mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
277 lines
7.9 KiB
C++
277 lines
7.9 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "AINavigation.h"
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#include "AIController.h"
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AINavigation::AINavigation(AIController* controller)
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{
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mControllerRef = controller;
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mJump = None;
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}
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NavMesh* AINavigation::findNavMesh() const
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{
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GameBase* gbo = dynamic_cast<GameBase*>(mControllerRef->getAIInfo()->mObj.getPointer());
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// Search for NavMeshes that contain us entirely with the smallest possible
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// volume.
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NavMesh* mesh = NULL;
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SimSet* set = NavMesh::getServerSet();
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for (U32 i = 0; i < set->size(); i++)
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{
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NavMesh* m = static_cast<NavMesh*>(set->at(i));
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if (m->getWorldBox().isContained(gbo->getWorldBox()))
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{
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if (!mesh || m->getWorldBox().getVolume() < mesh->getWorldBox().getVolume())
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mesh = m;
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}
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}
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return mesh;
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}
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void AINavigation::updateNavMesh()
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{
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GameBase* gbo = dynamic_cast<GameBase*>(mControllerRef->getAIInfo()->mObj.getPointer());
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NavMesh* old = mNavMesh;
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if (mNavMesh.isNull())
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mNavMesh = findNavMesh();
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else
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{
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if (!mNavMesh->getWorldBox().isContained(gbo->getWorldBox()))
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mNavMesh = findNavMesh();
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}
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// See if we need to update our path.
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if (mNavMesh != old && !mPathData.path.isNull())
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{
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setPathDestination(mPathData.path->mTo);
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}
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}
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void AINavigation::moveToNode(S32 node)
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{
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if (mPathData.path.isNull())
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return;
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// -1 is shorthand for 'last path node'.
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if (node == -1)
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node = mPathData.path->size() - 1;
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// Consider slowing down on the last path node.
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setMoveDestination(mPathData.path->getNode(node), false);
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// Check flags for this segment.
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if (mPathData.index)
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{
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U16 flags = mPathData.path->getFlags(node - 1);
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// Jump if we must.
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if (flags & LedgeFlag)
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mJump = Ledge;
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else if (flags & JumpFlag)
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mJump = Now;
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else
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// Catch pathing errors.
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mJump = None;
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}
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// Store current index.
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mPathData.index = node;
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}
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void AINavigation::repath()
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{
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// Ineffectual if we don't have a path, or are using someone else's.
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if (mPathData.path.isNull() || !mPathData.owned)
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return;
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// If we're following, get their position.
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mPathData.path->mTo = mControllerRef->getGoal()->getPosition();
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// Update from position and replan.
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mPathData.path->mFrom = mControllerRef->getAIInfo()->getPosition();
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mPathData.path->plan();
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// Move to first node (skip start pos).
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moveToNode(1);
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}
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Point3F AINavigation::getPathDestination() const
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{
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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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}
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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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mControllerRef->mMovement.mMoveState = AIController::ModeMove;
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mControllerRef->mMovement.mMoveSlowdown = slowdown;
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mControllerRef->mMovement.mMoveStuckTestCountdown = mControllerRef->mControllerData->mMoveStuckTestDelay;
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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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getCtrl()->throwCallback("onReachDestination");
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}
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bool AINavigation::setPathDestination(const Point3F& pos)
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{
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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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mControllerRef->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 = mControllerRef->getAIInfo()->getPosition();
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path->mTo = pos;
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path->mFromSet = path->mToSet = true;
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path->mAlwaysRender = true;
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path->mLinkTypes = mControllerRef->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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mControllerRef->clearCover();
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clearFollow();
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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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mControllerRef->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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mControllerRef->throwCallback("onPathFailed");
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path->deleteObject();
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return false;
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}
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}
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void AINavigation::followObject(AIInfo* targ)
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{
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if (!targ) return;
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if (targ->getDist() < mControllerRef->mControllerData->mMoveTolerance)
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return;
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if (setPathDestination(targ->getPosition()))
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{
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mControllerRef->clearCover();
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mControllerRef->setGoal(targ);
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}
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}
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void AINavigation::followObject(SceneObject* obj, F32 radius)
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{
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mControllerRef->setGoal(obj, radius);
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followObject(mControllerRef->getGoal());
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}
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void AINavigation::clearFollow()
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{
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mControllerRef->clearGoal();
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}
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void AINavigation::followNavPath(NavPath* path)
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{
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// Get rid of our current path.
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clearPath();
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mControllerRef->clearCover();
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clearFollow();
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// Follow new path.
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mPathData.path = path;
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mPathData.owned = false;
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// Start from 0 since we might not already be there.
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moveToNode(0);
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}
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void AINavigation::clearPath()
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{
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// Only delete if we own the path.
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if (!mPathData.path.isNull() && mPathData.owned)
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mPathData.path->deleteObject();
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// Reset path data.
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mPathData = PathData();
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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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