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+//-----------------------------------------------------------------------------
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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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+
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+#include "AIController.h"
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+#include "T3D/player.h"
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+
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+
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+IMPLEMENT_CONOBJECT(AIController);
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+
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+//-----------------------------------------------------------------------------
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+void AIController::throwCallback(const char* name)
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+{
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+ Con::executef(mControllerData, name, getIdString()); //controller data callbacks
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+
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+ GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
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+ if (!gbo) return;
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+ Con::executef(gbo->getDataBlock(), name, getAIInfo()->mObj->getIdString()); //legacy support for object db callbacks
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+}
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+
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+void AIController::initPersistFields()
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+{
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+ addProtectedField("ControllerData", TYPEID< AIControllerData >(), Offset(mControllerData, AIController),
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+ &setControllerDataProperty, &defaultProtectedGetFn,
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+ "Script datablock used for game objects.");
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+ addFieldV("MoveSpeed", TypeRangedF32, Offset(mMovement.mMoveSpeed, AIController), &CommonValidators::PositiveFloat,
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+ "@brief default move sepeed.");
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+}
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+
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+bool AIController::setControllerDataProperty(void* obj, const char* index, const char* db)
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+{
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+ if (db == NULL || !db[0])
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+ {
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+ Con::errorf("AIController::setControllerDataProperty - Can't unset ControllerData on AIController objects");
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+ return false;
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+ }
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+
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+ AIController* object = static_cast<AIController*>(obj);
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+ AIControllerData* data;
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+ if (Sim::findObject(db, data))
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+ {
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+ object->mControllerData = data;
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+ return true;
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+ }
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+ Con::errorf("AIController::setControllerDataProperty - Could not find ControllerData \"%s\"", db);
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+ return false;
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+}
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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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+ ShapeBase* sbo = dynamic_cast<ShapeBase*>(getAIInfo()->mObj.getPointer());
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+ if (!sbo) return false;
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+
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+ // Use the eye as the current position.
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+ MatrixF eye;
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+ sbo->getEyeTransform(&eye);
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+ Point3F location = eye.getPosition();
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+ Point3F rotation = sbo->getTransform().getForwardVector();
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+
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+#ifdef TORQUE_NAVIGATION_ENABLED
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+ if (sbo->getDamageState() == ShapeBase::Enabled)
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+ {
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+ if (mMovement.mMoveState != ModeStop)
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+ getNav()->updateNavMesh();
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+ if (!getGoal()->mObj.isNull())
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+ {
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+ if (getNav()->mPathData.path.isNull())
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+ {
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+ if (getGoal()->getDist() > mControllerData->mMoveTolerance)
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+ getNav()->followObject(getGoal());
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+ }
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+ else
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+ {
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+ if (getGoal()->getDist() > mControllerData->mMoveTolerance)
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+ getNav()->repath();
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+
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+ if (getAim()->getDist() < mControllerData->mMoveTolerance)
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+ {
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+ getNav()->clearPath();
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+ mMovement.mMoveState = ModeStop;
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+ throwCallback("onTargetInRange");
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+ }
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+ else if (getAim()->getDist() < mControllerData->mAttackRadius)
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+ {
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+ throwCallback("onTargetInFiringRange");
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+ }
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+ }
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+ }
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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()->mObj || getAim()->mPosSet || mMovement.mMoveState != ModeStop)
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+ {
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+ // Update the aim position if we're aiming for an object or explicit position
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+ if (getAim()->mObj || getAim()->mPosSet)
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+ mMovement.mAimLocation = getAim()->getPosition();
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+ else
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+ mMovement.mAimLocation = mMovement.mMoveDestination;
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+
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+ mControllerData->resolveYaw(this, location, movePtr);
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+ mControllerData->resolvePitch(this, location, movePtr);
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+ mControllerData->resolveRoll(this, location, movePtr);
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+ mControllerData->resolveSpeed(this, location, movePtr);
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+ mControllerData->resolveStuck(this);
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+ }
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+
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+ // Test for target location in sight if it's an object. The LOS is
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+ // run from the eye position to the center of the object's bounding,
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+ // which is not very accurate.
