clean up a few stray bits

This commit is contained in:
AzaezelX 2025-04-19 07:10:18 -05:00
parent a609917cee
commit b864908efd

View file

@ -301,9 +301,6 @@ void AINavigation::flock()
AIControllerData::Flocking flockingData = getCtrl()->mControllerData->mFlocking;
SimObjectPtr<SceneObject> obj = getCtrl()->getAIInfo()->mObj;
if (mRandI(0,100) > flockingData.mChance)
return;
obj->disableCollision();
Point3F pos = obj->getBoxCenter();
Point3F searchArea = Point3F(flockingData.mMin / 2, flockingData.mMax / 2, getCtrl()->getAIInfo()->mObj->getObjBox().maxExtents.z / 2);
@ -349,7 +346,8 @@ void AINavigation::flock()
Point3F objectCenter = other->getBoxCenter();
F32 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
sumRad += getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
sumRad += separation;
Point3F offset = (pos - objectCenter);
F32 offsetLensq = offset.lenSquared(); //square roots are expensive, so use squared val compares
@ -360,7 +358,7 @@ void AINavigation::flock()
{
found++;
offset.normalizeSafe();
offset *= sumRad;
offset *= sumRad + separation;
avoidanceOffset += offset; //accumulate total group, move away from that
}
other->enableCollision();
@ -375,7 +373,8 @@ void AINavigation::flock()
Point3F objectCenter = other->getBoxCenter();
F32 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
sumRad += getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
sumRad += separation;
Point3F offset = (pos - objectCenter);
if ((flockingData.mMin > 0) && ((sumRad * sumRad) < (maxFlocksq)))
@ -385,7 +384,7 @@ void AINavigation::flock()
{
found++;
offset.normalizeSafe();
offset *= sumRad;
offset *= sumRad + separation;
avoidanceOffset -= offset; // subtract total group, move toward it
}
other->enableCollision();
@ -398,7 +397,6 @@ void AINavigation::flock()
avoidanceOffset.y = (mRandF() * avoidanceOffset.y) * 0.5 + avoidanceOffset.y * 0.75;
if (avoidanceOffset.lenSquared() < (maxFlocksq))
{
avoidanceOffset.normalizeSafe();
dest += avoidanceOffset;
}