r5sdk/r5dev/game/shared/ai_utility_shared.cpp
Kawe Mazidjatari c1c01d2302 Swap SSE4.1 instruction with an SSE2 instruction
The min spec is SSSE3, using SSE4.1 instructions (_mm_extract_epi64) will break compatibility. The code containing the defect is debug only, and %90+ of the user base uses an SSE4.1 capable processor.
2024-04-05 15:57:33 +02:00

700 lines
29 KiB
C++

//=============================================================================//
//
// Purpose: Shared AI utility.
//
//=============================================================================//
// ai_utility_shared.cpp: requires server.dll and client.dll!
//
/////////////////////////////////////////////////////////////////////////////////
#include "core/stdafx.h"
#include "tier1/cvar.h"
#include "mathlib/color.h"
#include "mathlib/vector.h"
#include "mathlib/ssemath.h"
#include "engine/debugoverlay.h"
#include "game/shared/ai_utility_shared.h"
#include "game/server/ai_utility.h"
#include "game/server/ai_networkmanager.h"
#include "game/server/ai_network.h"
#include "game/client/viewrender.h"
#include "thirdparty/recast/Detour/Include/DetourCommon.h"
#include "thirdparty/recast/Detour/Include/DetourNavMesh.h"
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
CAI_Utility::CAI_Utility(void)
: m_BoxColor(0, 255, 0, 255)
, m_LinkColor(255, 0, 0, 255)
{
}
static const VectorAligned s_vMaxs = { 50.0f, 50.0f, 50.0f };
static const VectorAligned s_vSubMask = { 25.0f, 25.0f, 25.0f };
static const fltx4 s_xMins = LoadZeroSIMD();
static const fltx4 s_xMaxs = LoadAlignedSIMD(s_vMaxs);
static const fltx4 s_xSubMask = LoadAlignedSIMD(s_vSubMask);
//------------------------------------------------------------------------------
// Purpose: run the NavMesh renderer
//------------------------------------------------------------------------------
void CAI_Utility::RunRenderFrame(void)
{
const int iScriptNodeIndex = ai_script_nodes_draw->GetInt();
const int iNavMeshBVTreeIndex = navmesh_draw_bvtree->GetInt();
const int iNavMeshPortalIndex = navmesh_draw_portal->GetInt();
const int iNavMeshPolyIndex = navmesh_draw_polys->GetInt();
const int iNavMeshPolyBoundIndex = navmesh_draw_poly_bounds->GetInt();
if (iScriptNodeIndex <= -1 &&
iNavMeshBVTreeIndex <= -1 &&
iNavMeshPortalIndex <= -1 &&
iNavMeshPolyIndex <= -1 &&
iNavMeshPolyBoundIndex <= -1)
{
// Nothing to render.
return;
}
const Vector3D& vCamera = MainViewOrigin();
const QAngle& aCamera = MainViewAngles();
const Vector3D vNormal = vCamera - aCamera.GetNormal() * 256.0f;
const VPlane vCullPlane(vNormal, aCamera);
const float flCameraRange = navmesh_debug_camera_range->GetFloat();
const int nTileRange = navmesh_debug_tile_range->GetInt();
const bool bUseDepthBuffer = r_debug_draw_depth_test->GetBool();
if (iScriptNodeIndex > -1)
g_pAIUtility->DrawAIScriptNetwork(*g_pAINetwork, vCamera, iScriptNodeIndex, flCameraRange, bUseDepthBuffer);
if (iNavMeshBVTreeIndex > -1)
g_pAIUtility->DrawNavMeshBVTree(nullptr, vCamera, vCullPlane, iNavMeshBVTreeIndex, flCameraRange, nTileRange, bUseDepthBuffer);
if (iNavMeshPortalIndex > -1)
g_pAIUtility->DrawNavMeshPortals(nullptr, vCamera, vCullPlane, iNavMeshPortalIndex, flCameraRange, nTileRange, bUseDepthBuffer);
if (iNavMeshPolyIndex > -1)
g_pAIUtility->DrawNavMeshPolys(nullptr, vCamera, vCullPlane, iNavMeshPolyIndex, flCameraRange, nTileRange, bUseDepthBuffer);
if (iNavMeshPolyBoundIndex > -1)
g_pAIUtility->DrawNavMeshPolyBoundaries(nullptr, vCamera, vCullPlane, iNavMeshPolyBoundIndex, flCameraRange, nTileRange, bUseDepthBuffer);
}
//------------------------------------------------------------------------------
// Purpose: draw AI script network
// Input : *pNetwork -
// &vCameraPos -
// iNodeIndex -
// flCameraRange -
// bUseDepthBuffer -
//------------------------------------------------------------------------------
void CAI_Utility::DrawAIScriptNetwork(
const CAI_Network* pNetwork,
const Vector3D& vCameraPos,
const int iNodeIndex,
const float flCameraRange,
const bool bUseDepthBuffer) const
{
if (!pNetwork)
return; // AI Network not build or loaded.
