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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-20 07:03:46 +00:00
skip sidestepping off a cliff raycast if we're not sidestepping
take current velocity into account for vehicles since some degree of momentum will be maintained
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parent
675bdfe6b3
commit
b2021caa6d
2 changed files with 24 additions and 22 deletions
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@ -670,7 +670,7 @@ void AIWheeledVehicleControllerData::resolveYaw(AIController* obj, Point3F locat
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Point3F aimLoc = obj->mMovement.mAimLocation;
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// Get the AI to Target vector and normalize it.
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Point3F toTarg = location - aimLoc;
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Point3F toTarg = (location + wvo->getVelocity() * TickSec) - aimLoc;
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toTarg.normalize();
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F32 dotYaw = -mDot(right, toTarg);
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@ -746,7 +746,7 @@ void AIFlyingVehicleControllerData::resolveYaw(AIController* obj, Point3F locati
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Point3F aimLoc = obj->mMovement.mAimLocation;
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// Get the Target to AI vector and normalize it.
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Point3F toTarg = location - aimLoc;
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Point3F toTarg = (location + fvo->getVelocity() * TickSec) - aimLoc;
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toTarg.normalize();
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F32 dotYaw = -mDot(right, toTarg);
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@ -774,7 +774,7 @@ void AIFlyingVehicleControllerData::resolvePitch(AIController* obj, Point3F loca
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aimLoc.z = mClampF(aimLoc.z, mFlightFloor, mFlightCeiling);
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// Get the Target to AI vector and normalize it.
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Point3F toTarg = location - aimLoc;
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Point3F toTarg = (location + fvo->getVelocity() * TickSec) - aimLoc;
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toTarg.normalize();
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F32 lastPitch = fvo->getSteering().y;
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@ -306,6 +306,7 @@ bool AINavigation::flock()
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F32 maxFlocksq = flockingData.mMax * flockingData.mMax;
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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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{
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Point3F dest = mMoveDestination;
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@ -327,7 +328,6 @@ bool AINavigation::flock()
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sql.mList.remove(obj);
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Point3F avoidanceOffset = Point3F::Zero;
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U32 found = 0;
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//avoid objects in the way
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RayInfo info;
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@ -390,27 +390,29 @@ bool AINavigation::flock()
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}
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}
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}
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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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if (found > 0)
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{
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dest += 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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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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{
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if ((mMoveDestination - dest).len() > getCtrl()->mControllerData->mMoveTolerance)
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dest += 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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mMoveDestination = dest;
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flocking = true;
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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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}
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}
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}
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