Torque3D/Engine/source/T3D/AI/AINavigation.cpp
marauder2k7 3946017556 add follow logic
select follow target and toggle follow for a specific object. Only way to unfollow is to move the following bot to an arbitrary location
2025-07-27 17:25:09 +01:00

638 lines
20 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "AINavigation.h"
#include "AIController.h"
#include "T3D/shapeBase.h"
static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType;
AINavigation::AINavigation(AIController* controller)
{
mControllerRef = controller;
#ifdef TORQUE_NAVIGATION_ENABLED
mJump = None;
mNavSize = Regular;
#endif
}
AINavigation::~AINavigation()
{
#ifdef TORQUE_NAVIGATION_ENABLED
clearPath();
clearFollow();
#endif
}
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;
}
bool AINavigation::setPathDestination(const Point3F& pos, bool replace)
{
#ifdef TORQUE_NAVIGATION_ENABLED
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;
path->mFilter = getCtrl()->mControllerData->mFilter;
// 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;
}
#else
setMoveDestination(pos, false);
return true;
#endif
}
Point3F AINavigation::getPathDestination() const
{
#ifdef TORQUE_NAVIGATION_ENABLED
if (!mPathData.path.isNull())
return mPathData.path->mTo;
return Point3F(0, 0, 0);
#else
return getMoveDestination();
#endif
}
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;
}
}
void AINavigation::followObject()
{
if (getCtrl()->getGoal()->getDist() < getCtrl()->mControllerData->mMoveTolerance)
return;
if (setPathDestination(getCtrl()->getGoal()->getPosition(true)))
{
#ifdef TORQUE_NAVIGATION_ENABLED
getCtrl()->clearCover();
#endif
}
}
void AINavigation::followObject(SceneObject* obj, F32 radius)
{
getCtrl()->setGoal(obj, radius);
followObject();
}
void AINavigation::clearFollow()
{
getCtrl()->clearGoal();
}
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, followObject, void, (SimObjectId obj, F32 radius), ,
"@brief Tell the AIPlayer to follow another object.\n\n"
"@param obj ID of the object to follow.\n"
"@param radius Maximum distance we let the target escape to.")
{
SceneObject* follow;
#ifdef TORQUE_NAVIGATION_ENABLED
object->getNav()->clearPath();
object->clearCover();
#endif
object->getNav()->clearFollow();
if (Sim::findObject(obj, follow))
object->getNav()->followObject(follow, radius);
}
#ifdef TORQUE_NAVIGATION_ENABLED
NavMesh* AINavigation::findNavMesh() const
{
GameBase* gbo = dynamic_cast<GameBase*>(mControllerRef->getAIInfo()->mObj.getPointer());
// Search for NavMeshes that contain us entirely with the smallest possible
// volume.
NavMesh* mesh = NULL;
SimSet* set = NavMesh::getServerSet();
for (U32 i = 0; i < set->size(); i++)
{
NavMesh* m = static_cast<NavMesh*>(set->at(i));
if (m->getWorldBox().isContained(gbo->getWorldBox()))
{
// Check that mesh size is appropriate.
if (gbo->isMounted())
{
if (!m->mVehicles)
continue;
}
else
{
if ((getNavSize() == Small && !m->mSmallCharacters) ||
(getNavSize() == Regular && !m->mRegularCharacters) ||
(getNavSize() == Large && !m->mLargeCharacters))
continue;
}
if (!mesh || m->getWorldBox().getVolume() < mesh->getWorldBox().getVolume())
mesh = m;
}
}
return mesh;
}
void AINavigation::updateNavMesh()
{
GameBase* gbo = dynamic_cast<GameBase*>(mControllerRef->getAIInfo()->mObj.getPointer());
NavMesh* old = mNavMesh;
if (mNavMesh.isNull())
mNavMesh = findNavMesh();
else
{
if (!mNavMesh->getWorldBox().isContained(gbo->getWorldBox()))
mNavMesh = findNavMesh();
}
// See if we need to update our path.
if (mNavMesh != old && !mPathData.path.isNull())
{
setPathDestination(mPathData.path->mTo);
}
}
void AINavigation::moveToNode(S32 node)
{
if (mPathData.path.isNull())
return;
// -1 is shorthand for 'last path node'.
if (node == -1)
node = mPathData.path->size() - 1;
// Consider slowing down on the last path node.
setMoveDestination(mPathData.path->getNode(node), false);
// Check flags for this segment.
if (mPathData.index)
{
U16 flags = mPathData.path->getFlags(node - 1);
// Jump if we must.
if (flags & LedgeFlag)
mJump = Ledge;
else if (flags & JumpFlag)
mJump = Now;
else
// Catch pathing errors.
mJump = None;
}
// Store current index.