const bool bDrawNearest = ai_script_nodes_draw_nearest->GetBool();
const int nNodeRange = ai_script_nodes_draw_range->GetInt();
OverlayBox_t::Transforms vTransforms;
std::unordered_set<int64_t> uLinkSet;
for (int i = iNodeIndex, ns = pNetwork->NumScriptNodes(); i < ns; i++)
{
if (nNodeRange && i > nNodeRange)
break;
const CAI_ScriptNode* pScriptNode = &pNetwork->m_ScriptNode[i];
const fltx4 xOrigin = SubSIMD(// Subtract 25.f from our scalars to align box with node.
LoadUnaligned3SIMD(&pScriptNode->m_vOrigin), s_xSubMask);
if (flCameraRange > 0.0f)
{
// Flip the script node Z axis with that of the camera, so that it won't be used for
// the final distance computation. This allows for viewing the AI Network from above.
const fltx4 xOriginCamZ = SetComponentSIMD(xOrigin, 2, vCameraPos.z);
if (vCameraPos.DistTo(*reinterpret_cast<const Vector3D*>(&xOriginCamZ)) > flCameraRange)
continue; // Do not render if node is not within range set by cvar 'navmesh_debug_camera_range'.
}
// Construct box matrix transforms.
vTransforms.mat.Init(
{ 1.0f, 0.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 1.0f },
*reinterpret_cast<const Vector3D*>(&xOrigin));
v_RenderBox(vTransforms.mat, *reinterpret_cast<const Vector3D*>(&s_xMins),
*reinterpret_cast<const Vector3D*>(&s_xMaxs), m_BoxColor, bUseDepthBuffer);
if (bDrawNearest) // Render links to the nearest node.
{
int nNearest = GetNearestNodeToPos(pNetwork, &pScriptNode->m_vOrigin);
if (nNearest != NO_NODE) // NO_NODE = -1
{
shortx8 packedLinks = PackNodeLink(i, nNearest);
packedLinks = _mm_srli_si128(packedLinks, 8); // Only the upper 64bits are used.
auto p = uLinkSet.insert(reinterpret_cast<int64_t&>(packedLinks));
if (p.second) // Only render if link hasn't already been rendered.
{
const CAI_ScriptNode* pNearestNode = &pNetwork->m_ScriptNode[nNearest];
v_RenderLine(pScriptNode->m_vOrigin, pNearestNode->m_vOrigin, m_LinkColor, bUseDepthBuffer);
}
}
}
else if (i > 0) // Render links in the order the AI Network was build.
