mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
add a calibrateable mHeightTolerance
for players this defaults to 0.001, for wheeledvehicles, 2.0, and for flyingvehicles, 200 fix naveditor cript not looking up the object.datablock.aicontrollerdata fix AIWheeledVehicleControllerData not binding the relevant ::resolvespeed also the relevant ::resolvespeed now lowers the throttle post-turning add AIFlyingVehicleControllerData
This commit is contained in:
parent
fdb64b15a8
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6200a6f1fb
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@ -24,6 +24,7 @@
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#include "T3D/player.h"
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#include "T3D/rigidShape.h"
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#include "T3D/vehicles/wheeledVehicle.h"
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#include "T3D/vehicles/flyingVehicle.h"
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IMPLEMENT_CONOBJECT(AIController);
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@ -164,16 +165,13 @@ bool AIController::getAIMove(Move* movePtr)
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{
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if (getGoal()->getDist() > mControllerData->mFollowTolerance)
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{
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F32 raylength = 2.0; //for vehicles
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SceneObject* obj = getAIInfo()->mObj->getObjectMount();
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if (!obj)
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{
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obj = getAIInfo()->mObj;
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raylength = 0.001f; //for jumping
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}
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RayInfo info;
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if (obj->getContainer()->castRay(obj->getPosition(), obj->getPosition() - Point3F(0, 0, raylength), StaticShapeObjectType, &info))
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if (obj->getContainer()->castRay(obj->getPosition(), obj->getPosition() - Point3F(0, 0, mControllerData->mHeightTolerance), StaticShapeObjectType, &info))
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{
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getNav()->repath();
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}
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@ -399,9 +397,11 @@ void AIControllerData::resolveSpeed(AIController* obj, Point3F location, Move* m
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if (mIsZero(xDiff))
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movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
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else
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{
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if (mIsZero(yDiff))
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movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
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else
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{
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if (mFabs(xDiff) > mFabs(yDiff))
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{
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F32 value = mFabs(yDiff / xDiff);
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@ -414,7 +414,8 @@ void AIControllerData::resolveSpeed(AIController* obj, Point3F location, Move* m
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movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -value : value;
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movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
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}
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}
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}
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// Rotate the move into object space (this really only needs
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// a 2D matrix)
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Point3F newMove;
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@ -484,13 +485,14 @@ void AIControllerData::resolveStuck(AIController* obj)
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AIControllerData::AIControllerData()
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{
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mMoveTolerance = 0.25;
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mFollowTolerance = 1.0;
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mAttackRadius = 2.0;
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mMoveTolerance = 0.25f;
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mFollowTolerance = 1.0f;
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mAttackRadius = 2.0f;
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mMoveStuckTolerance = 0.01f;
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mMoveStuckTestDelay = 30;
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mLinkTypes = LinkData(AllFlags);
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mNavSize = AINavigation::Regular;
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mHeightTolerance = 0.001f;
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mFlocking.mChance = 90;
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mFlocking.mMin = 1.0f;
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@ -638,6 +640,8 @@ void AIPlayerControllerData::resolveTriggerState(AIController* obj, Move* movePt
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#endif // TORQUE_NAVIGATION_ENABLED
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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IMPLEMENT_CO_DATABLOCK_V1(AIWheeledVehicleControllerData);
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// Build a Triangle .. calculate angle of rotation required to meet target..
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// man there has to be a better way! >:)
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@ -772,57 +776,172 @@ void AIWheeledVehicleControllerData::resolveYaw(AIController* obj, Point3F locat
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void AIWheeledVehicleControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
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{
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F32 xDiff = obj->getNav()->getMoveDestination().x - location.x;
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F32 yDiff = obj->getNav()->getMoveDestination().y - location.y;
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Point3F rotation = obj->getAIInfo()->mObj->getTransform().toEuler();
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Point2F movTarg;
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// Build move direction in world space
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if (mIsZero(xDiff))
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movTarg.y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
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else
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WheeledVehicle* wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj.getPointer());
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if (!wvo)
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{
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if (mIsZero(yDiff))
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movTarg.x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
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//cover the case of a connection controling an object in turn controlling another
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if (obj->getAIInfo()->mObj->getObjectMount())
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wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
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}
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if (!wvo) return;//not a WheeledVehicle
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Parent::resolveSpeed(obj, location, movePtr);
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VehicleData* db = static_cast<VehicleData *>(wvo->getDataBlock());
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movePtr->x = 0;// 1.1 - wvo->getSteering().x / db->maxSteeringAngle;
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movePtr->y *= 1.1 - wvo->getSteering().y / db->maxSteeringAngle;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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IMPLEMENT_CO_DATABLOCK_V1(AIFlyingVehicleControllerData);
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// Build a Triangle .. calculate angle of rotation required to meet target..
