mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-12 00:40:44 +00:00
TORQUE_NAVIGATION_ENABLED filtering
This commit is contained in:
parent
618ddbc9ba
commit
f278150185
4 changed files with 249 additions and 202 deletions
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@ -110,8 +110,6 @@ void AIController::setAim(SimObjectPtr<SceneObject> objIn, F32 rad, Point3F offs
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mAimTarget->mAimOffset = offset;
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}
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#ifdef TORQUE_NAVIGATION_ENABLED
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bool AIController::getAIMove(Move* movePtr)
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{
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*movePtr = NullMove;
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@ -145,9 +143,9 @@ bool AIController::getAIMove(Move* movePtr)
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}
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}
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#ifdef TORQUE_NAVIGATION_ENABLED
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if (sbo->getDamageState() == ShapeBase::Enabled && getGoal())
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{
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#ifdef TORQUE_NAVIGATION_ENABLED
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if (mMovement.mMoveState != ModeStop)
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getNav()->updateNavMesh();
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@ -202,8 +200,39 @@ bool AIController::getAIMove(Move* movePtr)
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else getGoal()->mInFiringRange = false;
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}
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}
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}
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#else
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if (getGoal()->getDist() > mControllerData->mMoveTolerance)
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{
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if (getGoal()->mPosSet)
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getNav()->setPathDestination(getGoal()->getPosition(true));
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getGoal()->mInRange = false;
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}
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if (getGoal()->getDist() < mControllerData->mMoveTolerance)
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{
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mMovement.mMoveState = ModeStop;
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if (!getGoal()->mInRange)
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{
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getGoal()->mInRange = true;
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throwCallback("onTargetInRange");
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}
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else getGoal()->mInRange = false;
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}
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else
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{
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if (getGoal()->getDist() < mControllerData->mAttackRadius)
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{
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if (!getGoal()->mInFiringRange)
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{
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getGoal()->mInFiringRange = true;
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throwCallback("onTargetInFiringRange");
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}
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}
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else getGoal()->mInFiringRange = false;
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}
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#endif // TORQUE_NAVIGATION_ENABLED
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}
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// Orient towards the aim point, aim object, or towards
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// our destination.
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if (getAim() || mMovement.mMoveState != ModeStop)
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@ -486,19 +515,20 @@ void AIControllerData::resolveStuck(AIController* obj)
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AIControllerData::AIControllerData()
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{
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mMoveTolerance = 0.25f;
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mFollowTolerance = 1.0f;
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mAttackRadius = 2.0f;
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mMoveStuckTolerance = 0.01f;
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mMoveStuckTestDelay = 30;
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mLinkTypes = LinkData(AllFlags);
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mNavSize = AINavigation::Regular;
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mHeightTolerance = 0.001f;
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#ifdef TORQUE_NAVIGATION_ENABLED
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mFollowTolerance = 1.0f;
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mLinkTypes = LinkData(AllFlags);
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mNavSize = AINavigation::Regular;
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mFlocking.mChance = 90;
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mFlocking.mMin = 1.0f;
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mFlocking.mMax = 3.0f;
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mFlocking.mSideStep = 0.01f;
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#endif
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resolveYawPtr.bind(this, &AIControllerData::resolveYaw);
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resolvePitchPtr.bind(this, &AIControllerData::resolvePitch);
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resolveRollPtr.bind(this, &AIControllerData::resolveRoll);
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@ -510,18 +540,20 @@ AIControllerData::AIControllerData()
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AIControllerData::AIControllerData(const AIControllerData& other, bool temp_clone) : SimDataBlock(other, temp_clone)
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{
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mMoveTolerance = other.mMoveTolerance;
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mFollowTolerance = other.mFollowTolerance;
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mAttackRadius = other.mAttackRadius;
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mMoveStuckTolerance = other.mMoveStuckTolerance;
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mMoveStuckTestDelay = other.mMoveStuckTestDelay;
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mLinkTypes = other.mLinkTypes;
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mNavSize = other.mNavSize;
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mHeightTolerance = other.mHeightTolerance;
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#ifdef TORQUE_NAVIGATION_ENABLED
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mFollowTolerance = other.mFollowTolerance;
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mLinkTypes = other.mLinkTypes;
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mNavSize = other.mNavSize;
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mFlocking.mChance = other.mFlocking.mChance;
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mFlocking.mMin = other.mFlocking.mMin;
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mFlocking.mMax = other.mFlocking.mMax;
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mFlocking.mSideStep = other.mFlocking.mSideStep;