v_RenderLine((pScriptNode - 1)->m_vOrigin, pScriptNode->m_vOrigin, m_LinkColor, bUseDepthBuffer);
}
}
//------------------------------------------------------------------------------
// Purpose: draw NavMesh BVTree
// Input : *pMesh -
// &vCameraPos -
// &vCullPlane -
// iBVTreeIndex -
// flCameraRange -
// nTileRange -
// bDepthBuffer -
//------------------------------------------------------------------------------
void CAI_Utility::DrawNavMeshBVTree(
const dtNavMesh* pMesh,
const Vector3D& vCameraPos,
const VPlane& vCullPlane,
const int iBVTreeIndex,
const float flCameraRange,
const int nTileRange,
const bool bDepthBuffer) const
{
if (!pMesh)
pMesh = GetNavMeshForHull(navmesh_debug_type->GetInt());
if (!pMesh)
return; // NavMesh for hull not loaded.
OverlayBox_t::Transforms vTransforms;
for (int i = iBVTreeIndex, nt = pMesh->getTileCount(); i < nt; ++i)
{
if (nTileRange > 0 && i > nTileRange)
break;
const dtMeshTile* pTile = &pMesh->m_tiles[i];
if (!pTile->header)
continue;
if (!IsTileWithinRange(pTile, vCullPlane, vCameraPos, flCameraRange))
continue;
const float flCellSize = 1.0f / pTile->header->bvQuantFactor;
const fltx4 xTileAABB = LoadGatherSIMD(pTile->header->bmin[0], pTile->header->bmin[1], pTile->header->bmin[2], 0.0f);
const fltx4 xCellSize = LoadGatherSIMD(flCellSize, flCellSize, flCellSize, 0.0f);
for (int j = 0, nc = pTile->header->bvNodeCount; j < nc; ++j)
{
const dtBVNode* pNode = &pTile->bvTree[j];
if (pNode->i < 0) // Leaf indices are positive.
continue;
vTransforms.xmm[0] = LoadGatherSIMD(1.0f, 0.0f, 0.0f, 0.0f);
vTransforms.xmm[1] = LoadGatherSIMD(0.0f, 1.0f, 0.0f, 0.0f);
vTransforms.xmm[2] = LoadGatherSIMD(0.0f, 0.0f, 1.0f, 0.0f);
// Formula: tile->header->bm##[axis]+node->bm##[axis]*cs;
const fltx4 xMins = MaddSIMD(LoadGatherSIMD(pNode->bmin[0], pNode->bmin[1], pNode->bmin[2], 0.0f), xCellSize, xTileAABB);
const fltx4 xMaxs = MaddSIMD(LoadGatherSIMD(pNode->bmax[0], pNode->bmax[1], pNode->bmax[2], 0.0f), xCellSize, xTileAABB);
v_RenderBox(vTransforms.mat, *reinterpret_cast<const Vector3D*>(&xMins), *reinterpret_cast<const Vector3D*>(&xMaxs),
Color(188, 188, 188, 255), bDepthBuffer);
}
}
}
//------------------------------------------------------------------------------
// Purpose: draw NavMesh portals
// Input : *pMesh -
// &vCameraPos -
// &vCullPlane -
// iPortalIndex -
// flCameraRange -
// nTileRange -
// bDepthBuffer -
//------------------------------------------------------------------------------
void CAI_Utility::DrawNavMeshPortals(const dtNavMesh* pMesh,
const Vector3D& vCameraPos,
const VPlane& vCullPlane,
const int iPortalIndex,
const float flCameraRange,
const int nTileRange,
const bool bDepthBuffer) const
{
if (!pMesh)
pMesh = GetNavMeshForHull(navmesh_debug_type->GetInt());
if (!pMesh)
return; // NavMesh for hull not loaded.
for (int i = iPortalIndex, nt = pMesh->getTileCount(); i < nt; ++i)
{
if (nTileRange > 0 && i > nTileRange)
break;
const dtMeshTile* pTile = &pMesh->m_tiles[i];
if (!pTile->header)
continue;
if (!IsTileWithinRange(pTile, vCullPlane, vCameraPos, flCameraRange))
continue;
// Draw portals
const float flPadX = 0.04f;
const float flPadZ = pTile->header->walkableClimb;
for (int nSide = 0; nSide < 8; ++nSide)
{
unsigned short m = DT_EXT_LINK | static_cast<unsigned short>(nSide);
for (int j = 0, np = pTile->header->polyCount; j < np; ++j)
{
const dtPoly* pPoly = &pTile->polys[j];
// Create new links.