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// man there has to be a better way! >:)
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F32 AIFlyingVehicleControllerData::getSteeringAngle(AIController* obj, Point3F location)
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{
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FlyingVehicle* wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
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if (!wvo)
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{
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//cover the case of a connection controling an object in turn controlling another
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if (obj->getAIInfo()->mObj->getObjectMount())
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wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
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}
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if (!wvo) return 0;//not a FlyingVehicle
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DrivingState steerState = SteerNull;
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// What is our target
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Point3F desired;
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desired = obj->getNav()->getMoveDestination();
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MatrixF mat = wvo->getTransform();
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Point3F center, front;
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Point3F wFront;
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Box3F box = wvo->getObjBox();
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box.getCenter(¢er);
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front = center;
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front.y = box.maxExtents.y; // should be true for all these objects
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obj->getAIInfo()->mObj->getWorldBox().getCenter(¢er);
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front = center + front;
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Point3F objFront = front;
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Point3F offset = front - center;
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EulerF rot;
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rot = mat.toEuler();
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MatrixF transform(rot);
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transform.mulV(offset, &wFront);
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front = wFront + center;
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Point3F ftoc;
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ftoc.x = mFabs(front.x - center.x);
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ftoc.y = mFabs(front.y - center.y);
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ftoc.z = mFabs(front.z - center.z);
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F32 fToc = mSqrt((ftoc.x * ftoc.x) + (ftoc.y * ftoc.y));
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Point3F ltoc;
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ltoc.x = mFabs(desired.x - center.x);
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ltoc.y = mFabs(desired.y - center.y);
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ltoc.z = mFabs(desired.z - center.z);
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F32 lToc = mSqrt((ltoc.x * ltoc.x) + (ltoc.y * ltoc.y));
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Point3F ftol;
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ftol.x = mFabs(front.x - desired.x);
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ftol.y = mFabs(front.y - desired.y);
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ftol.z = mFabs(front.z - desired.z);
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F32 fTol = mSqrt((ftol.x * ftol.x) + (ftol.y * ftol.y));
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F32 myAngle = mAcos(((lToc * lToc) + (fToc * fToc) - (fTol * fTol)) / (2 * lToc * fToc));
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F32 finalYaw = mRadToDeg(myAngle);
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F32 maxSteeringAngle = 0;
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VehicleData* vd = (VehicleData*)(wvo->getDataBlock());
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maxSteeringAngle = vd->maxSteeringAngle;
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Point2F steering = wvo->getSteering();
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if (finalYaw < 5 && steering.x != 0.0f)
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steerState = Straight;
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else if (finalYaw < 5)
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steerState = SteerNull;
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else
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{// Quickly Hack out left or right turn info
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Point3F rotData = objFront - desired;
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MatrixF leftM(-rot);
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Point3F leftP;
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leftM.mulV(rotData, &leftP);
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leftP = leftP + desired;
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if (leftP.x < desired.x)
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steerState = Right;
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else
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{
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if (mFabs(xDiff) > mFabs(yDiff))
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{
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F32 value = mFabs(yDiff / xDiff);
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movTarg.y = (location.y > obj->getNav()->getMoveDestination().y) ? -value : value;
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movTarg.x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
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}
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else
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{
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F32 value = mFabs(xDiff / yDiff);
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movTarg.x = (location.x > obj->getNav()->getMoveDestination().x) ? -value : value;
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movTarg.y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
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}
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}
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steerState = Left;
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}
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// Rotate the move into object space (this really only needs
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// a 2D matrix)
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Point3F newMove;
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MatrixF moveMatrix;
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moveMatrix.set(EulerF(0.0f, 0.0f, -(rotation.z + movePtr->yaw)));
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moveMatrix.mulV(Point3F(movTarg.x, movTarg.y, 0.0f), &newMove);
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movTarg.y = newMove.y;
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// Set Throttle. We'll slow down once we get close
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// to try and stop on the spot...
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if (obj->mMovement.mMoveSlowdown)
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F32 throttle = wvo->getThrottle();
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if (throttle < 0.0f && steerState != Straight)
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{
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F32 throttle = obj->mMovement.mMoveSpeed;
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F32 dist = mSqrt(xDiff * xDiff + yDiff * yDiff);
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F32 maxDist = mMoveTolerance * 2;
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if (dist < maxDist)
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throttle *= dist / maxDist;
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movePtr->y *= throttle;
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F32 reverseReduction = 0.25;
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steering.x = steering.x * reverseReduction * throttle;
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}
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else
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F32 turnAdjust = myAngle - steering.x;
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F32 steer = 0;
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switch (steerState)
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{
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movePtr->y *= obj->mMovement.mMoveSpeed;
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case Left:
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steer = myAngle < maxSteeringAngle ? -turnAdjust : -maxSteeringAngle - steering.x;
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break;
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case Right:
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steer = myAngle < maxSteeringAngle ? turnAdjust : maxSteeringAngle - steering.x;
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break;
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case Straight:
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steer = -steering.x;
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break;
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default:
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break;
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};
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// Con::printf("AI Steering : %f", steer);
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return steer;
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}
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void AIFlyingVehicleControllerData::resolveYaw(AIController* obj, Point3F location, Move* movePtr)
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{
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FlyingVehicle* wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
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if (!wvo)
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{
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//cover the case of a connection controling an object in turn controlling another
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if (obj->getAIInfo()->mObj->getObjectMount())
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wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
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}
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if (!wvo) return;//not a FlyingVehicle
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// Orient towards our destination.