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#endif
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resolveYawPtr.bind(this, &AIControllerData::resolveYaw);
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resolvePitchPtr.bind(this, &AIControllerData::resolvePitch);
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@ -543,12 +575,8 @@ void AIControllerData::initPersistFields()
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"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
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"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
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addFieldV("followTolerance", TypeRangedF32, Offset(mFollowTolerance, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief Distance from destination before stopping.\n\n"
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"When the AIController controlled object is moving to a given destination it will move to within "
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"this distance of the destination and then stop. By providing this tolerance "
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"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
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"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
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addFieldV("AttackRadius", TypeRangedF32, Offset(mAttackRadius, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief Distance considered in firing range for callback purposes.");
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addFieldV("moveStuckTolerance", TypeRangedF32, Offset(mMoveStuckTolerance, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief Distance tolerance on stuck check.\n\n"
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@ -569,10 +597,16 @@ void AIControllerData::initPersistFields()
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"before the AIController controlled object starts to check if it is stuck. This delay allows the AIController controlled object "
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"to accelerate to full speed without its initial slow start being considered as stuck.\n"
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"@note Set to zero to have the stuck test start immediately.\n");
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endGroup("AI");
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addFieldV("AttackRadius", TypeRangedF32, Offset(mAttackRadius, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief Distance considered in firing range for callback purposes.");
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#ifdef TORQUE_NAVIGATION_ENABLED
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addGroup("Pathfinding");
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addFieldV("followTolerance", TypeRangedF32, Offset(mFollowTolerance, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief Distance from destination before stopping.\n\n"
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"When the AIController controlled object is moving to a given destination it will move to within "
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"this distance of the destination and then stop. By providing this tolerance "
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"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
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"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
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addFieldV("FlockChance", TypeRangedS32, Offset(mFlocking.mChance, AIControllerData), &CommonValidators::S32Percent,
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"@brief chance of flocking.");
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addFieldV("FlockMin", TypeRangedF32, Offset(mFlocking.mMin, AIControllerData), &CommonValidators::PositiveFloat,
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@ -581,10 +615,6 @@ void AIControllerData::initPersistFields()
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"@brief max flocking clustering distance.");
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addFieldV("FlockSideStep", TypeRangedF32, Offset(mFlocking.mSideStep, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief Distance from destination before we stop moving out of the way.");
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endGroup("AI");
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#ifdef TORQUE_NAVIGATION_ENABLED
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addGroup("Pathfinding");
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addField("allowWalk", TypeBool, Offset(mLinkTypes.walk, AIControllerData),
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"Allow the character to walk on dry land.");
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@ -611,19 +641,21 @@ void AIControllerData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->write(mMoveTolerance);
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stream->write(mFollowTolerance);
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stream->write(mAttackRadius);
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stream->write(mMoveStuckTolerance);
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stream->write(mMoveStuckTestDelay);
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stream->write(mHeightTolerance);
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#ifdef TORQUE_NAVIGATION_ENABLED
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stream->write(mFollowTolerance);
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//enums
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stream->write(mLinkTypes.getFlags());
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stream->write((U32)mNavSize);
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// end enums
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stream->write(mHeightTolerance);
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stream->write(mFlocking.mChance);
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stream->write(mFlocking.mMin);
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stream->write(mFlocking.mMax);
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stream->write(mFlocking.mSideStep);
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#endif // TORQUE_NAVIGATION_ENABLED
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};
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void AIControllerData::unpackData(BitStream* stream)
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@ -631,10 +663,13 @@ void AIControllerData::unpackData(BitStream* stream)
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Parent::unpackData(stream);
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stream->read(&mMoveTolerance);
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stream->read(&mFollowTolerance);
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stream->read(&mAttackRadius);
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stream->read(&mMoveStuckTolerance);
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stream->read(&mMoveStuckTestDelay);
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stream->read(&mHeightTolerance);
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#ifdef TORQUE_NAVIGATION_ENABLED
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stream->read(&mFollowTolerance);
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//enums
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U16 linkFlags;
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stream->read(&linkFlags);
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@ -643,11 +678,11 @@ void AIControllerData::unpackData(BitStream* stream)
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stream->read(&navSize);
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mNavSize = (AINavigation::NavSize)(navSize);
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// end enums
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stream->read(&mHeightTolerance);
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stream->read(&(mFlocking.mChance));
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stream->read(&(mFlocking.mMin));
