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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"
- #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 "";
- }
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