for (int v = 0, nv = pPoly->vertCount; v < nv; ++v)
{
// Skip edges which do not point to the right side.
if (pPoly->neis[v] != m)
continue;
// Create new links
const float* va = &pTile->verts[pPoly->verts[v] * 3];
const float* vb = &pTile->verts[pPoly->verts[(v + 1) % nv] * 3];
/*****************
Vertex indices:
va - = 0 +------+
vb - = 1 | |
va + = 2 | |
vb + = 3 +------+
*****************/
fltx4 xVerts = LoadGatherSIMD(va[2], vb[2], va[2], vb[2]);
Vector4D* vVerts = reinterpret_cast<Vector4D*>(&xVerts);
xVerts = SubSIMD(xVerts, LoadGatherSIMD(flPadZ, flPadZ, 0.0f, 0.0f));
xVerts = AddSIMD(xVerts, LoadGatherSIMD(0.0f, 0.0f, flPadZ, flPadZ));
if (nSide == 0 || nSide == 4)
{
Color col = nSide == 0 ? Color(188, 0, 0, 255) : Color(188, 0, 188, 255);
const float x = va[0] + ((nSide == 0) ? -flPadX : flPadX);
fltx4 xOrigin = LoadGatherSIMD(x, va[1], vVerts->x, 0);
fltx4 xDest = LoadGatherSIMD(x, va[1], vVerts->z, 0);
v_RenderLine(*reinterpret_cast<Vector3D*>(&xOrigin),
*reinterpret_cast<Vector3D*>(&xDest), col, bDepthBuffer);
xOrigin = LoadGatherSIMD(x, va[1], vVerts->z, 0);
xDest = LoadGatherSIMD(x, vb[1], vVerts->w, 0);
v_RenderLine(*reinterpret_cast<Vector3D*>(&xOrigin),
*reinterpret_cast<Vector3D*>(&xDest), col, bDepthBuffer);
xOrigin = LoadGatherSIMD(x, vb[1], vVerts->w, 0);
xDest = LoadGatherSIMD(x, vb[1], vVerts->y, 0);
v_RenderLine(*reinterpret_cast<Vector3D*>(&xOrigin),
*reinterpret_cast<Vector3D*>(&xDest), col, bDepthBuffer);
xOrigin = LoadGatherSIMD(x, vb[1], vVerts->y, 0);
xDest = LoadGatherSIMD(x, va[1], vVerts->x, 0);
v_RenderLine(*reinterpret_cast<Vector3D*>(&xOrigin),
*reinterpret_cast<Vector3D*>(&xDest), col, bDepthBuffer);
}
else if (nSide == 2 || nSide == 6)
{
Color col = nSide == 2 ? Color(0, 188, 0, 255) : Color(188, 188, 0, 255);
const float y = va[1] + ((nSide == 2) ? -flPadX : flPadX);
fltx4 xOrigin = LoadGatherSIMD(va[0], y, vVerts->x, 0);
fltx4 xDest = LoadGatherSIMD(va[0], y, vVerts->z, 0);
v_RenderLine(*reinterpret_cast<Vector3D*>(&xOrigin),
*reinterpret_cast<Vector3D*>(&xDest), col, bDepthBuffer);
xOrigin = LoadGatherSIMD(va[0], y, vVerts->z, 0);
xDest = LoadGatherSIMD(vb[0], y, vVerts->w, 0);
v_RenderLine(*reinterpret_cast<Vector3D*>(&xOrigin),
*reinterpret_cast<Vector3D*>(&xDest), col, bDepthBuffer);
xOrigin = LoadGatherSIMD(vb[0], y, vVerts->w, 0);
xDest = LoadGatherSIMD(vb[0], y, vVerts->y, 0);
v_RenderLine(*reinterpret_cast<Vector3D*>(&xOrigin),
*reinterpret_cast<Vector3D*>(&xDest), col, bDepthBuffer);
xOrigin = LoadGatherSIMD(vb[0], y, vVerts->y, 0);
xDest = LoadGatherSIMD(va[0], y, vVerts->x, 0);
v_RenderLine(*reinterpret_cast<Vector3D*>(&xOrigin),
*reinterpret_cast<Vector3D*>(&xDest), col, bDepthBuffer);
}
}
}
}
}
}
//------------------------------------------------------------------------------
// Purpose: draw NavMesh polys
// Input : *pMesh -
// &vCameraPos -
// &vCullPlane -
// iPolyIndex -
// flCameraRange -
// nTileRange -