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stream->read(&(mFlocking.mMax));
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stream->read(&(mFlocking.mSideStep));
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#endif // TORQUE_NAVIGATION_ENABLED
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};
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -875,4 +910,3 @@ void AIFlyingVehicleControllerData::resolveSpeed(AIController* obj, Point3F loca
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movePtr->x = 0;
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movePtr->y = obj->mMovement.mMoveSpeed;
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}
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#endif //_AICONTROLLER_H_
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@ -21,7 +21,6 @@
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//-----------------------------------------------------------------------------
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#ifndef _AICONTROLLER_H_
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#define _AICONTROLLER_H_
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#ifdef TORQUE_NAVIGATION_ENABLED
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#include "navigation/coverPoint.h"
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#include "AIInfo.h"
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#include "AIGoal.h"
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@ -154,11 +153,12 @@ public:
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DECLARE_CONOBJECT(AIControllerData);
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F32 mMoveTolerance; // Distance from destination point before we stop
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F32 mFollowTolerance; // Distance from destination object before we stop
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F32 mAttackRadius; // Distance to trigger weaponry calcs
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F32 mMoveStuckTolerance; // Distance tolerance on stuck check
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S32 mMoveStuckTestDelay; // The number of ticks to wait before checking if the AI is stuck
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F32 mMoveStuckTolerance; // Distance tolerance on stuck check
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F32 mHeightTolerance; // how high above the navmesh are we before we stop trying to repath
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#ifdef TORQUE_NAVIGATION_ENABLED
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F32 mFollowTolerance; // Distance from destination object before we stop
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struct Flocking {
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U32 mChance; // chance of flocking
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F32 mMin; // min flocking separation distance
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@ -169,6 +169,7 @@ public:
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/// Types of link we can use.
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LinkData mLinkTypes;
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AINavigation::NavSize mNavSize;
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#endif
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Delegate<void(AIController* obj, Point3F location, Move* movePtr)> resolveYawPtr;
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void resolveYaw(AIController* obj, Point3F location, Move* movePtr);
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@ -243,5 +244,4 @@ public:
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DECLARE_CONOBJECT(AIFlyingVehicleControllerData);
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};
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#endif // TORQUE_NAVIGATION_ENABLED
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#endif //_AICONTROLLER_H_
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@ -28,8 +28,10 @@ static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObject
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AINavigation::AINavigation(AIController* controller)
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{
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mControllerRef = controller;
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#ifdef TORQUE_NAVIGATION_ENABLED
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mJump = None;
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mNavSize = Regular;
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#endif
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}
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AINavigation::~AINavigation()
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@ -40,6 +42,175 @@ AINavigation::~AINavigation()
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#endif
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}
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void AINavigation::setMoveDestination(const Point3F& location, bool slowdown)
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{
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mMoveDestination = location;
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getCtrl()->mMovement.mMoveState = AIController::ModeMove;
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getCtrl()->mMovement.mMoveSlowdown = slowdown;
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getCtrl()->mMovement.mMoveStuckTestCountdown = getCtrl()->mControllerData->mMoveStuckTestDelay;
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}
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bool AINavigation::setPathDestination(const Point3F& pos, bool replace)
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{
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#ifdef TORQUE_NAVIGATION_ENABLED
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if (replace)
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getCtrl()->setGoal(pos, getCtrl()->mControllerData->mMoveTolerance);
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if (!mNavMesh)
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updateNavMesh();
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// If we can't find a mesh, just move regularly.
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if (!mNavMesh)
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{
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//setMoveDestination(pos);
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getCtrl()->throwCallback("onPathFailed");
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return false;
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}
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// Create a new path.
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NavPath* path = new NavPath();
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path->mMesh = mNavMesh;
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path->mFrom = getCtrl()->getAIInfo()->getPosition(true);
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path->mTo = getCtrl()->getGoal()->getPosition(true);
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path->mFromSet = path->mToSet = true;
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path->mAlwaysRender = true;
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path->mLinkTypes = getCtrl()->mControllerData->mLinkTypes;
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path->mXray = true;
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// Paths plan automatically upon being registered.
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if (!path->registerObject())
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{
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delete path;
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return false;
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}
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if (path->success())
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{
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// Clear any current path we might have.
