mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-14 04:57:19 +01:00
Make agents multiply acceleration by delta
This fixes the fact that acceleration wasn't treated as acceleration over time, but was instant acceleration.
This commit is contained in:
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@ -2,6 +2,10 @@
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This document lists new features, improvements, changes, and bug fixes in every release of the add-on.
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## Master ##
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- Acceleration for agents are multiplied by delta so values are acceleration per second. The demos' values have been increased significantly to compensate.
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## Godot Steering AI Framework 2.1.0 ##
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### Features ###
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@ -1,7 +1,7 @@
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extends Node
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export (float, 0, 2000, 40) var linear_speed_max := 800.0 setget set_linear_speed_max
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export (float, 0, 200, 2.0) var linear_acceleration_max := 80.0 setget set_linear_acceleration_max
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export (float, 0, 3200, 100) var linear_speed_max := 800.0 setget set_linear_speed_max
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export (float, 0, 10000, 100) var linear_acceleration_max := 80.0 setget set_linear_acceleration_max
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export (float, 0, 100, 0.1) var arrival_tolerance := 25.0 setget set_arrival_tolerance
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export (float, 0, 500, 10) var deceleration_radius := 125.0 setget set_deceleration_radius
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@ -12,6 +12,10 @@ radius = 23.2163
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[node name="ArriveDemo" type="Node"]
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script = ExtResource( 3 )
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linear_speed_max = 1600.0
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linear_acceleration_max = 5000.0
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arrival_tolerance = 35.0
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deceleration_radius = 180.0
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[node name="BackgroudLayer" parent="." instance=ExtResource( 4 )]
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@ -33,6 +33,11 @@ albedo_color = Color( 0.0941176, 0.235294, 0.486275, 1 )
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[node name="Arrive3dDemo" type="Node"]
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script = ExtResource( 3 )
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linear_speed_max = 50.0
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linear_acceleration_max = 53.2
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deceleration_radius = 10.8
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angular_speed_max = 550
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angular_accel_max = 910
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[node name="Arriver" type="KinematicBody" parent="."]
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script = ExtResource( 4 )
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@ -1,13 +1,13 @@
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extends Node
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export (float, 0, 50, 0.1) var linear_speed_max := 10.0 setget set_linear_speed_max
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export (float, 0, 50, 0.1) var linear_acceleration_max := 1.0 setget set_linear_acceleration_max
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export (float, 0, 100, 5) var linear_speed_max := 10.0 setget set_linear_speed_max
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export (float, 0, 100, 0.1) var linear_acceleration_max := 1.0 setget set_linear_acceleration_max
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export (float, 0, 50, 0.1) var arrival_tolerance := 0.5 setget set_arrival_tolerance
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export (float, 0, 50, 0.1) var deceleration_radius := 5.0 setget set_deceleration_radius
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export (int, 0, 359, 2) var angular_speed_max := 270 setget set_angular_speed_max
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export (int, 0, 359, 2) var angular_accel_max := 45 setget set_angular_accel_max
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export (int, 0, 180, 2) var align_tolerance := 5 setget set_align_tolerance
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export (int, 0, 359, 2) var angular_deceleration_radius := 45 setget set_angular_deceleration_radius
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export (int, 0, 1080, 10) var angular_speed_max := 270 setget set_angular_speed_max
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export (int, 0, 2048, 10) var angular_accel_max := 45 setget set_angular_accel_max
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export (int, 0, 178, 2) var align_tolerance := 5 setget set_align_tolerance
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export (int, 0, 180, 2) var angular_deceleration_radius := 45 setget set_angular_deceleration_radius
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onready var target := $MouseTarget
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onready var arriver := $Arriver
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@ -1,7 +1,7 @@
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extends Node
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export (float, 0, 2000, 40) var linear_speed_max := 350.0 setget set_linear_speed_max
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export (float, 0, 100, 2) var linear_acceleration_max := 40.0 setget set_linear_accel_max
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export (float, 0, 1000, 40) var linear_speed_max := 350.0 setget set_linear_speed_max
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export (float, 0, 4000, 2) var linear_acceleration_max := 40.0 setget set_linear_accel_max
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export (float, 0, 500, 10) var proximity_radius := 140.0 setget set_proximity_radius
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export var draw_proximity := true setget set_draw_proximity
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@ -8,7 +8,8 @@
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[node name="AvoidCollisionsDemo" type="Node"]
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script = ExtResource( 2 )
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linear_speed_max = 400.0
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linear_speed_max = 520.0
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linear_acceleration_max = 2250.0
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proximity_radius = 100.0
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[node name="BackgroudLayer" parent="." instance=ExtResource( 5 )]
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extends Node
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export (int, 0, 359, 2) var angular_speed_max := 120 setget set_angular_speed_max
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export (int, 0, 359, 2) var angular_accel_max := 10 setget set_angular_accel_max
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export (int, 0, 1080, 2) var angular_speed_max := 120 setget set_angular_speed_max
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export (int, 0, 2048, 2) var angular_accel_max := 10 setget set_angular_accel_max
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export (int, 0, 180, 2) var align_tolerance := 5 setget set_align_tolerance
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export (int, 0, 359, 2) var deceleration_radius := 45 setget set_deceleration_radius
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export (float, 0, 1000, 40) var player_speed := 600.0 setget set_player_speed
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@ -15,8 +15,9 @@ radius = 37.1052
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[node name="FaceDemo" type="Node"]
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script = ExtResource( 2 )
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angular_speed_max = 160
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angular_accel_max = 16
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angular_speed_max = 662