// bDepthBuffer -
//------------------------------------------------------------------------------
void CAI_Utility::DrawNavMeshPolys(const dtNavMesh* pMesh,
const Vector3D& vCameraPos,
const VPlane& vCullPlane,
const int iPolyIndex,
const float flCameraRange,
const int nTileRange,
const bool bDepthBuffer) const
{
if (!pMesh)
pMesh = GetNavMeshForHull(navmesh_debug_type->GetInt());
if (!pMesh)
return; // NavMesh for hull not loaded.
for (int i = iPolyIndex; i < pMesh->getTileCount(); ++i)
{
if (nTileRange > 0 && i > nTileRange)
break;
const dtMeshTile* pTile = &pMesh->m_tiles[i];
if (!pTile->header)
continue;
if (!IsTileWithinRange(pTile, vCullPlane, vCameraPos, flCameraRange))
continue;
for (int j = 0; j < pTile->header->polyCount; j++)
{
const dtPoly* pPoly = &pTile->polys[j];
Color col{ 110, 200, 220, 255 };
const unsigned int ip = (unsigned int)(pPoly - pTile->polys);
if (pPoly->getType() == DT_POLYTYPE_OFFMESH_CONNECTION)
{
const dtOffMeshConnection* con = &pTile->offMeshCons[ip - pTile->header->offMeshBase];
v_RenderLine(Vector3D(con->pos[0], con->pos[1], con->pos[2]),
Vector3D(con->pos[3], con->pos[4], con->pos[5]), Color(188, 0, 188, 255), bDepthBuffer);
}
else
{
const dtPolyDetail* pDetail = &pTile->detailMeshes[ip];
fltx4 xTris[3] = { LoadZeroSIMD() };
for (int k = 0; k < pDetail->triCount; ++k)
{
const unsigned char* t = &pTile->detailTris[(pDetail->triBase + k) * 4];
for (int e = 0; e < 3; ++e)
{
if (t[e] < pPoly->vertCount)
{
float* pflVerts = &pTile->verts[pPoly->verts[t[e]] * 3];
xTris[e] = LoadGatherSIMD(pflVerts[0], pflVerts[1], pflVerts[2], 0.0f);
}
else
{
float* pflVerts = &pTile->detailVerts[(pDetail->vertBase + t[e] - pPoly->vertCount) * 3];
xTris[e] = LoadGatherSIMD(pflVerts[0], pflVerts[1], pflVerts[2], 0.0f);
}
}
v_RenderLine(*reinterpret_cast<const Vector3D*>(&xTris[0]),
*reinterpret_cast<const Vector3D*>(&xTris[1]), col, bDepthBuffer);
v_RenderLine(*reinterpret_cast<const Vector3D*>(&xTris[1]),
*reinterpret_cast<const Vector3D*>(&xTris[2]), col, bDepthBuffer);
v_RenderLine(*reinterpret_cast<const Vector3D*>(&xTris[2]),
*reinterpret_cast<const Vector3D*>(&xTris[0]), col, bDepthBuffer);
}
}
}
}
}
//------------------------------------------------------------------------------
// Purpose : draw NavMesh poly boundaries
// Input : *pMesh -
// &vCameraPos -
// &vCullPlane -
// iBoundaryIndex -
// flCameraRange -
// nTileRange -
// bDepthBuffer -
//------------------------------------------------------------------------------
void CAI_Utility::DrawNavMeshPolyBoundaries(const dtNavMesh* pMesh,
const Vector3D& vCameraPos,
const VPlane& vCullPlane,
const int iBoundaryIndex,
const float flCameraRange,
const int nTileRange,
const bool bDepthBuffer) const
{
static const float thr = 0.01f * 0.01f;
Color col{ 20, 140, 255, 255 };
if (!pMesh)
pMesh = GetNavMeshForHull(navmesh_debug_type->GetInt());
if (!pMesh)
return; // NavMesh for hull not loaded.
