)
212 | }
213 |
214 | // Handle ladders
215 | for currDirection := NavLadderDirection(0); currDirection < NavLadderDirectionMax; currDirection++ {
216 | var ladderConnectionCount uint32
217 | p.read(&ladderConnectionCount)
218 |
219 | for connectionIndex := uint32(0); connectionIndex < ladderConnectionCount; connectionIndex++ {
220 | var currConnection NavLadderConnection
221 | currConnection.SourceArea = &currArea
222 | currConnection.Direction = currDirection
223 | p.read(&currConnection.TargetID)
224 |
225 | currArea.LadderConnections = append(currArea.LadderConnections, &currConnection)
226 | }
227 | }
228 |
229 | // Occupy times
230 | p.read(&currArea.EarliestOccupyTimeFirstTeam)
231 | p.read(&currArea.EarliestOccupyTimeSecondTeam)
232 |
233 | // Light intensity
234 | if mesh.MajorVersion >= 11 {
235 | p.read(&currArea.NorthWestLightIntensity)
236 | p.read(&currArea.NorthEastLightIntensity)
237 | p.read(&currArea.SouthEastLightIntensity)
238 | p.read(&currArea.SouthWestLightIntensity)
239 | }
240 |
241 | // Visible areas
242 | if mesh.MajorVersion >= 16 {
243 | var visibleAreaCount uint32
244 | p.read(&visibleAreaCount)
245 |
246 | for visibleIndex := uint32(0); visibleIndex < visibleAreaCount; visibleIndex++ {
247 | var currVisible NavVisibleArea
248 | p.read(&currVisible.VisibleAreaID)
249 | p.read(&currVisible.Attributes)
250 |
251 | currArea.VisibleAreas = append(currArea.VisibleAreas, &currVisible)
252 | }
253 | }
254 |
255 | p.read(&currArea.InheritVisibilityFromAreaID)
256 |
257 | // Skip passed some unknown data
258 | var garbageCount byte
259 | p.read(&garbageCount)
260 | p.advanceBytes(int(garbageCount) * 14)
261 |
262 | mesh.Areas[currArea.ID] = &currArea
263 | mesh.QuadTreeAreas.InsertArea(&currArea)
264 | }
265 |
266 | // Time to build the ladder objects
267 | mesh.Ladders = make(map[uint32]*NavLadder)
268 | var ladderCount uint32
269 | p.read(&ladderCount)
270 |
271 | for ladderIndex := uint32(0); ladderIndex < ladderCount; ladderIndex++ {
272 | var currLadder NavLadder
273 |
274 | p.read(&currLadder.ID)
275 | p.read(&currLadder.Width)
276 | p.read(&currLadder.Top)
277 | p.read(&currLadder.Bottom)
278 | p.read(&currLadder.Length)
279 | p.read(&currLadder.Direction)
280 |
281 | p.read(&currLadder.TopForwardAreaID)
282 | currLadder.TopForwardArea = mesh.Areas[currLadder.TopForwardAreaID]
283 |
284 | p.read(&currLadder.TopLeftAreaID)
285 | currLadder.TopLeftArea = mesh.Areas[currLadder.TopLeftAreaID]
286 |
287 | p.read(&currLadder.TopRightAreaID)
288 | currLadder.TopRightArea = mesh.Areas[currLadder.TopRightAreaID]
289 |
290 | p.read(&currLadder.TopBehindAreaID)
291 | currLadder.TopBehindArea = mesh.Areas[currLadder.TopBehindAreaID]
292 |
293 | p.read(&currLadder.BottomAreaID)
294 | currLadder.BottomArea = mesh.Areas[currLadder.BottomAreaID]
295 |
296 | mesh.Ladders[currLadder.ID] = &currLadder
297 | }
298 |
299 | // Ok we're done parsing the file, now it's time to connect the graph
300 | mesh.connectGraph()
301 |
302 | return mesh, nil
303 | }
304 |
305 | func (p *Parser) read(data interface{}) {
306 | switch t := data.(type) {
307 | case *Vector3:
308 | var x, y, z float32
309 | p.read(&x)
310 | p.read(&y)
311 | p.read(&z)
312 | *t = Vector3{x, y, z}
313 |
314 | case *bool:
315 | var b byte
316 | p.read(&b)
317 | *t = b > 0
318 |
319 | case *NavDirection:
320 | var b byte
321 | p.read(&b)
322 | *t = NavDirection(b)
323 |
324 | case *NavLadderDirection:
325 | var i uint32
326 | p.read(&i)
327 | *t = NavLadderDirection(i)
328 |
329 | default:
330 | err := binary.Read(p.Reader, binary.LittleEndian, t)
331 |
332 | if err != nil {
333 | panic(parserError{"Failed to read data", err})
334 | }
335 | }
336 | }
337 |
338 | func (p *Parser) readString(length uint16) string {
339 | data := make([]byte, length)
340 | n, ok := p.Reader.Read(data)
341 |
342 | if ok != nil {
343 | panic(parserError{"Failed to read string data", ok})
344 | } else if n != int(length) {
345 | panic(parserError{"Failed to read string data, length incorrect", nil})
346 | }
347 |
348 | return string(data)
349 | }
350 |
351 | func (p *Parser) advanceBytes(length int) {
352 | data := make([]byte, length)
353 | n, ok := p.Reader.Read(data)
354 |
355 | if ok != nil {
356 | panic(parserError{"Failed to advance data", ok})
357 | } else if n != int(length) {
358 | panic(parserError{"Failed to advance data, length incorrect", nil})
359 | }
360 | }
361 |
362 | func buildParseError(err string) (NavMesh, error) {
363 | return NavMesh{}, errors.New(err)
364 | }
365 |
--------------------------------------------------------------------------------
/quadtree.go:
--------------------------------------------------------------------------------
1 | /*
2 | gonav - A Source Engine navigation mesh file parser written in Go.
