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https://github.com/TorqueGameEngines/Torque3D.git
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simplify calcs by leveraging pre-existing matrix methods and dot product properties
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parent
71b8046bb1
commit
d8ea8803c3
2 changed files with 46 additions and 255 deletions
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@ -206,13 +206,6 @@ class AIWheeledVehicleControllerData : 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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AIWheeledVehicleControllerData()
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{
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@ -220,7 +213,6 @@ public:
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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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@ -230,12 +222,6 @@ 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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F32 mFlightFloor;
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F32 mFlightCeiling;
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public:
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@ -249,7 +235,6 @@ public:
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mFlightFloor = 1.0;
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}
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static void initPersistFields();
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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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void resolvePitch(AIController* obj, Point3F location, Move* movePtr);
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