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clearPath();
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getCtrl()->clearCover();
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// Store new path.
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mPathData.path = path;
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mPathData.owned = true;
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// Skip node 0, which we are currently standing on.
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moveToNode(1);
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getCtrl()->throwCallback("onPathSuccess");
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return true;
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}
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else
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{
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// Just move normally if we can't path.
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//setMoveDestination(pos, true);
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//return;
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getCtrl()->throwCallback("onPathFailed");
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path->deleteObject();
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return false;
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}
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#else
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setMoveDestination(pos, false);
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return true;
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#endif
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}
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Point3F AINavigation::getPathDestination() const
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{
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#ifdef TORQUE_NAVIGATION_ENABLED
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if (!mPathData.path.isNull())
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return mPathData.path->mTo;
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return Point3F(0, 0, 0);
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#else
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return getMoveDestination();
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#endif
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}
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void AINavigation::onReachDestination()
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{
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#ifdef TORQUE_NAVIGATION_ENABLED
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if (!getPath().isNull())
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{
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if (mPathData.index == getPath()->size() - 1)
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{
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// Handle looping paths.
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if (getPath()->mIsLooping)
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moveToNode(0);
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// Otherwise end path.
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else
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{
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clearPath();
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getCtrl()->throwCallback("onReachDestination");
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}
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}
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else
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{
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moveToNode(mPathData.index + 1);
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// Throw callback every time if we're on a looping path.
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//if(mPathData.path->mIsLooping)
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//throwCallback("onReachDestination");
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}
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}
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else
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#endif
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{
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getCtrl()->throwCallback("onReachDestination");
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getCtrl()->mMovement.mMoveState = AIController::ModeStop;
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}
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}
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DefineEngineMethod(AIController, setMoveDestination, void, (Point3F goal, bool slowDown), (true),
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"@brief Tells the AI to move to the location provided\n\n"
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"@param goal Coordinates in world space representing location to move to.\n"
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"@param slowDown A boolean value. If set to true, the bot will slow down "
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"when it gets within 5-meters of its move destination. If false, the bot "
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"will stop abruptly when it reaches the move destination. By default, this is true.\n\n"
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"@note Upon reaching a move destination, the bot will clear its move destination and "
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"calls to getMoveDestination will return \"0 0 0\"."
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"@see getMoveDestination()\n")
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{
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object->getNav()->setMoveDestination(goal, slowDown);
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}
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DefineEngineMethod(AIController, getMoveDestination, Point3F, (), ,
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"@brief Get the AIPlayer's current destination.\n\n"
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"@return Returns a point containing the \"x y z\" position "
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"of the AIPlayer's current move destination. If no move destination "
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"has yet been set, this returns \"0 0 0\"."
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"@see setMoveDestination()\n")
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{
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return object->getNav()->getMoveDestination();
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}
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DefineEngineMethod(AIController, setPathDestination, bool, (Point3F goal), ,
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"@brief Tells the AI to find a path to the location provided\n\n"
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"@param goal Coordinates in world space representing location to move to.\n"
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"@return True if a path was found.\n\n"
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"@see getPathDestination()\n"
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"@see setMoveDestination()\n")
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{
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return object->getNav()->setPathDestination(goal, true);
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}
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DefineEngineMethod(AIController, getPathDestination, Point3F, (), ,
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"@brief Get the AIPlayer's current pathfinding destination.\n\n"
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"@return Returns a point containing the \"x y z\" position "
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"of the AIPlayer's current path destination. If no path destination "
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"has yet been set, this returns \"0 0 0\"."