3 | Copyright (C) 2016 Matt Razza
4 |
5 | This program is free software: you can redistribute it and/or modify
6 | it under the terms of the GNU Affero General Public License as published
7 | by the Free Software Foundation, either version 3 of the License, or
8 | (at your option) any later version.
9 |
10 | This program is distributed in the hope that it will be useful,
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | GNU Affero General Public License for more details.
14 |
15 | You should have received a copy of the GNU Affero General Public License
16 | along with this program. If not, see .
17 | */
18 |
19 | // Package gonav provides functionality related to CS:GO Nav Meshes
20 | package gonav
21 |
22 | import (
23 | "errors"
24 | "math"
25 | )
26 |
27 | const preferredNodeCapacity int = 4
28 |
29 | // quadTreeNode represents a single node in a QuadTree (possibly the root node, possibly not)
30 | type quadTreeNode struct {
31 | Areas []*NavArea // The NavAreas contained in this node
32 | NorthWestPoint Vector3 // The north west point for the bounds of this node
33 | SouthEastPoint Vector3 // The south east point for the bounds of this node
34 | NorthWest *quadTreeNode // The north west sub node (nil if not sub-divided)
35 | NorthEast *quadTreeNode // The north east sub node (nil if not sub-divided)
36 | SouthWest *quadTreeNode // The south west sub node (nil if not sub-divided)
37 | SouthEast *quadTreeNode // The south east sub node (nil if not sub-divided)
38 | }
39 |
40 | // InsertArea inserts the specified NavArea into this quad tree
41 | func (node *quadTreeNode) InsertArea(area *NavArea) (*quadTreeNode, error) {
42 | if !node.isAreaFullyContained(area) {
43 | return nil, errors.New("Specified area cannot be added because it is not fully contained within this node.")
44 | }
45 |
46 | if node.isSubDivided() {
47 | if addedNode, ok := node.NorthWest.InsertArea(area); ok == nil {
48 | return addedNode, nil
49 | } else if addedNode, ok := node.NorthEast.InsertArea(area); ok == nil {
50 | return addedNode, nil
51 | } else if addedNode, ok := node.SouthWest.InsertArea(area); ok == nil {
52 | return addedNode, nil
53 | } else if addedNode, ok := node.SouthEast.InsertArea(area); ok == nil {
54 | return addedNode, nil
55 | } else {
56 | node.Areas = append(node.Areas, area)
57 | return node, nil
58 | }
59 | } else {
60 | if len(node.Areas) >= preferredNodeCapacity {
61 | node.subDivide()
62 | return node.InsertArea(area)
63 | }
64 |
65 | node.Areas = append(node.Areas, area)
66 | return node, nil
67 | }
68 | }
69 |
70 | // Finds the area that contains the specified point; nil if the area could not be found
71 | // The Z-value is used to find the closest area that contains the X and Y values
72 | // If allowBelow is true the area closest by Z that contains this point is returned
73 | // If allowBelow is false the area closest by Z that is BELOW this point is returned
74 | // Think of allowBelow as "allow the specified point to be below a nav area"
75 | func (node *quadTreeNode) FindAreaByPoint(point Vector3, allowBelow bool) *NavArea {
76 | if !node.containsPoint(point) {
77 | return nil
78 | }
79 |
80 | // We'll use these to keep track of the current known best area
81 | var bestArea *NavArea
82 | bestDistance := float32(math.MaxFloat32)
83 |
84 | // This lambda will update our currently known best area
85 | updateBestArea := func(currArea *NavArea) {
86 | currDistance := float32(math.Abs(float64(currArea.DistanceFromZ(point))))
87 |
88 | if currDistance < bestDistance {
89 | bestArea = currArea
90 | bestDistance = currDistance
91 | }
92 | }
93 |
94 | // Let's loop through everything in this node
95 | for _, currArea := range node.Areas {
96 | if currArea.ContainsPoint(point, allowBelow) {
97 | updateBestArea(currArea)
98 | }
99 | }
100 |
101 | // If we're subdivided we need to recurse
102 | if node.isSubDivided() {
103 | if currArea := node.NorthWest.FindAreaByPoint(point, allowBelow); currArea != nil {
104 | updateBestArea(currArea)
105 | } else if currArea := node.NorthEast.FindAreaByPoint(point, allowBelow); currArea != nil {
106 | updateBestArea(currArea)
107 | } else if currArea := node.SouthWest.FindAreaByPoint(point, allowBelow); currArea != nil {
108 | updateBestArea(currArea)
