123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408 |
- //-----------------------------------------------------------------------------
- // 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;
- mJump = None;
- mNavSize = Regular;
- }
- 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 (!mControllerRef->getGoal()) 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");
- getCtrl()->mMovement.mMoveState = AIController::ModeStop;
- }
- 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()
- {
- if ((mControllerRef->getGoal()->mLastPos - mControllerRef->getAIInfo()->getPosition()).len() < mControllerRef->mControllerData->mMoveTolerance)
- return;
- if (setPathDestination(mControllerRef->getGoal()->getPosition()))
- {
- mControllerRef->clearCover();
- }
- }
- void AINavigation::followObject(SceneObject* obj, F32 radius)
- {
- mControllerRef->setGoal(obj, radius);
- followObject();
- }
- 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);
- }
- 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);
- }
- 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 "";
- }
|