mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-22 04:45:31 +00:00
add follow logic
select follow target and toggle follow for a specific object. Only way to unfollow is to move the following bot to an arbitrary location
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parent
0b96579ada
commit
3946017556
6 changed files with 155 additions and 55 deletions
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@ -23,7 +23,7 @@
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#include "AIController.h"
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#include "T3D/shapeBase.h"
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static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType | AIObjectType;
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static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType;
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AINavigation::AINavigation(AIController* controller)
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{
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@ -339,11 +339,11 @@ void AINavigation::repath()
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if (mPathData.path.isNull() || !mPathData.owned)
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return;
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if (mRandI(0, 100) < getCtrl()->mControllerData->mFlocking.mChance && flock())
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if (avoidObstacles())
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{
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mPathData.path->mTo = mMoveDestination;
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}
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else if (avoidObstacles())
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else if (mRandI(0, 100) < getCtrl()->mControllerData->mFlocking.mChance && flock())
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{
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mPathData.path->mTo = mMoveDestination;
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}
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@ -401,7 +401,7 @@ bool AINavigation::avoidObstacles()
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leftDir.normalizeSafe();
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rightDir.normalizeSafe();
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F32 rayLength = getCtrl()->mMovement.getMoveSpeed();
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F32 rayLength = obj->getVelocity().lenSquared() * TickSec * 2 + getCtrl()->getAIInfo()->mRadius;
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Point3F directions[3] = {
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forward,
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leftDir,
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@ -445,9 +445,10 @@ bool AINavigation::flock()
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obj->disableCollision();
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Point3F pos = obj->getBoxCenter();
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Point3F searchArea = Point3F(flockingData.mMin / 2, flockingData.mMax / 2, getCtrl()->getAIInfo()->mObj->getObjBox().maxExtents.z / 2);
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F32 maxFlocksq = flockingData.mMax * flockingData.mMax;
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Point3F searchArea = Point3F(maxFlocksq, maxFlocksq, getCtrl()->getAIInfo()->mObj->getObjBox().maxExtents.z / 2);
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bool flocking = false;
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U32 found = 0;
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if (getCtrl()->getGoal())
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@ -471,41 +472,35 @@ bool AINavigation::flock()
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sql.mList.remove(obj);
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Point3F avoidanceOffset = Point3F::Zero;
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F32 avoidanceAmtSq = 0;
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//avoid objects in the way
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RayInfo info;
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if (obj->getContainer()->castRay(pos, dest + Point3F(0, 0, obj->getObjBox().len_z() / 2), sAILoSMask, &info))
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{
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Point3F blockerOffset = (info.point - dest);
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blockerOffset.z = 0;
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avoidanceOffset += blockerOffset;
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}
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//avoid bots that are too close
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for (U32 i = 0; i < sql.mList.size(); i++)
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{
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ShapeBase* other = dynamic_cast<ShapeBase*>(sql.mList[i]);
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Point3F objectCenter = other->getBoxCenter();
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F32 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
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F32 sumMinRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
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F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
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sumRad += separation;
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separation += sumMinRad;
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Point3F offset = (pos - objectCenter);
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F32 offsetLensq = offset.lenSquared(); //square roots are expensive, so use squared val compares
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if ((flockingData.mMin > 0) && (offsetLensq < (sumRad * sumRad)))
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if ((flockingData.mMin > 0) && (offsetLensq < (sumMinRad * sumMinRad)))
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{
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other->disableCollision();
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if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask, &info))
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if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask | AIObjectType, &info))
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{
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found++;
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offset.normalizeSafe();
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offset *= sumRad + separation;
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offset *= separation;
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avoidanceOffset += offset; //accumulate total group, move away from that
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avoidanceAmtSq += offsetLensq;
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}
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other->enableCollision();
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}
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}
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//if we don't have to worry about bumping into one another (nothing found lower than minFLock), see about grouping up
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if (found == 0)
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{
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@ -514,20 +509,20 @@ bool AINavigation::flock()
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ShapeBase* other = static_cast<ShapeBase*>(sql.mList[i]);
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Point3F objectCenter = other->getBoxCenter();
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F32 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
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F32 sumMaxRad = flockingData.mMax + other->getAIController()->mControllerData->mFlocking.mMax;
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F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
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sumRad += separation;
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separation += sumMaxRad;
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Point3F offset = (pos - objectCenter);
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if ((flockingData.mMin > 0) && ((sumRad * sumRad) < (maxFlocksq)))
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F32 offsetLensq = offset.lenSquared(); //square roots are expensive, so use squared val compares
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if ((flockingData.mMax > 0) && (offsetLensq < (sumMaxRad * sumMaxRad)))
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{
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other->disableCollision();
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if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask, &info))
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if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask | AIObjectType, &info))
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{
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found++;
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offset.normalizeSafe();
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offset *= sumRad + separation;
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avoidanceOffset -= offset; // subtract total group, move toward it
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avoidanceAmtSq -= offsetLensq;
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}
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other->enableCollision();
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}
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@ -535,27 +530,36 @@ bool AINavigation::flock()
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}
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if (found > 0)
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{
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//ephasize the *side* portion of sidestep to better avoid clumps
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if (avoidanceOffset.x < avoidanceOffset.y)
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avoidanceOffset.x *= 2.0;
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else
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avoidanceOffset.y *= 2.0;
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//add fuzz to sidestepping
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avoidanceOffset.z = 0;
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avoidanceOffset.x = (mRandF() * avoidanceOffset.x) * 0.5 + avoidanceOffset.x * 0.75;
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avoidanceOffset.y = (mRandF() * avoidanceOffset.y) * 0.5 + avoidanceOffset.y * 0.75;
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if (avoidanceOffset.lenSquared() < (maxFlocksq))
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avoidanceOffset.normalizeSafe();
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avoidanceOffset *= avoidanceAmtSq;
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if ((avoidanceAmtSq) > flockingData.mMin * flockingData.mMin)
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{
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dest += avoidanceOffset;
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dest = obj->getPosition()+avoidanceOffset;
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}
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//if we're not jumping...
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if (mJump == None)
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{
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dest.z = obj->getPosition().z;
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//make sure we don't run off a cliff
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Point3F zlen(0, 0, getCtrl()->mControllerData->mHeightTolerance);
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if (obj->getContainer()->castRay(dest + zlen, dest - zlen, TerrainObjectType | StaticShapeObjectType | StaticObjectType, &info))
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{
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if ((mMoveDestination - dest).len() > getCtrl()->mControllerData->mMoveTolerance)
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{
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mMoveDestination = dest;
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flocking = true;
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}
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mMoveDestination = dest;
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flocking = true;
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}
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}
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}
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