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angular_accel_max = 924
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deceleration_radius = 136
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[node name="BackgroudLayer" parent="." instance=ExtResource( 5 )]
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@ -1,7 +1,7 @@
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extends Node
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export (float, 0, 2000, 40) var linear_speed_max := 600.0 setget set_linear_speed_max
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export (float, 0, 200, 10.0) var linear_acceleration_max := 40.0 setget set_linear_acceleration_max
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export (float, 0, 9000, 10.0) var linear_acceleration_max := 40.0 setget set_linear_acceleration_max
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export (float, 0, 100, 0.1) var arrival_tolerance := 10.0 setget set_arrival_tolerance
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export (float, 0, 500, 10) var deceleration_radius := 100.0 setget set_deceleration_radius
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export (float, 0, 5, 0.1) var predict_time := 0.3 setget set_predict_time
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@ -12,7 +12,8 @@ radius = 24.1954
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[node name="FollowPathDemo" type="Node"]
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script = ExtResource( 4 )
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linear_acceleration_max = 50.0
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linear_speed_max = 920.0
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linear_acceleration_max = 3740.0
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deceleration_radius = 200.0
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[node name="BackgroudLayer" parent="." instance=ExtResource( 5 )]
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@ -3,11 +3,11 @@ extends Node
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onready var spawner := $Spawner
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export (float, 0, 2000, 40.0) var linear_speed_max := 600.0 setget set_linear_speed_max
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export (float, 0, 200, 2.0) var linear_accel_max := 40.0 setget set_linear_accel_max
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export (float, 0, 9000, 2.0) var linear_accel_max := 40.0 setget set_linear_accel_max
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export (float, 0, 300, 2.0) var proximity_radius := 140.0 setget set_proximity_radius
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export (float, 0, 10000, 100) var separation_decay_coefficient := 2000.0 setget set_separation_decay_coef
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export (float, 0, 200000, 250) var separation_decay_coefficient := 2000.0 setget set_separation_decay_coef
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export (float, 0, 2, 0.1) var cohesion_strength := 0.1 setget set_cohesion_strength
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export (float, 0, 6, 0.1) var separation_strength := 1.5 setget set_separation_strength
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export (float, 0, 10, 0.2) var separation_strength := 1.5 setget set_separation_strength
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export var show_proximity_radius := true setget set_show_proximity_radius
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[node name="GroupBehaviorsDemo" type="Node"]
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script = ExtResource( 3 )
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linear_accel_max = 4234.0
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proximity_radius = 158.0
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separation_decay_coefficient = 121500.0
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cohesion_strength = 0.2
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separation_strength = 4.5
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separation_strength = 8.8
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[node name="BackgroudLayer" parent="." instance=ExtResource( 5 )]
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extends Node
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export (float, 0, 2000, 40) var linear_speed_max := 120.0 setget set_linear_speed_max
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export (float, 0, 200, 2) var linear_accel_max := 10.0 setget set_linear_accel_max
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export (float, 0, 2000, 20) var linear_accel_max := 10.0 setget set_linear_accel_max
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export (float, 0, 5, 0.1) var predict_time := 1.0 setget set_predict_time
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onready var pursuer := $BoundaryManager/Pursuer
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[node name="PursueVSSeekDemo" type="Node"]
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script = ExtResource( 4 )
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linear_speed_max = 400.0
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linear_accel_max = 80.0
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linear_speed_max = 1280.0
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linear_accel_max = 1040.0
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predict_time = 1.1
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[node name="BackgroudLayer" parent="." instance=ExtResource( 7 )]
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@ -25,7 +25,7 @@ func _physics_process(delta: float) -> void:
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_blend.calculate_steering(accel)
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agent.angular_velocity = clamp(
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agent.angular_velocity + accel.angular, -agent.angular_speed_max, agent.angular_speed_max
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agent.angular_velocity + accel.angular * delta, -agent.angular_speed_max, agent.angular_speed_max
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)
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agent.angular_velocity = lerp(agent.angular_velocity, 0, _angular_drag)
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@ -33,7 +33,7 @@ func _physics_process(delta: float) -> void:
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var linear_velocity := (
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GSAIUtils.to_vector2(agent.linear_velocity)
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+ (GSAIUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max)
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+ (GSAIUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max * delta)
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)
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linear_velocity = linear_velocity.clamped(agent.linear_speed_max)
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linear_velocity = linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient)
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@ -51,14 +51,14 @@ func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float
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var orient_behavior := GSAIFace.new(agent, _direction_face)
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orient_behavior.alignment_tolerance = deg2rad(5)
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orient_behavior.deceleration_radius = deg2rad(5)
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orient_behavior.deceleration_radius = deg2rad(30)
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_blend = GSAIBlend.new(agent)
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_blend.add(behavior, 1)
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_blend.add(orient_behavior, 1)
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agent.angular_acceleration_max = deg2rad(40)
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agent.angular_speed_max = deg2rad(90)
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agent.angular_acceleration_max = deg2rad(1080)
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agent.angular_speed_max = deg2rad(360)
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agent.linear_acceleration_max = linear_accel_max
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agent.linear_speed_max = linear_speed_max
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# How close for the agent to be 'aligned', if not exact.