const bool bDrawInner = navmesh_draw_poly_bounds_inner->GetBool();
for (int i = iBoundaryIndex, nt = pMesh->getTileCount(); i < nt; ++i)
{
if (nTileRange > 0 && i > nTileRange)
break;
const dtMeshTile* pTile = &pMesh->m_tiles[i];
if (!pTile->header)
continue;
if (!IsTileWithinRange(pTile, vCullPlane, vCameraPos, flCameraRange))
continue;
for (int j = 0; j < pTile->header->polyCount; ++j)
{
const dtPoly* pPoly = &pTile->polys[j];
if (pPoly->getType() == DT_POLYTYPE_OFFMESH_CONNECTION)
continue;
const dtPolyDetail* pd = &pTile->detailMeshes[j];
for (int e = 0, ne = static_cast<int>(pPoly->vertCount); e < ne; ++e)
{
if (bDrawInner)
{
if (pPoly->neis[e] == 0)
continue;
if (pPoly->neis[e] & DT_EXT_LINK)
{
bool bCon = false;
for (unsigned int k = pPoly->firstLink; k != DT_NULL_LINK; k = pTile->links[k].next)
{
if (pTile->links[k].edge == e)
{
bCon = true;
break;
}
}
if (bCon)
col = Color(255, 255, 255, 255);
else
col = Color(0, 0, 0, 255);
}
else
col = Color(0, 48, 64, 255);
}
else
{
if (pPoly->neis[e] != 0)
continue;
}
const float* v0 = &pTile->verts[pPoly->verts[e] * 3];
const float* v1 = &pTile->verts[pPoly->verts[(e + 1) % ne] * 3];
// Draw detail mesh edges which align with the actual poly edge.
// This is really slow.
for (int k = 0, ke = pd->triCount; k < ke; ++k)
{
const unsigned char* t = &pTile->detailTris[(pd->triBase + k) * 4];
const float* tv[3];
for (int m = 0; m < 3; ++m)
{
if (t[m] < pPoly->vertCount)
tv[m] = &pTile->verts[pPoly->verts[t[m]] * 3];
else
tv[m] = &pTile->detailVerts[(pd->vertBase + (t[m] - pPoly->vertCount)) * 3];
}
for (int m = 0, n = 2; m < 3; n = m++)
{
if ((dtGetDetailTriEdgeFlags(t[3], n) & DT_DETAIL_EDGE_BOUNDARY) == 0)
continue;
if (distancePtLine2d(tv[n], v0, v1) < thr &&
distancePtLine2d(tv[m], v0, v1) < thr)
{
v_RenderLine(Vector3D(tv[n][0], tv[n][1], tv[n][2]), Vector3D(tv[m][0], tv[m][1], tv[m][2]), col, bDepthBuffer);
}
}
}
}
}
}
}
//------------------------------------------------------------------------------
// Purpose: packs 4 node indices together
// Input : a - (set 1)
// b -
// c - (set 2)
// d -
// Output : packed node set as i64x2
//------------------------------------------------------------------------------
shortx8 CAI_Utility::PackNodeLink(int32_t a, int32_t b, int32_t c, int32_t d) const
{
shortx8 xResult = _mm_set_epi32(a, b, c, d);
// We shuffle a b and c d if following condition is met, this is to
// ensure we always end up with one possible combination of indices.