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+ if (getAim()->mObj)
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+ {
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+ GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
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+ if (getAim()->checkInLos(gbo))
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+ {
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+ if (!getAim()->mTargetInLOS)
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+ {
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+ throwCallback("onTargetEnterLOS");
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+ getAim()->mTargetInLOS = true;
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+ }
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+ }
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+ else if (getAim()->mTargetInLOS)
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+ {
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+ throwCallback("onTargetExitLOS");
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+ getAim()->mTargetInLOS = false;
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+ }
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+ }
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+
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+ /*
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+ // Replicate the trigger state into the move so that
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+ // triggers can be controlled from scripts.
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+ for (U32 i = 0; i < MaxTriggerKeys; i++)
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+ movePtr->trigger[i] = getImageTriggerState(i);
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+ */
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+
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+#ifdef TORQUE_NAVIGATION_ENABLED
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+ if (getNav()->mJump == AINavigation::Now)
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+ {
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+ movePtr->trigger[2] = true;
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+ getNav()->mJump = AINavigation::None;
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+ }
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+ else if (getNav()->mJump == AINavigation::Ledge)
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+ {
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+ // If we're not touching the ground, jump!
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+ RayInfo info;
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+ if (!getAIInfo()->mObj->getContainer()->castRay(getAIInfo()->getPosition(), getAIInfo()->getPosition() - Point3F(0, 0, 0.4f), StaticShapeObjectType, &info))
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+ {
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+ movePtr->trigger[2] = true;
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+ getNav()->mJump = AINavigation::None;
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+ }
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+ }
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+#endif // TORQUE_NAVIGATION_ENABLED
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+
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+ return true;
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+}
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+
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+void AIController::clearCover()
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+{
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+ // Notify cover that we are no longer on our way.
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+ if (!getCover()->mCoverPoint.isNull())
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+ getCover()->mCoverPoint->setOccupied(false);
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+ SAFE_DELETE(mCover);
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+IMPLEMENT_CO_DATABLOCK_V1(AIControllerData);
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+void AIControllerData::resolveYaw(AIController* obj, Point3F location, Move* move)
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+{
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+ F32 xDiff = obj->mMovement.mAimLocation.x - location.x;
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+ F32 yDiff = obj->mMovement.mAimLocation.y - location.y;
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+ Point3F rotation = obj->getAIInfo()->mObj->getTransform().getForwardVector();
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+
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+ if (!mIsZero(xDiff) || !mIsZero(yDiff))
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+ {
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+ // First do Yaw
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+ // use the cur yaw between -Pi and Pi
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+ F32 curYaw = rotation.z;
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+ while (curYaw > M_2PI_F)
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+ curYaw -= M_2PI_F;
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+ while (curYaw < -M_2PI_F)
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+ curYaw += M_2PI_F;
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+
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+ // find the yaw offset
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+ F32 newYaw = mAtan2(xDiff, yDiff);
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+ F32 yawDiff = newYaw - curYaw;
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+
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+ // make it between 0 and 2PI
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+ if (yawDiff < 0.0f)
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+ yawDiff += M_2PI_F;
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+ else if (yawDiff >= M_2PI_F)
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+ yawDiff -= M_2PI_F;
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+
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+ // now make sure we take the short way around the circle
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+ if (yawDiff > M_PI_F)
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+ yawDiff -= M_2PI_F;
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+ else if (yawDiff < -M_PI_F)
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+ yawDiff += M_2PI_F;
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+
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+ move->yaw = yawDiff;
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+ }
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+}
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+
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+
