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- //-----------------------------------------------------------------------------
- // 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"
- AINavigation::AINavigation(AIController* controller)
- {
- mControllerRef = controller;
- }
- 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()))
- {
- 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 we're following, get their position.
- mPathData.path->mTo = mControllerRef->getGoal()->getPosition();
- // Update from position and replan.
- mPathData.path->mFrom = mControllerRef->getAIInfo()->getPosition();
- 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;
- mControllerRef->mMovement.mMoveState = AIController::ModeMove;
- mControllerRef->mMovement.mMoveSlowdown = slowdown;
- mControllerRef->mMovement.mMoveStuckTestCountdown = mControllerRef->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");
- }
- bool AINavigation::setPathDestination(const Point3F& pos)
- {
- if (!mNavMesh)
- updateNavMesh();
- // If we can't find a mesh, just move regularly.
- if (!mNavMesh)
- {
- //setMoveDestination(pos);
- mControllerRef->throwCallback("onPathFailed");
- return false;
- }
- // Create a new path.
- NavPath* path = new NavPath();
- path->mMesh = mNavMesh;
- path->mFrom = mControllerRef->getAIInfo()->getPosition();
- path->mTo = pos;
- path->mFromSet = path->mToSet = true;
- path->mAlwaysRender = true;
- path->mLinkTypes = mControllerRef->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();
- mControllerRef->clearCover();
- clearFollow();
- // Store new path.
- mPathData.path = path;
- mPathData.owned = true;
- // Skip node 0, which we are currently standing on.
- moveToNode(1);
- mControllerRef->throwCallback("onPathSuccess");
- return true;
- }
- else
- {
- // Just move normally if we can't path.
- //setMoveDestination(pos, true);
- //return;
- mControllerRef->throwCallback("onPathFailed");
- path->deleteObject();
- return false;
- }
- }
- void AINavigation::followObject(AIInfo* targ)
- {
- if (!targ) return;
- if (targ->getDist() < mControllerRef->mControllerData->mMoveTolerance)
- return;
- if (setPathDestination(targ->getPosition()))
- {
- mControllerRef->clearCover();
- mControllerRef->setGoal(targ);
- }
- }
- void AINavigation::followObject(SceneObject* obj, F32 radius)
- {
- mControllerRef->setGoal(obj, radius);
- followObject(mControllerRef->getGoal());
- }
- void AINavigation::clearFollow()
- {
- mControllerRef->clearGoal();
- }
- void AINavigation::followNavPath(NavPath* path)
- {
- // Get rid of our current path.
- clearPath();
- mControllerRef->clearCover();
- clearFollow();
- // 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();
- }
- 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);
- }
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