if (a < b) // Swap 'a' with 'b'.
xResult = _mm_shuffle_epi32(xResult, _MM_SHUFFLE(2, 3, 1, 0));
if (c < d) // Swap 'c' with 'd'.
xResult = _mm_shuffle_epi32(xResult, _MM_SHUFFLE(3, 2, 0, 1));
return xResult;
}
//------------------------------------------------------------------------------
// Purpose: checks if the NavMesh tile is within the camera radius
// Input : *pTile -
// &vCamera -
// flCameraRadius -
// Output : true if within radius, false otherwise
//------------------------------------------------------------------------------
bool CAI_Utility::IsTileWithinRange(const dtMeshTile* pTile, const VPlane& vPlane, const Vector3D& vCamera, const float flCameraRadius) const
{
const fltx4 xMinBound = LoadGatherSIMD(pTile->header->bmin[0], pTile->header->bmin[1], vCamera.z, 0.0f);
const fltx4 xMaxBound = LoadGatherSIMD(pTile->header->bmax[0], pTile->header->bmax[1], vCamera.z, 0.0f);
const Vector3D* vecMinBound = reinterpret_cast<const Vector3D*>(&xMinBound);
const Vector3D* vecMaxBound = reinterpret_cast<const Vector3D*>(&xMaxBound);
if (flCameraRadius > 0.0f)
{
// Too far from camera, do not render.
if (vCamera.DistTo(*vecMinBound) > flCameraRadius ||
vCamera.DistTo(*vecMaxBound) > flCameraRadius)
return false;
}
// Behind the camera, do not render.
if (vPlane.GetPointSide(*vecMinBound) != SIDE_FRONT ||
vPlane.GetPointSide(*vecMaxBound) != SIDE_FRONT)
return false;
return true;
}
//------------------------------------------------------------------------------
// Purpose: gets the nearest node index to position
// Input : *pAINetwork -
// *vPos -
// Output : node index ('NO_NODE' if no node has been found)
//------------------------------------------------------------------------------
int CAI_Utility::GetNearestNodeToPos(const CAI_Network* pAINetwork, const Vector3D* vPos) const
{
int result; // rax
unsigned int v3; // er10
__int64 v4; // rdx
float v5; // xmm3_4
unsigned int v6; // er8
CAI_ScriptNode* v7; // rax
float v8; // xmm4_4
float v9; // xmm5_4
float v10; // xmm6_4
float* v11; // rcx
float* v12; // rax
float v13; // xmm7_4
float v14; // xmm2_4
unsigned int v15; // er9
float v16; // xmm8_4
float v17; // xmm2_4
unsigned int v18; // er8
float v19; // xmm9_4
float v20; // xmm2_4
unsigned int v21; // er9
float v22; // xmm7_4
float v23; // xmm2_4
float* v24; // r9
float v25; // xmm4_4
float v26; // xmm2_4
unsigned int v27; // ecx
if (pAINetwork)
{
v3 = pAINetwork->m_iNumScriptNodes;
v4 = 0i64;
v5 = 640000.0;
v6 = (unsigned int)NO_NODE;
if (v3 >= 4)
{
v7 = pAINetwork->m_ScriptNode;
v8 = vPos->x;
v9 = vPos->y;
v10 = vPos->z;
v11 = &v7->m_vOrigin.z;
v12 = &v7[1].m_vOrigin.y;
do
{
v13 = v5;