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+void AIControllerData::resolveRoll(AIController* obj, Point3F location, Move* movePtr)
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+{
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+}
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+
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+void AIControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
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+{
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+ // Move towards the destination
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+ if (obj->mMovement.mMoveState != AIController::ModeStop)
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+ {
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+ F32 xDiff = obj->mMovement.mMoveDestination.x - location.x;
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+ F32 yDiff = obj->mMovement.mMoveDestination.y - location.y;
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+ Point3F rotation = obj->getAIInfo()->mObj->getTransform().getForwardVector();
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+
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+ // Check if we should mMove, or if we are 'close enough'
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+ if (mFabs(xDiff) < mMoveTolerance && mFabs(yDiff) < mMoveTolerance)
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+ {
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+ obj->mMovement.mMoveState = AIController::ModeStop;
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+ obj->getNav()->onReachDestination();
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+ }
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+ else
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+ {
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+ // Build move direction in world space
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+ if (mIsZero(xDiff))
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+ movePtr->y = (location.y > obj->mMovement.mMoveDestination.y) ? -1.0f : 1.0f;
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+ else
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+ if (mIsZero(yDiff))
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+ movePtr->x = (location.x > obj->mMovement.mMoveDestination.x) ? -1.0f : 1.0f;
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+ else
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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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+ movePtr->y = (location.y > obj->mMovement.mMoveDestination.y) ? -value : value;
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+ movePtr->x = (location.x > obj->mMovement.mMoveDestination.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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+ movePtr->x = (location.x > obj->mMovement.mMoveDestination.x) ? -value : value;
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+ movePtr->y = (location.y > obj->mMovement.mMoveDestination.y) ? -1.0f : 1.0f;
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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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+ MatrixF moveMatrix;
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+ moveMatrix.set(EulerF(0.0f, 0.0f, -(rotation.z + movePtr->yaw)));
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+ moveMatrix.mulV(Point3F(movePtr->x, movePtr->y, 0.0f), &newMove);
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+ movePtr->x = newMove.x;
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+ movePtr->y = newMove.y;
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+
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+ // Set movement speed. 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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+ {
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+ F32 speed = 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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+ speed *= dist / maxDist;
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+ movePtr->x *= speed;
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+ movePtr->y *= speed;
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+
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+ obj->mMovement.mMoveState = AIController::ModeSlowing;
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+ }
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+ else
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+ {
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+ movePtr->x *= obj->mMovement.mMoveSpeed;
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+ movePtr->y *= obj->mMovement.mMoveSpeed;
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+
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+ obj->mMovement.mMoveState = AIController::ModeMove;
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+ }
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+ }
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+ }
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+}
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+
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+void AIControllerData::resolveStuck(AIController* obj)
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+{
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+ ShapeBase* sbo = dynamic_cast<ShapeBase*>(obj->getAIInfo()->mObj.getPointer());
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+ // Don't check for ai stuckness if animation during
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+ // an anim-clip effect override.
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+ if (sbo->getDamageState() == ShapeBase::Enabled && !(sbo->anim_clip_flags & ShapeBase::ANIM_OVERRIDDEN) && !sbo->isAnimationLocked()) {
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+ if (obj->mMovement.mMoveStuckTestCountdown > 0)
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+ --obj->mMovement.mMoveStuckTestCountdown;
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+ else
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+ {
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+ // We should check to see if we are stuck...
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+ F32 locationDelta = (obj->getAIInfo()->getPosition() - obj->getAIInfo()->mLastPos).len();
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+ if (locationDelta < mMoveStuckTolerance && (sbo->getDamageState() == ShapeBase::Enabled))
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+ {
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+ // If we are slowing down, then it's likely that our location delta will be less than
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+ // our move stuck tolerance. Because we can be both slowing and stuck
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+ // we should TRY to check if we've moved. This could use better detection.