|
||||
|
||||
"@see setPathDestination()\n")
|
||||
{
|
||||
return object->getNav()->getPathDestination();
|
||||
}
|
||||
|
||||
#ifdef TORQUE_NAVIGATION_ENABLED
|
||||
NavMesh* AINavigation::findNavMesh() const
|
||||
{
|
||||
GameBase* gbo = dynamic_cast<GameBase*>(mControllerRef->getAIInfo()->mObj.getPointer());
|
||||
|
|
@ -144,113 +315,6 @@ void AINavigation::repath()
|
|||
moveToNode(1);
|
||||
}
|
||||
|
||||
Point3F AINavigation::getPathDestination() const
|
||||
{
|
||||
if (!mPathData.path.isNull())
|
||||
return mPathData.path->mTo;
|
||||
return Point3F(0, 0, 0);
|
||||
|
||||
}
|
||||
|
||||
void AINavigation::setMoveDestination(const Point3F& location, bool slowdown)
|
||||
{
|
||||
mMoveDestination = location;
|
||||
getCtrl()->mMovement.mMoveState = AIController::ModeMove;
|
||||
getCtrl()->mMovement.mMoveSlowdown = slowdown;
|
||||
getCtrl()->mMovement.mMoveStuckTestCountdown = getCtrl()->mControllerData->mMoveStuckTestDelay;
|
||||
}
|
||||
|
||||
void AINavigation::onReachDestination()
|
||||
{
|
||||
|
||||
#ifdef TORQUE_NAVIGATION_ENABLED
|
||||
if (!getPath().isNull())
|
||||
{
|
||||
if (mPathData.index == getPath()->size() - 1)
|
||||
{
|
||||
// Handle looping paths.
|
||||
if (getPath()->mIsLooping)
|
||||
moveToNode(0);
|
||||
// Otherwise end path.
|
||||
else
|
||||
{
|
||||
clearPath();
|
||||
getCtrl()->throwCallback("onReachDestination");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
moveToNode(mPathData.index + 1);
|
||||
// Throw callback every time if we're on a looping path.
|
||||
//if(mPathData.path->mIsLooping)
|
||||
//throwCallback("onReachDestination");
|
||||
}
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
getCtrl()->throwCallback("onReachDestination");
|
||||
getCtrl()->mMovement.mMoveState = AIController::ModeStop;
|
||||
}
|
||||
}
|
||||
|
||||
bool AINavigation::setPathDestination(const Point3F& pos, bool replace)
|
||||
{
|
||||
if (replace)
|
||||
getCtrl()->setGoal(pos, getCtrl()->mControllerData->mMoveTolerance);
|
||||
|
||||
if (!mNavMesh)
|
||||
updateNavMesh();
|
||||
|
||||
// If we can't find a mesh, just move regularly.
|
||||
if (!mNavMesh)
|
||||
{
|
||||
//setMoveDestination(pos);
|
||||
getCtrl()->throwCallback("onPathFailed");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create a new path.
|
||||
NavPath* path = new NavPath();
|
||||
|
||||
path->mMesh = mNavMesh;
|
||||
path->mFrom = getCtrl()->getAIInfo()->getPosition(true);
|
||||
path->mTo = getCtrl()->getGoal()->getPosition(true);
|
||||
path->mFromSet = path->mToSet = true;
|
||||
path->mAlwaysRender = true;
|
||||
path->mLinkTypes = getCtrl()->mControllerData->mLinkTypes;
|
||||
path->mXray = true;
|
||||
// Paths plan automatically upon being registered.
|
||||
if (!path->registerObject())
|
||||
{
|
||||
delete path;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (path->success())
|
||||
{
|
||||
// Clear any current path we might have.
|
||||
clearPath();
|
||||
getCtrl()->clearCover();
|
||||
// Store new path.
|
||||
mPathData.path = path;
|
||||
mPathData.owned = true;
|
||||
// Skip node 0, which we are currently standing on.
|
||||
moveToNode(1);
|
||||
getCtrl()->throwCallback("onPathSuccess");
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Just move normally if we can't path.
|
||||
//setMoveDestination(pos, true);
|
||||
//return;
|
||||
getCtrl()->throwCallback("onPathFailed");
|
||||
path->deleteObject();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void AINavigation::followObject()
|
||||
{
|
||||
if (getCtrl()->getGoal()->getDist() < getCtrl()->mControllerData->mMoveTolerance)
|
||||
|
|
@ -422,59 +486,6 @@ bool AINavigation::flock()
|
|||
return flocking;
|
||||
}
|
||||
|
||||
DefineEngineMethod(AIController, setMoveDestination, void, (Point3F goal, bool slowDown), (true),
|
||||
"@brief Tells the AI to move to the location provided\n\n"
|
||||
|
||||
"@param goal Coordinates in world space representing location to move to.\n"
|
||||
"@param slowDown A boolean value. If set to true, the bot will slow down "
|
||||
"when it gets within 5-meters of its move destination. If false, the bot "
|
||||
"will stop abruptly when it reaches the move destination. By default, this is true.\n\n"
|
||||
|
||||
"@note Upon reaching a move destination, the bot will clear its move destination and "
|
||||
"calls to getMoveDestination will return \"0 0 0\"."