v14 = (float)((float)((float)(*(v11 - 1) - v9) * (float)(*(v11 - 1) - v9)) + (float)((float)(*(v11 - 2) - v8) * (float)(*(v11 - 2) - v8))) + (float)((float)(*v11 - v10) * (float)(*v11 - v10));
if (v5 > v14)
v5 = (float)((float)((float)(*(v11 - 1) - v9) * (float)(*(v11 - 1) - v9)) + (float)((float)(*(v11 - 2) - v8) * (float)(*(v11 - 2) - v8))) + (float)((float)(*v11 - v10) * (float)(*v11 - v10));
v15 = (unsigned int)v4;
if (v13 <= v14)
v15 = v6;
v16 = v5;
v17 = (float)((float)((float)(*(v12 - 1) - v9) * (float)(*(v12 - 1) - v9)) + (float)((float)(v11[3] - v8) * (float)(v11[3] - v8))) + (float)((float)(*v12 - v10) * (float)(*v12 - v10));
if (v5 > v17)
v5 = (float)((float)((float)(*(v12 - 1) - v9) * (float)(*(v12 - 1) - v9)) + (float)((float)(v11[3] - v8) * (float)(v11[3] - v8))) + (float)((float)(*v12 - v10) * (float)(*v12 - v10));
v18 = (unsigned int)v4 + 1;
if (v16 <= v17)
v18 = v15;
v19 = v5;
v20 = (float)((float)((float)(v12[4] - v9) * (float)(v12[4] - v9)) + (float)((float)(v11[8] - v8) * (float)(v11[8] - v8))) + (float)((float)(v12[5] - v10) * (float)(v12[5] - v10));
if (v5 > v20)
v5 = (float)((float)((float)(v12[4] - v9) * (float)(v12[4] - v9)) + (float)((float)(v11[8] - v8) * (float)(v11[8] - v8))) + (float)((float)(v12[5] - v10) * (float)(v12[5] - v10));
v21 = (unsigned int)v4 + 2;
if (v19 <= v20)
v21 = v18;
v22 = v5;
v23 = (float)((float)((float)(v12[9] - v9) * (float)(v12[9] - v9)) + (float)((float)(v11[13] - v8) * (float)(v11[13] - v8))) + (float)((float)(v12[10] - v10) * (float)(v12[10] - v10));
if (v5 > v23)
v5 = (float)((float)((float)(v12[9] - v9) * (float)(v12[9] - v9)) + (float)((float)(v11[13] - v8) * (float)(v11[13] - v8))) + (float)((float)(v12[10] - v10) * (float)(v12[10] - v10));
v6 = (unsigned int)v4 + 3;
if (v22 <= v23)
v6 = v21;
v11 += 20;
v12 += 20;
v4 = (unsigned int)(v4 + 4);
} while ((unsigned int)v4 < v3 - 3);
}
if ((unsigned int)v4 < v3)
{
v24 = &pAINetwork->m_ScriptNode->m_vOrigin.x + 5 * v4;
do
{
v25 = v5;
v26 = (float)((float)((float)(v24[1] - vPos->y) * (float)(v24[1] - vPos->y)) + (float)((float)(*v24 - vPos->x) * (float)(*v24 - vPos->x)))
+ (float)((float)(v24[2] - vPos->z) * (float)(v24[2] - vPos->z));
if (v5 > v26)
v5 = (float)((float)((float)(v24[1] - vPos->y) * (float)(v24[1] - vPos->y)) + (float)((float)(*v24 - vPos->x) * (float)(*v24 - vPos->x)))
+ (float)((float)(v24[2] - vPos->z) * (float)(v24[2] - vPos->z));
v27 = (unsigned int)v4;
if (v25 <= v26)
v27 = v6;
v24 += 5;
LODWORD(v4) = (unsigned int)v4 + 1;
v6 = v27;
} while ((unsigned int)v4 < v3);
}
result = v6;
}
else
{
result = NULL;
}
return result;
}
CAI_Utility* g_pAIUtility = new (CAI_Utility);