mPathData.index = node;
}
void AINavigation::repath()
{
// Ineffectual if we don't have a path, or are using someone else's.
if (mPathData.path.isNull() || !mPathData.owned)
return;
if (avoidObstacles())
{
mPathData.path->mTo = mMoveDestination;
}
else if (mRandI(0, 100) < getCtrl()->mControllerData->mFlocking.mChance && flock())
{
mPathData.path->mTo = mMoveDestination;
}
else
{
// If we're following, get their position.
mPathData.path->mTo = getCtrl()->getGoal()->getPosition(true);
}
// Update from position and replan.
mPathData.path->mFrom = getCtrl()->getAIInfo()->getPosition(true);
mPathData.path->plan();
// Move to first node (skip start pos).
moveToNode(1);
}
void AINavigation::followNavPath(NavPath* path)
{
// Get rid of our current path.
clearPath();
getCtrl()->clearCover();
// Follow new path.
mPathData.path = path;
mPathData.owned = false;
// Start from 0 since we might not already be there.
moveToNode(0);
}
void AINavigation::clearPath()
{
// Only delete if we own the path.
if (!mPathData.path.isNull() && mPathData.owned)
mPathData.path->deleteObject();
// Reset path data.
mPathData = PathData();
}
bool AINavigation::avoidObstacles()
{
SimObjectPtr<SceneObject> obj = getCtrl()->getAIInfo()->mObj;
obj->disableCollision();
Point3F pos = obj->getBoxCenter();
VectorF forward = obj->getTransform().getForwardVector();
forward.normalizeSafe();
// Generate forward-left and forward-right by rotating forward vector
VectorF right = mCross(forward, Point3F(0, 0, 1));
VectorF leftDir = forward + right * -0.5f; // front-left
VectorF rightDir = forward + right * 0.5f; // front-right
leftDir.normalizeSafe();
rightDir.normalizeSafe();
F32 rayLength = obj->getVelocity().lenSquared() * TickSec * 2 + getCtrl()->getAIInfo()->mRadius;
Point3F directions[3] = {
forward,
leftDir,
rightDir
};
bool hit[3] = { false, false, false };
RayInfo info;
for (int i = 0; i < 3; ++i)
{
Point3F end = pos + directions[i] * rayLength;
if (obj->getContainer()->castRay(pos, end, sAILoSMask, &info))
{
hit[i] = true;
}
}
Point3F avoidance = Point3F::Zero;
if (hit[0]) avoidance += right * 1.0f;
if (hit[1]) avoidance += right * 1.5f;
if (hit[2]) avoidance -= right * 1.5f;
if (!avoidance.isZero())
{
avoidance.normalizeSafe();
F32 clearance = getCtrl()->getAIInfo()->mRadius * 1.5f;
Point3F newDest = info.point + avoidance * rayLength;
mMoveDestination = newDest;
obj->enableCollision();
return true;
}
obj->enableCollision();
return false;
}
bool AINavigation::flock()
{
AIControllerData::Flocking flockingData = getCtrl()->mControllerData->mFlocking;
SimObjectPtr<SceneObject> obj = getCtrl()->getAIInfo()->mObj;
obj->disableCollision();
Point3F pos = obj->getBoxCenter();
F32 maxFlocksq = flockingData.mMax * flockingData.mMax;
Point3F searchArea = Point3F(maxFlocksq, maxFlocksq, getCtrl()->getAIInfo()->mObj->getObjBox().maxExtents.z / 2);
bool flocking = false;
U32 found = 0;
if (getCtrl()->getGoal())
{
Point3F dest = mMoveDestination;
if (getCtrl()->mMovement.mMoveState == AIController::ModeStuck)
{
Point3F shuffle = Point3F(mRandF() - 0.5, mRandF() - 0.5, 0);
shuffle.normalize();
dest += shuffle * flockingData.mMin;
}
dest.z = pos.z;
if ((pos - dest).len() > flockingData.mSideStep)
{
//find closest object
SimpleQueryList sql;
Box3F queryBox = Box3F(pos - searchArea, pos + searchArea);
obj->getContainer()->findObjects(queryBox, AIObjectType, SimpleQueryList::insertionCallback, &sql);
sql.mList.remove(obj);
Point3F avoidanceOffset = Point3F::Zero;
F32 avoidanceAmtSq = 0;
RayInfo info;
//avoid bots that are too close
for (U32 i = 0; i < sql.mList.size(); i++)
{
ShapeBase* other = dynamic_cast<ShapeBase*>(sql.mList[i]);
Point3F objectCenter = other->getBoxCenter();
F32 sumMinRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
separation += sumMinRad;
Point3F offset = (pos - objectCenter);
F32 offsetLensq = offset.lenSquared(); //square roots are expensive, so use squared val compares
if ((flockingData.mMin > 0) && (offsetLensq < (sumMinRad * sumMinRad)))
{
other->disableCollision();
if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask | AIObjectType, &info))
{
found++;
offset *= separation;
avoidanceOffset += offset; //accumulate total group, move away from that
avoidanceAmtSq += offsetLensq;
}
other->enableCollision();
}
}
//if we don't have to worry about bumping into one another (nothing found lower than minFLock), see about grouping up
if (found == 0)
{
for (U32 i = 0; i < sql.mList.size(); i++)
{
ShapeBase* other = static_cast<ShapeBase*>(sql.mList[i]);
Point3F objectCenter = other->getBoxCenter();
F32 sumMaxRad = flockingData.mMax + other->getAIController()->mControllerData->mFlocking.mMax;
F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
separation += sumMaxRad;
Point3F offset = (pos - objectCenter);
F32 offsetLensq = offset.lenSquared(); //square roots are expensive, so use squared val compares
if ((flockingData.mMax > 0) && (offsetLensq < (sumMaxRad * sumMaxRad)))
{
other->disableCollision();
if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask | AIObjectType, &info))
{
found++;
avoidanceOffset -= offset; // subtract total group, move toward it
avoidanceAmtSq -= offsetLensq;
}
other->enableCollision();
}
}
}
if (found > 0)
{
//ephasize the *side* portion of sidestep to better avoid clumps
if (avoidanceOffset.x < avoidanceOffset.y)
avoidanceOffset.x *= 2.0;
else
avoidanceOffset.y *= 2.0;
//add fuzz to sidestepping
avoidanceOffset.z = 0;
avoidanceOffset.x = (mRandF() * avoidanceOffset.x) * 0.5 + avoidanceOffset.x * 0.75;
avoidanceOffset.y = (mRandF() * avoidanceOffset.y) * 0.5 + avoidanceOffset.y * 0.75;
avoidanceOffset.normalizeSafe();
avoidanceOffset *= avoidanceAmtSq;
if ((avoidanceAmtSq) > flockingData.mMin * flockingData.mMin)
{
dest = obj->getPosition()+avoidanceOffset;
}
//if we're not jumping...
if (mJump == None)
{
dest.z = obj->getPosition().z;
//make sure we don't run off a cliff
Point3F zlen(0, 0, getCtrl()->mControllerData->mHeightTolerance);
if (obj->getContainer()->castRay(dest + zlen, dest - zlen, TerrainObjectType | StaticShapeObjectType | StaticObjectType, &info))
{
mMoveDestination = dest;
flocking = true;
}
}
}
}
}
obj->enableCollision();
return flocking;
}
DefineEngineMethod(AIController, followNavPath, void, (SimObjectId obj), ,
"@brief Tell the AIPlayer to follow a path.\n\n"
"@param obj ID of a NavPath object for the character to follow.")
{
NavPath* path;
if (Sim::findObject(obj, path))
object->getNav()->followNavPath(path);
}
DefineEngineMethod(AIController, repath, void, (), ,
"@brief Tells the AI to re-plan its path. Does nothing if the character "
"has no path, or if it is following a mission path.\n\n")
{
object->getNav()->repath();
}
DefineEngineMethod(AIController, findNavMesh, S32, (), ,
"@brief Get the NavMesh object this AIPlayer is currently using.\n\n"
"@return The ID of the NavPath object this character is using for "
"pathfinding. This is determined by the character's location, "
"navigation type and other factors. Returns -1 if no NavMesh is "
"found.")
{
NavMesh* mesh = object->getNav()->getNavMesh();
return mesh ? mesh->getId() : -1;
}
DefineEngineMethod(AIController, getNavMesh, S32, (), ,
"@brief Return the NavMesh this AIPlayer is using to navigate.\n\n")
{
NavMesh* m = object->getNav()->getNavMesh();
return m ? m->getId() : 0;
}
DefineEngineMethod(AIController, setNavSize, void, (const char* size), ,
"@brief Set the size of NavMesh this character uses. One of \"Small\", \"Regular\" or \"Large\".")
{
if (!String::compare(size, "Small"))
object->getNav()->setNavSize(AINavigation::Small);
else if (!String::compare(size, "Regular"))
object->getNav()->setNavSize(AINavigation::Regular);
else if (!String::compare(size, "Large"))
object->getNav()->setNavSize(AINavigation::Large);
else
Con::errorf("AIPlayer::setNavSize: no such size '%s'.", size);
}
DefineEngineMethod(AIController, getNavSize, const char*, (), ,
"@brief Return the size of NavMesh this character uses for pathfinding.")
{
switch (object->getNav()->getNavSize())
{
case AINavigation::Small:
return "Small";
case AINavigation::Regular:
return "Regular";
case AINavigation::Large:
return "Large";
}
return "";
}
#endif