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if (obj->mMovement.mMoveState == AIController::ModeMove || obj->mMovement.mMoveState == AIController::ModeReverse) {
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movePtr->yaw = getSteeringAngle(obj, location);
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}
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};
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void AIFlyingVehicleControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
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{
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FlyingVehicle* wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
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if (!wvo)
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{
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//cover the case of a connection controling an object in turn controlling another
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if (obj->getAIInfo()->mObj->getObjectMount())
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wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
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}
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if (!wvo) return;//not a FlyingVehicle
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Parent::resolveSpeed(obj, location, movePtr);
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VehicleData* db = static_cast<VehicleData*>(wvo->getDataBlock());
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movePtr->x = 0;// 1.1 - wvo->getSteering().x / db->maxSteeringAngle;
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movePtr->y *= 1.1 - wvo->getSteering().y / db->maxSteeringAngle;
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}
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#endif //_AICONTROLLER_H_
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@ -157,7 +157,7 @@ public:
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F32 mAttackRadius; // Distance to trigger weaponry calcs
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F32 mMoveStuckTolerance; // Distance tolerance on stuck check
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S32 mMoveStuckTestDelay; // The number of ticks to wait before checking if the AI is stuck
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F32 mHeightTolerance; // how high above the navmesh are we before we stop trying to repath
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struct Flocking {
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U32 mChance; // chance of flocking
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F32 mMin; // min flocking separation distance
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@ -217,12 +217,37 @@ public:
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AIWheeledVehicleControllerData()
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{
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resolveYawPtr.bind(this, &AIWheeledVehicleControllerData::resolveYaw);
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resolveSpeedPtr.bind(this, &AIControllerData::resolveSpeed);
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resolveSpeedPtr.bind(this, &AIWheeledVehicleControllerData::resolveSpeed);
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mHeightTolerance = 2.0f;
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}
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F32 getSteeringAngle(AIController* obj, Point3F location);
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void resolveYaw(AIController* obj, Point3F location, Move* movePtr);
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void resolveSpeed(AIController* obj, Point3F location, Move* movePtr);
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DECLARE_CONOBJECT(AIWheeledVehicleControllerData);
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};
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class AIFlyingVehicleControllerData : public AIControllerData
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{
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typedef AIControllerData Parent;
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enum DrivingState {
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SteerNull,
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Left,
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Right,
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Straight
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};
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public:
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AIFlyingVehicleControllerData()
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{
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resolveYawPtr.bind(this, &AIFlyingVehicleControllerData::resolveYaw);
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resolveSpeedPtr.bind(this, &AIFlyingVehicleControllerData::resolveSpeed);
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mHeightTolerance = 200.0f;
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}
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F32 getSteeringAngle(AIController* obj, Point3F location);
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void resolveYaw(AIController* obj, Point3F location, Move* movePtr);
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void resolveSpeed(AIController* obj, Point3F location, Move* movePtr);
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DECLARE_CONOBJECT(AIFlyingVehicleControllerData);
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};
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#endif // TORQUE_NAVIGATION_ENABLED
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#endif //_AICONTROLLER_H_
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@ -179,3 +179,9 @@ datablock AIWheeledVehicleControllerData( aiCarControl )
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{
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moveTolerance = 1.0; followTolerance = 2.0; mAttackRadius = 5.0;
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};
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datablock AIFlyingVehicleControllerData( aiPlaneControl )
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{
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moveTolerance = 2.0; followTolerance = 5.0; mAttackRadius = 10.0;
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};
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@ -461,7 +461,7 @@ function NavEditorGui::onPlayerSelected(%this, %flags)
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{
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if (!isObject(%this.getPlayer().aiController) && (!(%this.getPlayer().isMemberOfClass("AIPlayer"))))
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{
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%this.getPlayer().aiController = new AIController(){ ControllerData = aiPlayerControl; };
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%this.getPlayer().aiController = new AIController(){ ControllerData = %this.getPlayer().getDatablock().aiControllerData; };
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%this.getPlayer().setAIController(%this.getPlayer().aiController);
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}
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NavMeshIgnore(%this.getPlayer(), true);
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