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face.alignment_tolerance = deg2rad(5)
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# When to start slowing down
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face.deceleration_radius = deg2rad(45)
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face.deceleration_radius = deg2rad(60)
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# LookWhereYouGo turns the agent to keep looking towards its direction of travel. It will only
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# be enabled while the agent is at low health.
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@ -85,7 +85,7 @@ func _ready() -> void:
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# How close for the agent to be 'aligned', if not exact
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look.alignment_tolerance = deg2rad(5)
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# When to start slowing down.
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look.deceleration_radius = deg2rad(45)
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look.deceleration_radius = deg2rad(60)
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# Behaviors that are not enabled produce 0 acceleration.
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# Adding our fleeing behaviors to a blend. The order does not matter.
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@ -118,7 +118,7 @@ func _physics_process(delta: float) -> void:
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# We add the discovered acceleration to our linear velocity. The toolkit does not limit
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# velocity, just acceleration, so we clamp the result ourselves here.
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velocity = (velocity + Vector2(acceleration.linear.x, acceleration.linear.y)).clamped(
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velocity = (velocity + Vector2(acceleration.linear.x, acceleration.linear.y) * delta).clamped(
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agent.linear_speed_max
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)
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@ -131,7 +131,7 @@ func _physics_process(delta: float) -> void:
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# We then do something similar to apply our agent's rotational speed.
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angular_velocity = clamp(
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angular_velocity + acceleration.angular, -agent.angular_speed_max, agent.angular_speed_max
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angular_velocity + acceleration.angular * delta, -agent.angular_speed_max, agent.angular_speed_max
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)
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# This applies drag on the agent's rotation, helping it slow down naturally.
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angular_velocity = lerp(angular_velocity, 0, angular_drag)
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direction = GSAIUtils.angle_to_vector2(rotation)
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velocity += direction * acceleration_max * movement
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velocity += direction * acceleration_max * movement * delta
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velocity = velocity.clamped(speed_max)
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velocity = velocity.linear_interpolate(Vector2.ZERO, 0.1)
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velocity = move_and_slide(velocity)
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face.calculate_steering(accel)
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angular_velocity += accel.angular
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angular_velocity += accel.angular * delta
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angular_velocity = clamp(angular_velocity, -agent.angular_speed_max, agent.angular_speed_max)
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angular_velocity = lerp(angular_velocity, 0, 0.1)
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rotation += angular_velocity * delta
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rotation = 1.5708
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collision_mask = 2
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script = ExtResource( 3 )
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speed_max = 900.0
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acceleration_max = 4200.0
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rotation_speed_max = 360
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rotation_accel_max = 1280
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bullet = ExtResource( 4 )
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Player"]
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@ -37,6 +41,10 @@ rotation = 1.5708
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collision_layer = 2
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collision_mask = 5
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script = ExtResource( 2 )
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speed_max = 600.0
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acceleration_max = 2800.0
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angular_speed_max = 360
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angular_acceleration_max = 1280
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Agent"]
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polygon = PoolVector2Array( 0, -32, -24, 32, 24, 32 )
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enum Mode { FLEE, SEEK }
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export (Mode) var behavior_mode := Mode.SEEK setget set_behavior_mode
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export (float, 0, 2000, 40) var linear_speed_max := 200.0 setget set_linear_speed_max
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export (float, 0, 500, 0.5) var linear_accel_max := 10.0 setget set_linear_accel_max
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export (float, 0, 1000, 30) var linear_speed_max := 200.0 setget set_linear_speed_max
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export (float, 0, 2000, 40) var linear_accel_max := 10.0 setget set_linear_accel_max
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export (float) var player_speed := 600.0 setget set_player_speed
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var camera_boundaries: Rect2
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[node name="SeekFleeDemo" type="Node"]
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script = ExtResource( 3 )
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linear_speed_max = 570.0
