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@@ -24,6 +24,7 @@
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#include "T3D/player.h"
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#include "T3D/rigidShape.h"
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#include "T3D/vehicles/wheeledVehicle.h"
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+#include "T3D/vehicles/flyingVehicle.h"
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IMPLEMENT_CONOBJECT(AIController);
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@@ -164,16 +165,13 @@ bool AIController::getAIMove(Move* movePtr)
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{
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if (getGoal()->getDist() > mControllerData->mFollowTolerance)
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{
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- F32 raylength = 2.0; //for vehicles
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SceneObject* obj = getAIInfo()->mObj->getObjectMount();
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if (!obj)
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{
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obj = getAIInfo()->mObj;
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- raylength = 0.001f; //for jumping
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}
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-
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RayInfo info;
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- if (obj->getContainer()->castRay(obj->getPosition(), obj->getPosition() - Point3F(0, 0, raylength), StaticShapeObjectType, &info))
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+ if (obj->getContainer()->castRay(obj->getPosition(), obj->getPosition() - Point3F(0, 0, mControllerData->mHeightTolerance), StaticShapeObjectType, &info))
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{
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getNav()->repath();
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}
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@@ -399,9 +397,11 @@ void AIControllerData::resolveSpeed(AIController* obj, Point3F location, Move* m
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if (mIsZero(xDiff))
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movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
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else
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+ {
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if (mIsZero(yDiff))
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movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
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else
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+ {
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if (mFabs(xDiff) > mFabs(yDiff))
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{
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F32 value = mFabs(yDiff / xDiff);
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@@ -414,7 +414,8 @@ void AIControllerData::resolveSpeed(AIController* obj, Point3F location, Move* m
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movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -value : value;
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movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
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}
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-
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+ }
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+ }
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// Rotate the move into object space (this really only needs
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// a 2D matrix)
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Point3F newMove;
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@@ -484,13 +485,14 @@ void AIControllerData::resolveStuck(AIController* obj)
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AIControllerData::AIControllerData()
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{
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- mMoveTolerance = 0.25;
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- mFollowTolerance = 1.0;
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- mAttackRadius = 2.0;
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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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mFlocking.mChance = 90;
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mFlocking.mMin = 1.0f;
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@@ -638,6 +640,8 @@ void AIPlayerControllerData::resolveTriggerState(AIController* obj, Move* movePt
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#endif // TORQUE_NAVIGATION_ENABLED
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}
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+//-----------------------------------------------------------------------------
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+//-----------------------------------------------------------------------------
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IMPLEMENT_CO_DATABLOCK_V1(AIWheeledVehicleControllerData);
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// Build a Triangle .. calculate angle of rotation required to meet target..
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// man there has to be a better way! >:)
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@@ -772,57 +776,172 @@ void AIWheeledVehicleControllerData::resolveYaw(AIController* obj, Point3F locat
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void AIWheeledVehicleControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
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{
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- F32 xDiff = obj->getNav()->getMoveDestination().x - location.x;
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- F32 yDiff = obj->getNav()->getMoveDestination().y - location.y;
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- Point3F rotation = obj->getAIInfo()->mObj->getTransform().toEuler();
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+ WheeledVehicle* wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj.getPointer());
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+ if (!wvo)
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+ {
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+ //cover the case of a connection controling an object in turn controlling another
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+ if (obj->getAIInfo()->mObj->getObjectMount())
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+ wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
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+ }
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+ if (!wvo) return;//not a WheeledVehicle
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- Point2F movTarg;
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+ Parent::resolveSpeed(obj, location, movePtr);
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- // Build move direction in world space
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- if (mIsZero(xDiff))
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- movTarg.y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
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- else
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+ VehicleData* db = static_cast<VehicleData *>(wvo->getDataBlock());
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+ movePtr->x = 0;// 1.1 - wvo->getSteering().x / db->maxSteeringAngle;
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+ movePtr->y *= 1.1 - wvo->getSteering().y / db->maxSteeringAngle;
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+}
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+
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+//-----------------------------------------------------------------------------
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+//-----------------------------------------------------------------------------
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+
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+IMPLEMENT_CO_DATABLOCK_V1(AIFlyingVehicleControllerData);
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+// Build a Triangle .. calculate angle of rotation required to meet target..