109 | } else if currArea := node.SouthEast.FindAreaByPoint(point, allowBelow); currArea != nil {
110 | updateBestArea(currArea)
111 | }
112 | }
113 |
114 | return bestArea
115 | }
116 |
117 | // containsPoint determines whether or not the specified point is contained in the node
118 | func (node *quadTreeNode) containsPoint(point Vector3) bool {
119 | return node.NorthWestPoint.X <= point.X && node.NorthWestPoint.Y <= point.Y && node.SouthEastPoint.X >= point.X && node.SouthEastPoint.Y >= point.Y
120 | }
121 |
122 | // isAreaFullyContained determines whether or not the specified NavArea can be fully contained within this node
123 | func (node *quadTreeNode) isAreaFullyContained(area *NavArea) bool {
124 | return node.NorthWestPoint.X <= area.NorthWest.X && node.NorthWestPoint.Y <= area.NorthWest.Y && node.SouthEastPoint.X >= area.SouthEast.X && node.SouthEastPoint.Y >= area.SouthEast.Y
125 | }
126 |
127 | // Sub divides this node by adding four children nodes below it and repositioning its areas
128 | func (node *quadTreeNode) subDivide() error {
129 | if node.isSubDivided() {
130 | return errors.New("Cannot subdivide already subdivided node.")
131 | }
132 |
133 | node.NorthWest = new(quadTreeNode)
134 | node.NorthEast = new(quadTreeNode)
135 | node.SouthWest = new(quadTreeNode)
136 | node.SouthEast = new(quadTreeNode)
137 |
138 | currAreas := node.Areas
139 | node.Areas = nil
140 |
141 | for _, currArea := range currAreas {
142 | node.InsertArea(currArea)
143 | }
144 |
145 | return nil
146 | }
147 |
148 | // isSubDivided determines whether or not this node is sub divided
149 | func (node *quadTreeNode) isSubDivided() bool {
150 | return node.NorthWest != nil || node.NorthEast != nil || node.SouthWest != nil || node.SouthEast != nil
151 | }
152 |
--------------------------------------------------------------------------------
/vector.go:
--------------------------------------------------------------------------------
1 | /*
2 | gonav - A Source Engine navigation mesh file parser written in Go.
3 | Copyright (C) 2016 Matt Razza
4 |
5 | This program is free software: you can redistribute it and/or modify
6 | it under the terms of the GNU Affero General Public License as published
7 | by the Free Software Foundation, either version 3 of the License, or
8 | (at your option) any later version.
9 |
10 | This program is distributed in the hope that it will be useful,
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | GNU Affero General Public License for more details.
14 |
15 | You should have received a copy of the GNU Affero General Public License
16 | along with this program. If not, see .
17 | */
18 |
19 | // Package gonav provides functionality related to CS:GO Nav Meshes
20 | package gonav
21 |
22 | import "math"
23 |
24 | // Vector3 represents a 3D vector or point in space with X, Y, Z components.
25 | type Vector3 struct {
26 | X, Y, Z float32 // The X, Y, and Z coordinates of the vector
27 | }
28 |
29 | // LengthSquared gets the square of the length of the Vector.
30 | // This operation is faster than Length().
31 | func (v *Vector3) LengthSquared() float32 {
32 | return v.X*v.X + v.Y*v.Y + v.Z*v.Z
33 | }
34 |
35 | // Length gets the length of the Vector.
36 | func (v *Vector3) Length() float32 {
37 | return float32(math.Sqrt(float64(v.LengthSquared())))
38 | }
39 |
40 | // Normalize normalizes the Vector by setting its length to 1.
41 | func (v *Vector3) Normalize() {
42 | length := v.Length()
43 | v.X /= length
44 | v.Y /= length
45 | v.Z /= length
46 | }
47 |
48 | // Add adds the specified Vector to this one.
49 | func (v *Vector3) Add(right Vector3) {
50 | v.X += right.X
51 | v.Y += right.Y
52 | v.Z += right.Z
53 | }
54 |
55 | // Sub subtracts the specified Vector from this one.
56 | func (v *Vector3) Sub(right Vector3) {
57 | v.X -= right.X
58 | v.Y -= right.Y
59 | v.Z -= right.Z
60 | }
61 |
62 | // Mul multiplies the specified scalar to this vector.
63 | func (v *Vector3) Mul(right float32) {
64 | v.X *= right
65 | v.Y *= right
66 | v.Z *= right
67 | }
68 |
69 | // Div divides this vector by the specified scalar.
70 | func (v *Vector3) Div(right float32) {
71 | v.X /= right
72 | v.Y /= right
73 | v.Z /= right
74 | }
75 |
--------------------------------------------------------------------------------