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(setDistanceToPlayer, MovementModule, setDistanceToPlayer); |
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28 | SHELL_COMMAND(setDistanceToNPC, MovementModule, setDistanceToNPC); |
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29 | SHELL_COMMAND(setMaxAccleartion, MovementModule, setMaxAccleartion); |
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30 | |
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31 | float MovementModule::distanceToPlayer=15; |
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32 | float MovementModule::distanceToNPC=2; |
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33 | float MovementModule::maxAccleration=200.0f; |
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34 | |
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35 | void MovementModule::setDistanceToPlayer(float newValue){ distanceToPlayer=newValue; } |
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36 | void MovementModule::setDistanceToNPC(float newValue){ distanceToNPC=newValue; } |
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37 | void MovementModule::setMaxAccleartion(float newValue){ maxAccleration=newValue; } |
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38 | |
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39 | |
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40 | |
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41 | |
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42 | |
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43 | |
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44 | // std::vector<Vector> MovementModule::hidingPoint; |
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45 | // std::vector<float> MovementModule::hidingPointSize; |
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46 | // |
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47 | // std::vector<NPC2*> MovementModule::npcList; |
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48 | // std::vector<Vector> MovementModule::npcPosition; |
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49 | // std::vector<float> MovementModule::npcRadius; |
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50 | // std::vector<int> MovementModule::npcSwarm; |
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51 | // std::vector<int> MovementModule::npcTeam; |
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52 | // |
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53 | // Vector MovementModule::playerPosition; |
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54 | // Vector MovementModule::playerMovement; |
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55 | // float MovementModule::playerRadius; |
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56 | // |
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57 | // std::vector<Vector> MovementModule::swarmCenter; |
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58 | // std::vector<int> MovementModule::swarmMemberCount; |
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59 | // |
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60 | // |
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61 | // |
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62 | // |
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63 | // |
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64 | |
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65 | |
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66 | |
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67 | float MovementModule::getRadius(WorldEntity* object) |
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68 | { |
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69 | AABB* aabb = object->getModelAABB(); |
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70 | if( aabb == NULL)return -1; |
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71 | |
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72 | float a = aabb->halfLength[0]; |
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73 | float b = aabb->halfLength[1]; |
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74 | float c = aabb->halfLength[2]; |
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75 | |
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76 | if(a>b){ |
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77 | return (c>a)?c:a; |
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78 | }else{ |
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79 | return (c>b)?c:b; |
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80 | } |
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81 | } |
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82 | |
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83 | |
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84 | |
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85 | |
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86 | // void MovementModule::collectInformation(float dt) |
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87 | // { |
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88 | // //return if already processed.. |
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89 | // if(dt==this->oldDT)return; |
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90 | // this->oldDT=dt; |
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91 | // |
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92 | // |
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93 | // //clear old Information.. |
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94 | // hidingPoint.clear(); |
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95 | // hidingPointSize.clear(); |
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96 | // |
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97 | // npcList.clear(); |
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98 | // npcPosition.clear(); |
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99 | // npcRadius.clear(); |
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100 | // npcSwarm.clear(); |
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101 | // npcTeam.clear(); |
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102 | // |
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103 | // swarmCenter.clear(); |
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104 | // swarmMemberCount.clear(); |
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105 | // |
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106 | // |
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107 | // //get all NPCs.. |
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108 | // for(ObjectList<NPC2>::const_iterator it = NPC2::objectList().begin(); it != NPC2::objectList().end(); ++it) |
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109 | // { |
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110 | // npcList.push_back(*it); |
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111 | // npcRadius.push_back(getRadius(*it)); |
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112 | // npcPosition.push_back((*it)->getAbsCoor()); |
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113 | // npcSwarm.push_back((*it)->swarm); |
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114 | // npcTeam.push_back((*it)->team); |
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115 | // } |
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116 | // |
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117 | // |
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118 | // //Swarm Information |
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119 | // unsigned int tmpSwarm; |
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120 | // for(unsigned int i=0;i<npcList.size();i++){ |
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121 | // tmpSwarm = npcSwarm.at(i); |
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122 | // if(tmpSwarm > swarmMemberCount.size()){ |
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123 | // //swarmMemberCount.insert(swarmMemberCount.size(), tmpSwarm - swarmMemberCount.size(), 0); |
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124 | // //swarmCenter.insert(swarmCenter.size(), tmpSwarm - swarmCenter.size(), Vector(0,0,0)); |
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125 | // } |
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126 | // //swarmMemberCount.at(tmpSwarm)++; |
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127 | // //swarmCenter.at(tmpSwarm)=swarmCenter.at(tmpSwarm)+npcPosition.at(i); |
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128 | // } |
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129 | // for(unsigned int i=0;i<swarmCenter.size();i++){ |