|
||||
|
||||
"@see getMoveDestination()\n")
|
||||
{
|
||||
object->getNav()->setMoveDestination(goal, slowDown);
|
||||
}
|
||||
|
||||
|
||||
DefineEngineMethod(AIController, getMoveDestination, Point3F, (), ,
|
||||
"@brief Get the AIPlayer's current destination.\n\n"
|
||||
|
||||
"@return Returns a point containing the \"x y z\" position "
|
||||
"of the AIPlayer's current move destination. If no move destination "
|
||||
"has yet been set, this returns \"0 0 0\"."
|
||||
|
||||
"@see setMoveDestination()\n")
|
||||
{
|
||||
return object->getNav()->getMoveDestination();
|
||||
}
|
||||
|
||||
DefineEngineMethod(AIController, setPathDestination, bool, (Point3F goal), ,
|
||||
"@brief Tells the AI to find a path to the location provided\n\n"
|
||||
|
||||
"@param goal Coordinates in world space representing location to move to.\n"
|
||||
"@return True if a path was found.\n\n"
|
||||
|
||||
"@see getPathDestination()\n"
|
||||
"@see setMoveDestination()\n")
|
||||
{
|
||||
return object->getNav()->setPathDestination(goal,true);
|
||||
}
|
||||
|
||||
|
||||
DefineEngineMethod(AIController, getPathDestination, Point3F, (), ,
|
||||
"@brief Get the AIPlayer's current pathfinding destination.\n\n"
|
||||
|
||||
"@return Returns a point containing the \"x y z\" position "
|
||||
"of the AIPlayer's current path destination. If no path destination "
|
||||
"has yet been set, this returns \"0 0 0\"."
|
||||
|
||||
"@see setPathDestination()\n")
|
||||
{
|
||||
return object->getNav()->getPathDestination();
|
||||
}
|
||||
|
||||
DefineEngineMethod(AIController, followNavPath, void, (SimObjectId obj), ,
|
||||
"@brief Tell the AIPlayer to follow a path.\n\n"
|
||||
|
|
@ -555,3 +566,4 @@ DefineEngineMethod(AIController, getNavSize, const char*, (), ,
|
|||
}
|
||||
return "";
|
||||
}
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -36,6 +36,15 @@ struct AINavigation
|
|||
AINavigation() = delete;
|
||||
AINavigation(AIController* controller);
|
||||
~AINavigation();
|
||||
Point3F mMoveDestination;
|
||||
void setMoveDestination(const Point3F& location, bool slowdown);
|
||||
Point3F getMoveDestination() const { return mMoveDestination; };
|
||||
bool setPathDestination(const Point3F& pos, bool replace = false);
|
||||
Point3F getPathDestination() const;
|
||||
|
||||
void onReachDestination();
|
||||
|
||||
#ifdef TORQUE_NAVIGATION_ENABLED
|
||||
/// Stores information about a path.
|
||||
struct PathData {
|
||||
/// Pointer to path object.
|
||||
|
|
@ -67,12 +76,6 @@ struct AINavigation
|
|||
void setNavSize(NavSize size) { mNavSize = size; updateNavMesh(); }
|
||||
NavSize getNavSize() const { return mNavSize; }
|
||||
|
||||
Point3F mMoveDestination;
|
||||
void setMoveDestination(const Point3F& location, bool slowdown);
|
||||
Point3F getMoveDestination() { return mMoveDestination; };
|
||||
|
||||
void onReachDestination();
|
||||
|
||||
/// NavMesh we pathfind on.
|
||||
SimObjectPtr<NavMesh> mNavMesh;
|
||||
NavMesh* findNavMesh() const;
|
||||
|
|
@ -83,8 +86,6 @@ struct AINavigation
|
|||
|
||||
/// Clear out the current path.
|
||||
void clearPath();
|
||||
bool setPathDestination(const Point3F& pos, bool replace = false);
|
||||
Point3F getPathDestination() const;
|
||||
void repath();
|
||||
|
||||
/// Get the current path we're following.
|
||||
|
|
@ -96,8 +97,8 @@ struct AINavigation
|
|||
void clearFollow();
|
||||
/// Move to the specified node in the current path.
|
||||
void moveToNode(S32 node);
|
||||
|
||||
bool flock();
|
||||
#endif
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue