Torque3D/Engine/source/T3D/AI/AINavigation.cpp
AzaezelX 675bdfe6b3 fix pack/unpack data for AIControllerData's (though we still send nothing, we do need to mark it clientside as false)
more pitchwork for flying vehicle drivers
when flocking is irrelevant just path to next node
2025-04-25 18:50:16 -05:00

556 lines
17 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 | AIObjectType;
AINavigation::AINavigation(AIController* controller)
{
mControllerRef = controller;
mJump = None;
mNavSize = Regular;
}
AINavigation::~AINavigation()
{
#ifdef TORQUE_NAVIGATION_ENABLED
clearPath();
clearFollow();
#endif
}
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 (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);
}
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)
return;
if (setPathDestination(getCtrl()->getGoal()->getPosition(true)))
{
getCtrl()->clearCover();
}
}
void AINavigation::followObject(SceneObject* obj, F32 radius)
{
getCtrl()->setGoal(obj, radius);
followObject();
}
void AINavigation::clearFollow()
{
getCtrl()->clearGoal();
}
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::flock()
{
AIControllerData::Flocking flockingData = getCtrl()->mControllerData->mFlocking;
SimObjectPtr<SceneObject> obj = getCtrl()->getAIInfo()->mObj;
obj->disableCollision();
Point3F pos = obj->getBoxCenter();
Point3F searchArea = Point3F(flockingData.mMin / 2, flockingData.mMax / 2, getCtrl()->getAIInfo()->mObj->getObjBox().maxExtents.z / 2);
F32 maxFlocksq = flockingData.mMax * flockingData.mMax;
bool flocking = false;
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;
U32 found = 0;
//avoid objects in the way
RayInfo info;
if (obj->getContainer()->castRay(pos, dest + Point3F(0, 0, obj->getObjBox().len_z() / 2), sAILoSMask, &info))
{
Point3F blockerOffset = (info.point - dest);
blockerOffset.z = 0;
avoidanceOffset += blockerOffset;
}
//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 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
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
if ((flockingData.mMin > 0) && (offsetLensq < (sumRad * sumRad)))
{
other->disableCollision();
if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask, &info))
{
found++;
offset.normalizeSafe();
offset *= sumRad + separation;
avoidanceOffset += offset; //accumulate total group, move away from that
}
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 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
sumRad += separation;
Point3F offset = (pos - objectCenter);
if ((flockingData.mMin > 0) && ((sumRad * sumRad) < (maxFlocksq)))
{
other->disableCollision();
if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask, &info))
{
found++;
offset.normalizeSafe();
offset *= sumRad + separation;
avoidanceOffset -= offset; // subtract total group, move toward it
}
other->enableCollision();
}
}
}
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;
if (avoidanceOffset.lenSquared() < (maxFlocksq))
{
dest += 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))
{
if ((mMoveDestination - dest).len() > getCtrl()->mControllerData->mMoveTolerance)
{
mMoveDestination = dest;
flocking = true;
}
}
}
}
}
obj->enableCollision();
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"
"@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, 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;
object->getNav()->clearPath();
object->clearCover();
object->getNav()->clearFollow();
if (Sim::findObject(obj, follow))
object->getNav()->followObject(follow, radius);
}
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 "";
}