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130 | // //swarmCenter.at(i)=swarmCenter.at(i)/swarmMemberCount.at(i); |
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131 | // } |
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132 | // |
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133 | // |
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134 | // //get information about Player |
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135 | // Player* pl = State::getPlayer(); |
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136 | // if( pl != NULL){ |
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137 | // playerPosition = pl->getPlayable()->getAbsCoor(); |
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138 | // playerRadius=getRadius( pl->getPlayable() ); |
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139 | // //PRINTF(0)("Player Radius: %f\n",playerRadius); |
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140 | // } |
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141 | // |
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142 | // |
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143 | // //calculate hiding Points.. |
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144 | // |
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145 | // } |
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146 | |
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147 | |
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148 | void MovementModule::process(float dt) |
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149 | { |
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150 | if(myNPC == NULL)return; |
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151 | |
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152 | //get information about Player |
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153 | Player* pl = State::getPlayer(); |
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154 | if( pl == NULL)return; |
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155 | Vector playerPosition = pl->getPlayable()->getAbsCoor(); |
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156 | float playerRadius=getRadius( pl->getPlayable() ); |
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157 | |
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158 | |
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159 | //get information about myself |
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160 | Vector myPosition = myNPC->getAbsCoor(); |
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161 | float myRadius = getRadius(myNPC); |
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162 | |
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163 | |
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164 | Vector vectorToPlayer = playerPosition - myPosition; |
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165 | |
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166 | Vector tmpVector; |
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167 | float tmpFloat; |
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168 | |
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169 | Vector npcCollision; |
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170 | Vector playerCollision; |
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171 | |
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172 | |
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173 | |
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174 | //float a=200.0f; |
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175 | float vMax=200.0f; |
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176 | //float maxAccleration=300.0f; |
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177 | //float safetyDistance=2.0f; |
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178 | |
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179 | |
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180 | //Anti Player Collision |
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181 | tmpFloat=vectorToPlayer.len()-playerRadius-myRadius-distanceToPlayer; |
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182 | if(tmpFloat<0.1)tmpFloat=0.1; |
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183 | playerCollision=vectorToPlayer/(tmpFloat*tmpFloat)*(-1); |
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184 | |
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185 | |
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186 | //Anti NPC Collision |
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187 | for(ObjectList<WorldEntity>::const_iterator it = WorldEntity::objectList().begin(); it != WorldEntity::objectList().end(); ++it) |
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188 | { |
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189 | if(*it==myNPC)continue; |
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190 | |
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191 | tmpVector=myPosition-(*it)->getAbsCoor(); |
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192 | tmpFloat=tmpVector.len()-myRadius-distanceToNPC-getRadius(*it); |
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193 | |
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194 | if(tmpFloat<0.1)tmpFloat=0.1; |
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195 | tmpVector=tmpVector/(tmpFloat*tmpFloat); |
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196 | |
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197 | npcCollision=npcCollision+tmpVector; |
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198 | } |
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199 | |
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200 | |
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201 | |
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202 | Vector vectorToDestination=destination-myPosition; |
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203 | |
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204 | Vector correction= playerCollision*50*3 |
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205 | + npcCollision*50*3 |
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206 | + Vector(0,0,0) |
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207 | + destinationMovement*2//-myMovement |
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208 | + (vectorToDestination-myMovement)*3; |
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209 | |
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210 | correction.y=0; |
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211 | float correctionLen=correction.len(); |
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212 | if(correctionLen>maxAccleration*dt)correction=correction/correctionLen*maxAccleration*dt; |
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213 | myMovement+=correction; |
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214 | |
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215 | float movementLen=myMovement.len(); |
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216 | if(movementLen>vMax)myMovement/movementLen*vMax; |
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217 | |
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218 | //Move NPC... |
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219 | myNPC->shiftCoor(myMovement * dt); |
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220 | |
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221 | //Rotate NPC |
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222 | Vector view = myMovement; |
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223 | //if(vectorToPlayer.dot(v)<0){ |
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224 | // view = v.cross( Vector(0,1,0) ).getNormalized(); |
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225 | //}else{ |
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226 | view = myMovement.cross( Vector(0,1,0) ).getNormalized(); |
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227 | //} |
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228 | //if(dist<keepDist)view=view*-1; |
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229 | //myNPC->setAbsDir( Quaternion( view, Vector(0,1,0))); |
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230 | myNPC->setAbsDirSoft( Quaternion( view, Vector(0,1,0)),3); |
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231 | movement=myMovement; |
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232 | } |
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233 | |
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234 | |
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