1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Thomas Fahrni |
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13 | co-programmer: |
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14 | */ |
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15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_AI |
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16 | |
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17 | #include "movement_module.h" |
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18 | #include "ai_engine.h" |
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19 | #include "state.h" |
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20 | #include "debug.h" |
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21 | #include "player.h" |
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22 | #include "playable.h" |
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23 | #include "aabb.h" |
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24 | #include "npcs/npc_test.h" |
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25 | |
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26 | #include "shell_command.h" |
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27 | SHELL_COMMAND(aiacc, MovementModule, setAccleration); |
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28 | |
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29 | |
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30 | //class AIEngine; |
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31 | |
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32 | MovementModule::MovementModule(){ |
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33 | //MovementModule::aa=100.0f; |
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34 | //a=100.0f; |
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35 | //std::cout << "MovementModule created...\n"; |
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36 | } |
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37 | |
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38 | MovementModule::~MovementModule(){ |
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39 | } |
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40 | |
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41 | |
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42 | void MovementModule::setAccleration(float newValue) |
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43 | { |
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44 | std::cout << "Setting a to: "<< newValue << "\n"; |
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45 | //MovementModule::aa=newValue; |
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46 | } |
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47 | |
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48 | |
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49 | |
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50 | |
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51 | float MovementModule::getSize(WorldEntity* object) |
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52 | { |
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53 | //does not work... |
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54 | AABB* aabb = object->getModelAABB(); |
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55 | Vector a = aabb->getAxisX(); |
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56 | Vector b = aabb->getAxisY(); |
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57 | Vector c = aabb->getAxisZ(); |
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58 | |
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59 | float da=a.len(); |
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60 | float db=b.len(); |
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61 | float dc=c.len(); |
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62 | float size; |
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63 | |
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64 | if(da>db){ |
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65 | size=(dc>da)?dc:da; |
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66 | }else{ |
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67 | size=(dc>db)?dc:db; |
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68 | } |
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69 | |
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70 | return size; |
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71 | } |
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72 | |
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73 | |
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74 | |
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75 | |
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76 | void MovementModule::process() |
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77 | { |
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78 | float dt=AIEngine::getInstance()->dtS; |
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79 | if( owner == NULL) return; |
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80 | Vector myAbsPos = owner->getAbsCoor(); |
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81 | |
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82 | //PRINTF(0)(" NPC abs coor: %f, %f, %f\n", myAbsPos.x, myAbsPos.y, myAbsPos.z); |
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83 | |
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84 | Player* pl = State::getPlayer(); |
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85 | if( pl == NULL) return; |
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86 | Vector playerAbsPos = pl->getPlayable()->getAbsCoor(); |
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87 | |
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88 | //PRINTF(0)(" Player abs coor: %f, %f, %f\n", playerAbsPos.x, playerAbsPos.y, playerAbsPos.z); |
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89 | |
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90 | //////////// |
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91 | |
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92 | //if(aa<0)aa=100.0f; |
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93 | float a=200.0f; |
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94 | float vMax=200.0f; |
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95 | |
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96 | //float keepDist= this->getSize(owner);//+ this->getSize(pl->getPlayable()); |
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97 | //std::cout << "Distance: " << keepDist << "\n"; |
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98 | |
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99 | |
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100 | Vector vectorToPlayer = playerAbsPos - myAbsPos; |
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101 | float dist=vectorToPlayer.len(); |
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102 | //Vector nVectorToPlayer=vectorToPlayer/dist*(dist-keepDist); |
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103 | |
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104 | |
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105 | // std::vector<Vector> collisonCorrection; |
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106 | // get all npcs |
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107 | |
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108 | Vector tmpNPCpos; |
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109 | float tmpDist; |
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110 | Vector tmpCorrectionVect; |
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111 | Vector antiNPCCollision; |
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112 | |
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113 | for (ObjectList<NPC2>::const_iterator it = NPC2::objectList().begin(); |
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114 | it != NPC2::objectList().end(); |
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115 | ++it) |
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116 | { |
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117 | if(*it==owner)continue; |
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118 | tmpNPCpos=(*it)->getAbsCoor(); |
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119 | tmpCorrectionVect = myAbsPos-tmpNPCpos; |
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120 | |
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121 | tmpDist=tmpCorrectionVect.len()-16; |
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122 | if(tmpDist<0.1)tmpDist=0.1; |
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123 | tmpCorrectionVect=tmpCorrectionVect/(tmpDist*tmpDist); |
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124 | |
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125 | antiNPCCollision=antiNPCCollision+tmpCorrectionVect; |
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126 | } |
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127 | |
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128 | |
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129 | |
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130 | Vector antiPlayerCollision=vectorToPlayer*(-1); |
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131 | tmpDist=antiPlayerCollision.len()-45; |
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132 | if(tmpDist<0.1)tmpDist=0.1; |
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133 | antiPlayerCollision=antiPlayerCollision/(tmpDist*tmpDist); |
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134 | |
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135 | Vector correction=antiPlayerCollision*50+antiNPCCollision*50+vectorToPlayer-v; |
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136 | //Vector nCorrection= |
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137 | correction.y=0; |
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138 | float correctionLen=correction.len(); |
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139 | if(correctionLen>a*dt)correction=correction/correctionLen*a*dt; |
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140 | v+=correction; |
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141 | |
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142 | float vLen=v.len(); |
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143 | if(vLen>vMax)v/vLen*vMax; |
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144 | |
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145 | //Move NPC... |
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146 | owner->shiftCoor(v*dt); |
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147 | |
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148 | //Rotate NPC |
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149 | Vector view = v+correction; |
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150 | //if(vectorToPlayer.dot(v)<0){ |
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151 | // view = v.cross( Vector(0,1,0) ).getNormalized(); |
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152 | //}else{ |
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153 | view = v.cross( Vector(0,-1,0) ).getNormalized(); |
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154 | //} |
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155 | //if(dist<keepDist)view=view*-1; |
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156 | //owner->setAbsDir( Quaternion( view, Vector(0,1,0))); |
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157 | owner->setAbsDirSoft( Quaternion( view, Vector(0,1,0)),1.1); |
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158 | } |
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159 | |
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160 | |
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