#include "gsai_avoid_collisions.h" #include "../gsai_steering_agent.h" #include "../gsai_target_acceleration.h" #include "../proximities/gsai_proximity.h" #include "core/math/math_defs.h" #include "core/math/math_funcs.h" void GSAIAvoidCollisions::_calculate_steering(Ref acceleration) { ERR_FAIL_COND(!proximity.is_valid()); ERR_FAIL_COND(!agent.is_valid()); _shortest_time = Math_INF; _first_neighbor.unref(); _first_minimum_separation = 0; _first_distance = 0; int neighbor_count = proximity->find_neighbors(_callback); Vector3 linear = acceleration->get_linear(); if (neighbor_count == 0 || !_first_neighbor.is_valid()) { acceleration->set_zero(); linear = Vector3(); } else { if ((_first_minimum_separation <= 0 || _first_distance < agent->get_bounding_radius() + _first_neighbor->get_bounding_radius())) { linear = _first_neighbor->get_position() - agent->get_position(); } else { linear = (_first_relative_position + (_first_relative_velocity * _shortest_time)); } } linear = (linear.normalized() * -agent->get_linear_acceleration_max()); acceleration->set_linear(linear); acceleration->set_angular(0); } bool GSAIAvoidCollisions::_report_neighbor(Ref neighbor) { ERR_FAIL_COND_V(!agent.is_valid(), false); Vector3 relative_position = neighbor->get_position() - agent->get_position(); Vector3 relative_velocity = neighbor->get_linear_velocity() - agent->get_linear_velocity(); float relative_speed_squared = relative_velocity.length_squared(); if (relative_speed_squared == 0) { return false; } else { float time_to_collision = -relative_position.dot(relative_velocity) / relative_speed_squared; if (time_to_collision <= 0 || time_to_collision >= _shortest_time) { return false; } else { float distance = relative_position.length(); float minimum_separation = (distance - Math::sqrt(relative_speed_squared) * time_to_collision); if (minimum_separation > agent->get_bounding_radius() + neighbor->get_bounding_radius()) { return false; } else { _shortest_time = time_to_collision; _first_neighbor = neighbor; _first_minimum_separation = minimum_separation; _first_distance = distance; _first_relative_position = relative_position; _first_relative_velocity = relative_velocity; return true; } } } } GSAIAvoidCollisions::GSAIAvoidCollisions() { _shortest_time = 0.0; _first_minimum_separation = 0.0; _first_distance = 0.0; } GSAIAvoidCollisions::~GSAIAvoidCollisions() { } void GSAIAvoidCollisions::_bind_methods() { }