shift mode stop and stuck below modeslowing so we can just do basic math filtering

fix a few bits of eroneous sidestepping attempts by flying and wheeled vehicles.
more work on flyingvehicle resolvepitch and resolvespeed
This commit is contained in:
AzaezelX 2025-04-22 00:34:32 -05:00
parent 584093f48d
commit 71b8046bb1
2 changed files with 41 additions and 34 deletions

View file

@ -455,7 +455,7 @@ void AIControllerData::resolveTriggerState(AIController* obj, Move* movePtr)
void AIControllerData::resolveStuck(AIController* obj)
{
if (obj->mMovement.mMoveState == AIController::ModeStuck) return;
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
if (!obj->getGoal()) return;
ShapeBase* sbo = dynamic_cast<ShapeBase*>(obj->getAIInfo()->mObj.getPointer());
// Don't check for ai stuckness if animation during
@ -766,6 +766,7 @@ F32 AIWheeledVehicleControllerData::getSteeringAngle(AIController* obj, Point3F
void AIWheeledVehicleControllerData::resolveYaw(AIController* obj, Point3F location, Move* movePtr)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
WheeledVehicle* wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!wvo)
{
@ -783,6 +784,7 @@ void AIWheeledVehicleControllerData::resolveYaw(AIController* obj, Point3F locat
void AIWheeledVehicleControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
WheeledVehicle* wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!wvo)
{
@ -795,7 +797,7 @@ void AIWheeledVehicleControllerData::resolveSpeed(AIController* obj, Point3F loc
Parent::resolveSpeed(obj, location, movePtr);
VehicleData* db = static_cast<VehicleData *>(wvo->getDataBlock());
movePtr->x = 0;// 1.1 - wvo->getSteering().x / db->maxSteeringAngle;
movePtr->x = 0;
movePtr->y *= 1.1 - wvo->getSteering().y / db->maxSteeringAngle;
}
@ -823,14 +825,14 @@ void AIFlyingVehicleControllerData::initPersistFields()
// man there has to be a better way! >:)
F32 AIFlyingVehicleControllerData::getSteeringAngle(AIController* obj, Point3F location)
{
FlyingVehicle* wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!wvo)
FlyingVehicle* fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!fvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!wvo) return 0;//not a FlyingVehicle
if (!fvo) return 0;//not a FlyingVehicle
DrivingState steerState = SteerNull;
@ -838,10 +840,10 @@ F32 AIFlyingVehicleControllerData::getSteeringAngle(AIController* obj, Point3F l
Point3F desired;
desired = obj->getNav()->getMoveDestination();
MatrixF mat = wvo->getTransform();
MatrixF mat = fvo->getTransform();
Point3F center, front;
Point3F wFront;
Box3F box = wvo->getObjBox();
Box3F box = fvo->getObjBox();
box.getCenter(&center);
front = center;
@ -882,10 +884,10 @@ F32 AIFlyingVehicleControllerData::getSteeringAngle(AIController* obj, Point3F l
F32 maxSteeringAngle = 0;
VehicleData* vd = (VehicleData*)(wvo->getDataBlock());
VehicleData* vd = (VehicleData*)(fvo->getDataBlock());
maxSteeringAngle = vd->maxSteeringAngle;
Point2F steering = wvo->getSteering();
Point2F steering = fvo->getSteering();
if (finalYaw < 5 && steering.x != 0.0f)
steerState = Straight;
else if (finalYaw < 5)
@ -904,7 +906,7 @@ F32 AIFlyingVehicleControllerData::getSteeringAngle(AIController* obj, Point3F l
steerState = Left;
}
F32 throttle = wvo->getThrottle();
F32 throttle = fvo->getThrottle();
if (throttle < 0.0f && steerState != Straight)
{
F32 reverseReduction = 0.25;
@ -935,61 +937,66 @@ F32 AIFlyingVehicleControllerData::getSteeringAngle(AIController* obj, Point3F l
void AIFlyingVehicleControllerData::resolveYaw(AIController* obj, Point3F location, Move* movePtr)
{
FlyingVehicle* wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!wvo)
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
FlyingVehicle* fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!fvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!wvo) return;//not a FlyingVehicle
if (!fvo) return;//not a FlyingVehicle
// Orient towards our destination.
if (obj->mMovement.mMoveState == AIController::ModeMove || obj->mMovement.mMoveState == AIController::ModeReverse) {
movePtr->yaw = getSteeringAngle(obj, location);
}
movePtr->yaw = getSteeringAngle(obj, location);
};
void AIFlyingVehicleControllerData::resolvePitch(AIController* obj, Point3F location, Move* movePtr)
{
FlyingVehicle* wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!wvo)
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
FlyingVehicle* fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!fvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!wvo) return;//not a FlyingVehicle
if (!fvo) return;//not a FlyingVehicle
Point3F up = wvo->getTransform().getUpVector();
F32 lastPitch = fvo->getSteering().y* (1.0f - fvo->getThrottle());
Point3F up = fvo->getTransform().getUpVector();
up.normalize();
Point3F aimLoc = obj->mMovement.mAimLocation;
aimLoc.z = mClampF(aimLoc.z, mFlightFloor, mFlightCeiling);
// Get the Target to AI vector and normalize it.
Point3F toTarg = aimLoc - location;
// Get the AI to Target vector and normalize it.
Point3F toTarg = location-aimLoc;
toTarg.normalize();
F32 dotPitch = mDot(up, toTarg);
if (mFabs(dotPitch) > 0.05f)
movePtr->pitch = -dotPitch;
movePtr->pitch = dotPitch - lastPitch;
else
movePtr->pitch = -lastPitch;
}
void AIFlyingVehicleControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
{
FlyingVehicle* wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!wvo)
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
FlyingVehicle* fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!fvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!wvo) return;//not a FlyingVehicle
if (!fvo) return;//not a FlyingVehicle
Parent::resolveSpeed(obj, location, movePtr);
VehicleData* db = static_cast<VehicleData*>(wvo->getDataBlock());
movePtr->x = 0;// 1.1 - wvo->getSteering().x / db->maxSteeringAngle;
movePtr->y = mMax(movePtr->y*1.1 - wvo->getSteering().y / db->maxSteeringAngle, 0.0f);
movePtr->x = 0;
movePtr->y = mMax(movePtr->y, 0.0f);
}
#endif //_AICONTROLLER_H_

View file

@ -42,9 +42,9 @@ protected:
public:
enum MoveState {
ModeStop, // AI has stopped moving.
ModeMove, // AI is currently moving.
ModeStuck, // AI is stuck, but wants to move.
ModeSlowing, // AI is slowing down as it reaches it's destination.
ModeMove, // AI is currently moving.
ModeReverse // AI is reversing
};