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linear_accel_max = 1160.0
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[node name="BackgroudLayer" parent="." instance=ExtResource( 8 )]
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File diff suppressed because it is too large
Load Diff
@ -38,19 +38,19 @@ func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void
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MovementType.COLLIDE:
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_apply_collide_steering(acceleration.linear, delta)
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MovementType.SLIDE:
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_apply_sliding_steering(acceleration.linear)
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_apply_sliding_steering(acceleration.linear, delta)
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_:
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_apply_position_steering(acceleration.linear, delta)
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_apply_orientation_steering(acceleration.angular, delta)
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func _apply_sliding_steering(accel: Vector3) -> void:
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func _apply_sliding_steering(accel: Vector3, delta: float) -> void:
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var _body: KinematicBody2D = _body_ref.get_ref()
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if not _body:
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return
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var velocity := GSAIUtils.to_vector2(linear_velocity + accel).clamped(linear_speed_max)
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var velocity := GSAIUtils.to_vector2(linear_velocity + accel * delta).clamped(linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage)
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velocity = _body.move_and_slide(velocity)
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@ -63,7 +63,7 @@ func _apply_collide_steering(accel: Vector3, delta: float) -> void:
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if not _body:
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return
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var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
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var velocity := GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
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# warning-ignore:return_value_discarded
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@ -77,7 +77,7 @@ func _apply_position_steering(accel: Vector3, delta: float) -> void:
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if not _body:
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return
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var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
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var velocity := GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
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_body.global_position += GSAIUtils.to_vector2(velocity) * delta
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@ -90,7 +90,11 @@ func _apply_orientation_steering(angular_acceleration: float, delta: float) -> v
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if not _body:
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return
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var velocity = angular_velocity + angular_acceleration
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var velocity = clamp(
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angular_velocity + angular_acceleration * delta,
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-angular_acceleration_max,
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angular_acceleration_max
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)
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if apply_angular_drag:
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velocity = lerp(velocity, 0, angular_drag_percentage)
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_body.rotation += velocity * delta
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@ -38,19 +38,19 @@ func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void
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MovementType.COLLIDE:
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_apply_collide_steering(acceleration.linear, delta)
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MovementType.SLIDE:
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_apply_sliding_steering(acceleration.linear)
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_apply_sliding_steering(acceleration.linear, delta)
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_:
|
||||
_apply_position_steering(acceleration.linear, delta)
|
||||
|
||||
_apply_orientation_steering(acceleration.angular, delta)
|
||||
|
||||
|
||||
func _apply_sliding_steering(accel: Vector3) -> void:
|
||||
func _apply_sliding_steering(accel: Vector3, delta: float) -> void:
|
||||
var _body: KinematicBody = _body_ref.get_ref()
|
||||
if not _body:
|
||||
return
|
||||
|
||||
var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||||
var velocity := GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max)
|
||||
if apply_linear_drag:
|
||||
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
|
||||
velocity = _body.move_and_slide(velocity)
|
||||
@ -63,7 +63,7 @@ func _apply_collide_steering(accel: Vector3, delta: float) -> void:
|
||||
if not _body:
|
||||
return
|
||||
|
||||
var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||||
var velocity := GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max)
|
||||
if apply_linear_drag:
|
||||
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
|
||||
# warning-ignore:return_value_discarded
|
||||
@ -77,7 +77,7 @@ func _apply_position_steering(accel: Vector3, delta: float) -> void:
|
||||
if not _body:
|
||||
return
|
||||
|
||||
var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||||
var velocity := GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max)
|
||||
if apply_linear_drag:
|
||||
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
|
||||
_body.global_position += velocity * delta
|
||||
@ -90,7 +90,11 @@ func _apply_orientation_steering(angular_acceleration: float, delta: float) -> v
|
||||
if not _body:
|
||||
return
|
||||
|
||||
var velocity = angular_velocity + angular_acceleration
|
||||
var velocity = clamp(
|
||||
angular_velocity + angular_acceleration * delta,
|
||||
-angular_acceleration_max,
|
||||
angular_acceleration_max
|
||||
)
|
||||
if apply_angular_drag:
|
||||
velocity = lerp(velocity, 0, angular_drag_percentage)
|
||||
_body.rotation.y += velocity * delta
|
||||
|
Loading…
Reference in New Issue
Block a user