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+ if (obj->mMovement.mMoveState != AIController::ModeSlowing || locationDelta == 0)
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+ {
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+ obj->mMovement.mMoveState = AIController::ModeStuck;
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+ obj->throwCallback("onStuck");
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+ }
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+ }
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+ }
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+ obj->getAIInfo()->mLastPos = obj->getAIInfo()->getPosition();
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+ }
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+}
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+
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+void AIControllerData::initPersistFields()
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+{
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+ docsURL;
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+ addGroup("AI");
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+
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+ addFieldV("moveTolerance", TypeRangedF32, Offset(mMoveTolerance, AIControllerData), &CommonValidators::PositiveFloat,
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+ "@brief Distance from destination before stopping.\n\n"
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+ "When the AIPlayer 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 AIPlayer 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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+
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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 AIPlayer 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 AIPlayer 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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+
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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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+ "When the AIPlayer is moving to a given destination, if it ever moves less than "
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+ "this tolerance during a single tick, the AIPlayer is considered stuck. At this point "
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+ "the onMoveStuck() callback is called on the datablock.\n");
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+
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+ addFieldV("moveStuckTestDelay", TypeRangedS32, Offset(mMoveStuckTestDelay, AIControllerData), &CommonValidators::PositiveInt,
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+ "@brief The number of ticks to wait before testing if the AIPlayer is stuck.\n\n"
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+ "When the AIPlayer is asked to move, this property is the number of ticks to wait "
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+ "before the AIPlayer starts to check if it is stuck. This delay allows the AIPlayer "
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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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+
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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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+
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+ endGroup("AI");
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+
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+#ifdef TORQUE_NAVIGATION_ENABLED
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+ addGroup("Pathfinding");
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+
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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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|
+ addField("allowJump", TypeBool, Offset(mLinkTypes.jump, AIControllerData),
|
|
|
+ "Allow the character to use jump links.");
|
|
|
+ addField("allowDrop", TypeBool, Offset(mLinkTypes.drop, AIControllerData),
|
|
|
+ "Allow the character to use drop links.");
|
|
|
+ addField("allowSwim", TypeBool, Offset(mLinkTypes.swim, AIControllerData),
|
|
|
+ "Allow the character to move in water.");
|
|
|
+ addField("allowLedge", TypeBool, Offset(mLinkTypes.ledge, AIControllerData),
|
|
|
+ "Allow the character to jump ledges.");
|
|
|
+ addField("allowClimb", TypeBool, Offset(mLinkTypes.climb, AIControllerData),
|
|
|
+ "Allow the character to use climb links.");
|
|
|
+ addField("allowTeleport", TypeBool, Offset(mLinkTypes.teleport, AIControllerData),
|
|
|
+ "Allow the character to use teleporters.");
|
|
|
+
|
|
|
+ endGroup("Pathfinding");
|
|
|
+#endif // TORQUE_NAVIGATION_ENABLED
|
|
|
+
|
|
|
+ Parent::initPersistFields();
|
|
|
+}
|
|
|
+
|
|
|
+//-----------------------------------------------------------------------------
|
|
|
+//-----------------------------------------------------------------------------
|
|
|
+void AIPlayerControllerData::resolvePitch(AIController* obj, Point3F location, Move* movePtr)
|
|
|
+{
|
|
|
+ Player* po = dynamic_cast<Player*>(obj->getAIInfo()->mObj.getPointer());
|
|
|
+ if (!po) return;//not a player
|
|
|
+
|
|
|
+ if (obj->getAim()->mObj || obj->getAim()->mPosSet || obj->mMovement.mMoveState != AIController::ModeStop)
|
|
|
+ {
|
|
|
+ // Next do pitch.
|
|
|
+ if (!obj->getAim()->mObj && !obj->getAim()->mPosSet)
|
|
|
+ {
|
|
|
+ // Level out if were just looking at our next way point.
|
|
|
+ Point3F headRotation = po->getHeadRotation();
|
|
|
+ movePtr->pitch = -headRotation.x;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ F32 xDiff = obj->mMovement.mAimLocation.x - location.x;
|
|
|
+ F32 yDiff = obj->mMovement.mAimLocation.y - location.y;
|
|
|
+ // This should be adjusted to run from the
|
|
|
+ // eye point to the object's center position. Though this
|
|
|
+ // works well enough for now.
|
|
|
+ F32 vertDist = obj->mMovement.mAimLocation.z - location.z;
|
|
|
+ F32 horzDist = mSqrt(xDiff * xDiff + yDiff * yDiff);
|
|
|
+ F32 newPitch = mAtan2(horzDist, vertDist) - (M_PI_F / 2.0f);
|
|
|
+ if (mFabs(newPitch) > 0.01f)
|
|
|
+ {
|
|
|
+ Point3F headRotation = po->getHeadRotation();
|
|
|
+ movePtr->pitch = newPitch - headRotation.x;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Level out if we're not doing anything else
|
|
|
+ Point3F headRotation = po->getHeadRotation();
|
|
|
+ movePtr->pitch = -headRotation.x;
|
|
|
+ }
|
|
|
+}
|
|
|
+#endif //_AICONTROLLER_H_
|