mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
fix pack/unpack data for AIControllerData's (though we still send nothing, we do need to mark it clientside as false)
more pitchwork for flying vehicle drivers when flocking is irrelevant just path to next node
This commit is contained in:
parent
6efb3843f6
commit
675bdfe6b3
|
|
@ -777,17 +777,18 @@ void AIFlyingVehicleControllerData::resolvePitch(AIController* obj, Point3F loca
|
|||
Point3F toTarg = location - aimLoc;
|
||||
toTarg.normalize();
|
||||
F32 lastPitch = fvo->getSteering().y;
|
||||
|
||||
movePtr->pitch = 0.0f;
|
||||
F32 dotPitch = -mDot(up, toTarg);
|
||||
F32 dotPitch = mDot(up, toTarg);
|
||||
|
||||
FlyingVehicleData* db = static_cast<FlyingVehicleData*>(fvo->getDataBlock());
|
||||
|
||||
F32 rollAmt = mFabs(fvo->getThrottle()* movePtr->yaw * db->steeringRollForce);
|
||||
F32 rollAmt = mFabs(fvo->getThrottle()* movePtr->yaw / (db->steeringRollForce+1.0));
|
||||
dotPitch *= 1.0-(mClampF(rollAmt, 0.0,1.0)); // reduce pitch by how much we're rolling
|
||||
dotPitch *= M_PI_F;
|
||||
dotPitch *= M_2PI_F;
|
||||
|
||||
if (mFabs(dotPitch) > 0.05f)
|
||||
movePtr->pitch = dotPitch - lastPitch;
|
||||
movePtr->pitch = dotPitch;
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -803,9 +804,7 @@ void AIFlyingVehicleControllerData::resolveSpeed(AIController* obj, Point3F loca
|
|||
}
|
||||
if (!fvo) return;//not a FlyingVehicle
|
||||
|
||||
Parent::resolveSpeed(obj, location, movePtr);
|
||||
|
||||
movePtr->x = 0;
|
||||
movePtr->y = mMax(movePtr->y, 0.0f);
|
||||
movePtr->y = obj->mMovement.mMoveSpeed;
|
||||
}
|
||||
#endif //_AICONTROLLER_H_
|
||||
|
|
|
|||
|
|
@ -147,8 +147,8 @@ public:
|
|||
|
||||
AIControllerData();
|
||||
~AIControllerData() {};
|
||||
void packData(BitStream* stream) override {};
|
||||
void unpackData(BitStream* stream) override {};
|
||||
void packData(BitStream* stream) override { Parent::packData(stream); };
|
||||
void unpackData(BitStream* stream) override { Parent::unpackData(stream); };
|
||||
static void initPersistFields();
|
||||
DECLARE_CONOBJECT(AIControllerData);
|
||||
|
||||
|
|
|
|||
|
|
@ -126,9 +126,8 @@ void AINavigation::repath()
|
|||
if (mPathData.path.isNull() || !mPathData.owned)
|
||||
return;
|
||||
|
||||
if (mRandI(0, 100) < getCtrl()->mControllerData->mFlocking.mChance)
|
||||
if (mRandI(0, 100) < getCtrl()->mControllerData->mFlocking.mChance && flock())
|
||||
{
|
||||
flock();
|
||||
mPathData.path->mTo = mMoveDestination;
|
||||
}
|
||||
else
|
||||
|
|
@ -296,7 +295,7 @@ void AINavigation::clearPath()
|
|||
mPathData = PathData();
|
||||
}
|
||||
|
||||
void AINavigation::flock()
|
||||
bool AINavigation::flock()
|
||||
{
|
||||
AIControllerData::Flocking flockingData = getCtrl()->mControllerData->mFlocking;
|
||||
SimObjectPtr<SceneObject> obj = getCtrl()->getAIInfo()->mObj;
|
||||
|
|
@ -306,7 +305,7 @@ void AINavigation::flock()
|
|||
Point3F searchArea = Point3F(flockingData.mMin / 2, flockingData.mMax / 2, getCtrl()->getAIInfo()->mObj->getObjBox().maxExtents.z / 2);
|
||||
|
||||
F32 maxFlocksq = flockingData.mMax * flockingData.mMax;
|
||||
|
||||
bool flocking = false;
|
||||
if (getCtrl()->getGoal())
|
||||
{
|
||||
Point3F dest = mMoveDestination;
|
||||
|
|
@ -403,17 +402,22 @@ void AINavigation::flock()
|
|||
//if we're not jumping...
|
||||
if (mJump == None)
|
||||
{
|
||||
dest.z -= obj->getObjBox().len_z()*0.5;
|
||||
dest.z = obj->getPosition().z;
|
||||
//make sure we don't run off a cliff
|
||||
Point3F zlen(0, 0, getCtrl()->getAIInfo()->mRadius);
|
||||
Point3F zlen(0, 0, getCtrl()->mControllerData->mHeightTolerance);
|
||||
if (obj->getContainer()->castRay(dest + zlen, dest - zlen, TerrainObjectType | StaticShapeObjectType | StaticObjectType, &info))
|
||||
{
|
||||
mMoveDestination = dest;
|
||||
if ((mMoveDestination - dest).len() > getCtrl()->mControllerData->mMoveTolerance)
|
||||
{
|
||||
mMoveDestination = dest;
|
||||
flocking = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
obj->enableCollision();
|
||||
return flocking;
|
||||
}
|
||||
|
||||
DefineEngineMethod(AIController, setMoveDestination, void, (Point3F goal, bool slowDown), (true),
|
||||
|
|
|
|||
|
|
@ -97,7 +97,7 @@ struct AINavigation
|
|||
/// Move to the specified node in the current path.
|
||||
void moveToNode(S32 node);
|
||||
|
||||
void flock();
|
||||
bool flock();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
|||
Loading…
Reference in a new issue