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169 lines
6.2 KiB
C++
169 lines
6.2 KiB
C++
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#include "gsai_avoid_collisions.h"
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GSAISteeringAgent GSAIAvoidCollisions::get_ *_first_neighbor() {
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return *_first_neighbor;
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}
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void GSAIAvoidCollisions::set_ *_first_neighbor(const GSAISteeringAgent &val) {
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*_first_neighbor = val;
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}
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float GSAIAvoidCollisions::get__shortest_time() const {
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return _shortest_time;
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}
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void GSAIAvoidCollisions::set__shortest_time(const float val) {
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_shortest_time = val;
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}
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float GSAIAvoidCollisions::get__first_minimum_separation() const {
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return _first_minimum_separation;
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}
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void GSAIAvoidCollisions::set__first_minimum_separation(const float val) {
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_first_minimum_separation = val;
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}
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float GSAIAvoidCollisions::get__first_distance() const {
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return _first_distance;
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}
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void GSAIAvoidCollisions::set__first_distance(const float val) {
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_first_distance = val;
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}
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Vector3 GSAIAvoidCollisions::get__first_relative_position() {
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return _first_relative_position;
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}
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void GSAIAvoidCollisions::set__first_relative_position(const Vector3 &val) {
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_first_relative_position = val;
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}
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Vector3 GSAIAvoidCollisions::get__first_relative_velocity() {
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return _first_relative_velocity;
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}
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void GSAIAvoidCollisions::set__first_relative_velocity(const Vector3 &val) {
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_first_relative_velocity = val;
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}
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// Steers the agent to avoid obstacles in its path. Approximates obstacles as;
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// spheres.;
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// @category - Group behaviors;
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GSAISteeringAgent *_first_neighbor;
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float _shortest_time = 0.0;
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float _first_minimum_separation = 0.0;
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float _first_distance = 0.0;
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Vector3 _first_relative_position = ;
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Vector3 _first_relative_velocity = ;
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void GSAIAvoidCollisions::_calculate_steering(const GSAITargetAcceleration &acceleration) {
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_shortest_time = INF;
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_first_neighbor = null;
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_first_minimum_separation = 0;
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_first_distance = 0;
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int neighbor_count = proximity.find_neighbors(_callback);
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if (neighbor_count == 0 || not _first_neighbor) {
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acceleration.set_zero();
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}
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else {
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if ((_first_minimum_separation <= 0 || _first_distance < agent.bounding_radius + _first_neighbor.bounding_radius)) {
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acceleration.linear = _first_neighbor.position - agent.position;
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}
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else {
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acceleration.linear = (_first_relative_position + (_first_relative_velocity * _shortest_time));
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}
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}
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acceleration.linear = (acceleration.linear.normalized() * -agent.linear_acceleration_max);
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acceleration.angular = 0;
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}
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// Callback for the proximity to call when finding neighbors. Keeps track of every `neighbor`;
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// that was found but only keeps the one the owning agent will most likely collide with.;
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// @tags - virtual;
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bool GSAIAvoidCollisions::_report_neighbor(const GSAISteeringAgent &neighbor) {
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Vector3 relative_position = neighbor.position - agent.position;
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Vector3 relative_velocity = neighbor.linear_velocity - agent.linear_velocity;
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float relative_speed_squared = relative_velocity.length_squared();
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if (relative_speed_squared == 0) {
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return false;
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}
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else {
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float time_to_collision = -relative_position.dot(relative_velocity) / relative_speed_squared;
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if (time_to_collision <= 0 || time_to_collision >= _shortest_time) {
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return false;
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}
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else {
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Variant = relative_position.length();
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float minimum_separation = (distance - sqrt(relative_speed_squared) * time_to_collision);
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if (minimum_separation > agent.bounding_radius + neighbor.bounding_radius) {
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return false;
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}
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else {
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_shortest_time = time_to_collision;
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_first_neighbor = neighbor;
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_first_minimum_separation = minimum_separation;
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_first_distance = distance;
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_first_relative_position = relative_position;
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_first_relative_velocity = relative_velocity;
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return true;
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}
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}
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}
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}
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}
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GSAIAvoidCollisions::GSAIAvoidCollisions() {
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*_first_neighbor;
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_shortest_time = 0.0;
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_first_minimum_separation = 0.0;
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_first_distance = 0.0;
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_first_relative_position = ;
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_first_relative_velocity = ;
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}
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GSAIAvoidCollisions::~GSAIAvoidCollisions() {
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}
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static void GSAIAvoidCollisions::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_*_first_neighbor"), &GSAIAvoidCollisions::get_ * _first_neighbor);
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ClassDB::bind_method(D_METHOD("set_*_first_neighbor", "value"), &GSAIAvoidCollisions::set_ * _first_neighbor);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*_first_neighbor", PROPERTY_HINT_RESOURCE_TYPE, "GSAISteeringAgent"), "set_*_first_neighbor", "get_*_first_neighbor");
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ClassDB::bind_method(D_METHOD("get__shortest_time"), &GSAIAvoidCollisions::get__shortest_time);
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ClassDB::bind_method(D_METHOD("set__shortest_time", "value"), &GSAIAvoidCollisions::set__shortest_time);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "_shortest_time"), "set__shortest_time", "get__shortest_time");
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ClassDB::bind_method(D_METHOD("get__first_minimum_separation"), &GSAIAvoidCollisions::get__first_minimum_separation);
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ClassDB::bind_method(D_METHOD("set__first_minimum_separation", "value"), &GSAIAvoidCollisions::set__first_minimum_separation);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "_first_minimum_separation"), "set__first_minimum_separation", "get__first_minimum_separation");
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ClassDB::bind_method(D_METHOD("get__first_distance"), &GSAIAvoidCollisions::get__first_distance);
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ClassDB::bind_method(D_METHOD("set__first_distance", "value"), &GSAIAvoidCollisions::set__first_distance);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "_first_distance"), "set__first_distance", "get__first_distance");
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ClassDB::bind_method(D_METHOD("get__first_relative_position"), &GSAIAvoidCollisions::get__first_relative_position);
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ClassDB::bind_method(D_METHOD("set__first_relative_position", "value"), &GSAIAvoidCollisions::set__first_relative_position);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_first_relative_position"), "set__first_relative_position", "get__first_relative_position");
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ClassDB::bind_method(D_METHOD("get__first_relative_velocity"), &GSAIAvoidCollisions::get__first_relative_velocity);
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ClassDB::bind_method(D_METHOD("set__first_relative_velocity", "value"), &GSAIAvoidCollisions::set__first_relative_velocity);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_first_relative_velocity"), "set__first_relative_velocity", "get__first_relative_velocity");
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ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIAvoidCollisions::_calculate_steering);
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ClassDB::bind_method(D_METHOD("_report_neighbor", "neighbor"), &GSAIAvoidCollisions::_report_neighbor);
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}
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