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+// man there has to be a better way! >:)
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+F32 AIFlyingVehicleControllerData::getSteeringAngle(AIController* obj, Point3F location)
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+{
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+ FlyingVehicle* wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
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+ if (!wvo)
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{
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- if (mIsZero(yDiff))
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- movTarg.x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
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+ //cover the case of a connection controling an object in turn controlling another
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+ if (obj->getAIInfo()->mObj->getObjectMount())
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+ wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
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+ }
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+ if (!wvo) return 0;//not a FlyingVehicle
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+
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+ DrivingState steerState = SteerNull;
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+
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+ // What is our target
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+ Point3F desired;
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+ desired = obj->getNav()->getMoveDestination();
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+
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+ MatrixF mat = wvo->getTransform();
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+ Point3F center, front;
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+ Point3F wFront;
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+ Box3F box = wvo->getObjBox();
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+
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+ box.getCenter(¢er);
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+ front = center;
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+ front.y = box.maxExtents.y; // should be true for all these objects
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+
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+ obj->getAIInfo()->mObj->getWorldBox().getCenter(¢er);
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+ front = center + front;
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+
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+ Point3F objFront = front;
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+ Point3F offset = front - center;
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+ EulerF rot;
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+ rot = mat.toEuler();
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+ MatrixF transform(rot);
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+ transform.mulV(offset, &wFront);
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+ front = wFront + center;
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+
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+ Point3F ftoc;
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+ ftoc.x = mFabs(front.x - center.x);
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+ ftoc.y = mFabs(front.y - center.y);
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+ ftoc.z = mFabs(front.z - center.z);
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+ F32 fToc = mSqrt((ftoc.x * ftoc.x) + (ftoc.y * ftoc.y));
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+
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+ Point3F ltoc;
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+ ltoc.x = mFabs(desired.x - center.x);
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+ ltoc.y = mFabs(desired.y - center.y);
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+ ltoc.z = mFabs(desired.z - center.z);
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+ F32 lToc = mSqrt((ltoc.x * ltoc.x) + (ltoc.y * ltoc.y));
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+
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+ Point3F ftol;
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+ ftol.x = mFabs(front.x - desired.x);
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+ ftol.y = mFabs(front.y - desired.y);
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+ ftol.z = mFabs(front.z - desired.z);
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+ F32 fTol = mSqrt((ftol.x * ftol.x) + (ftol.y * ftol.y));
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+
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+ F32 myAngle = mAcos(((lToc * lToc) + (fToc * fToc) - (fTol * fTol)) / (2 * lToc * fToc));
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+
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+ F32 finalYaw = mRadToDeg(myAngle);
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+
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+ F32 maxSteeringAngle = 0;
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+
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+ VehicleData* vd = (VehicleData*)(wvo->getDataBlock());
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+ maxSteeringAngle = vd->maxSteeringAngle;
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+
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+ Point2F steering = wvo->getSteering();
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+ if (finalYaw < 5 && steering.x != 0.0f)
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+ steerState = Straight;
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+ else if (finalYaw < 5)
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+ steerState = SteerNull;
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+ else
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+ {// Quickly Hack out left or right turn info
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+ Point3F rotData = objFront - desired;
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+ MatrixF leftM(-rot);
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+ Point3F leftP;
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+ leftM.mulV(rotData, &leftP);
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+ leftP = leftP + desired;
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+
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+ if (leftP.x < desired.x)
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+ steerState = Right;
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else
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- {
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- if (mFabs(xDiff) > mFabs(yDiff))
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- {
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- F32 value = mFabs(yDiff / xDiff);
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- movTarg.y = (location.y > obj->getNav()->getMoveDestination().y) ? -value : value;
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- movTarg.x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
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- }
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- else
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- {
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- F32 value = mFabs(xDiff / yDiff);
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- movTarg.x = (location.x > obj->getNav()->getMoveDestination().x) ? -value : value;
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- movTarg.y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
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- }
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- }
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+ steerState = Left;
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}
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- // Rotate the move into object space (this really only needs
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- // a 2D matrix)
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- Point3F newMove;
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- MatrixF moveMatrix;
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- moveMatrix.set(EulerF(0.0f, 0.0f, -(rotation.z + movePtr->yaw)));
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- moveMatrix.mulV(Point3F(movTarg.x, movTarg.y, 0.0f), &newMove);
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- movTarg.y = newMove.y;
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- // Set Throttle. We'll slow down once we get close
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- // to try and stop on the spot...
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- if (obj->mMovement.mMoveSlowdown)
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+ F32 throttle = wvo->getThrottle();
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+ if (throttle < 0.0f && steerState != Straight)
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{
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- F32 throttle = obj->mMovement.mMoveSpeed;
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- F32 dist = mSqrt(xDiff * xDiff + yDiff * yDiff);
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- F32 maxDist = mMoveTolerance * 2;
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- if (dist < maxDist)
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- throttle *= dist / maxDist;
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- movePtr->y *= throttle;
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+ F32 reverseReduction = 0.25;
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+ steering.x = steering.x * reverseReduction * throttle;
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}
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- else
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+ F32 turnAdjust = myAngle - steering.x;
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+
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+ F32 steer = 0;
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+ switch (steerState)
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{
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- movePtr->y *= obj->mMovement.mMoveSpeed;
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+ case Left:
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+ steer = myAngle < maxSteeringAngle ? -turnAdjust : -maxSteeringAngle - steering.x;
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+ break;
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+ case Right:
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+ steer = myAngle < maxSteeringAngle ? turnAdjust : maxSteeringAngle - steering.x;
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+ break;
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+ case Straight:
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+ steer = -steering.x;
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+ break;
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+ default:
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+ break;
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+ };
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+
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+ // Con::printf("AI Steering : %f", steer);
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+ return steer;
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+}
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+
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+
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+void AIFlyingVehicleControllerData::resolveYaw(AIController* obj, Point3F location, Move* movePtr)
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+{
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+ FlyingVehicle* wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
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+ if (!wvo)
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+ {
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+ //cover the case of a connection controling an object in turn controlling another
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+ if (obj->getAIInfo()->mObj->getObjectMount())
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+ wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
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+ }
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+ if (!wvo) return;//not a FlyingVehicle
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+
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+ // Orient towards our destination.
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+ if (obj->mMovement.mMoveState == AIController::ModeMove || obj->mMovement.mMoveState == AIController::ModeReverse) {
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+ movePtr->yaw = getSteeringAngle(obj, location);
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}
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+};
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+
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+void AIFlyingVehicleControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
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+{
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+ FlyingVehicle* wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
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+ if (!wvo)
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+ {
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+ //cover the case of a connection controling an object in turn controlling another
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+ if (obj->getAIInfo()->mObj->getObjectMount())
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+ wvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
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+ }
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+ if (!wvo) return;//not a FlyingVehicle
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+
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+ Parent::resolveSpeed(obj, location, movePtr);
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+
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+ VehicleData* db = static_cast<VehicleData*>(wvo->getDataBlock());
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+ movePtr->x = 0;// 1.1 - wvo->getSteering().x / db->maxSteeringAngle;
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+ movePtr->y *= 1.1 - wvo->getSteering().y / db->maxSteeringAngle;
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}
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#endif //_AICONTROLLER_H_
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