예제 #1
0
Void CharEntity::_PathTracking_End()
{
    Assert( m_pPathController != NULL );

    // Disable path controller
    KinematicBody * pBody = (KinematicBody*)m_pBody;
    m_pPathController->Enabled = false;
    pBody->DetachMotionController();

    PhysicsFn->DestroyController( m_pPathController );
    m_pPathController = NULL;

    // Enable character controller
    m_pController->Enabled = true;
    pBody->AttachController( m_pController );

    // Destroy path data
    EntityFn->SelectMemory( TEXT("Scratch") );

    Delete( m_pAngularTravel );
    m_pAngularTravel = NULL;
    Delete( m_pLinearTravel );
    m_pLinearTravel = NULL;
    Delete( m_pAngularPath );
    m_pAngularPath = NULL;
    Delete( m_pLinearPath );
    m_pLinearPath = NULL;

    EntityFn->UnSelectMemory();
}
예제 #2
0
Void CharEntity::_PathTracking_Update( const Array<WorldPathWaypoint*> & arrPath )
{
    // Destroy path tracking
    _PathTracking_End();

    // Find which waypoint we need to go to next
    Vertex3 vPosition = GetPosition();
    Scalar fSqrDistance, fPrevSqrDistance = SCALAR_INFINITE;
    //Scalar fPrevPrevSqrDistance;

    Assert( m_iLastPassedWaypoint != INVALID_OFFSET );
    UInt iNextWaypoint = m_iLastPassedWaypoint;
    while( iNextWaypoint < arrPath.Count() ) {
        // Detect if the path stops getting closer from our position
        fSqrDistance = ( arrPath[iNextWaypoint]->GetPosition() - vPosition ).NormSqr();
        if ( fSqrDistance > fPrevSqrDistance ) {
            // Either one of those 2 cases : we allways choose i
            // -----*--X--|-----*----------*----
            //     i-1          i
            // -----*-----|--X--*----------*----  where i is iNextWaypoint
            //     i-2         i-1         i
            //if ( iNextWaypoint >= 2 ) {
            //    fPrevPrevSqrDistance = ( arrPath[iNextWaypoint-2]->GetPosition() - vPosition ).NormSqr();
            //    if ( fPrevPrevSqrDistance < fSqrDistance )
            //        --iNextWaypoint;
            //}
            break;
        }
        fPrevSqrDistance = fSqrDistance;

        ++iNextWaypoint;
    }

    // This is a safe assumption ...
    // We allways have the last call to this made way before
    // path tracking is finished, timing is obviously enforced here.
    Assert( iNextWaypoint < arrPath.Count() );
    m_iLastPassedWaypoint = ( iNextWaypoint - 1 );

    WorldPathFinder * pPathFinder = WorldFn->GetPathFinder();
    Bool bFinished = pPathFinder->IsFinished( m_idPathTracking );

    // Recreate path tracking
    EntityFn->SelectMemory( TEXT("Scratch") );

    UInt iControlPointCount = ( arrPath.Count() - iNextWaypoint + 1 );
    UInt iDegree = Min<UInt>( iControlPointCount - 1, 3 );

    Vertex3 * arrControlPoints = New Vertex3[iControlPointCount];
    Scalar * arrParameters = New Scalar[iControlPointCount];
    Vertex2 * arrTravelPoints = New Vertex2[iControlPointCount];

    arrControlPoints[0] = vPosition;
    for( UInt i = 1; i < iControlPointCount - 1; ++i )
        arrControlPoints[i] = arrPath[iNextWaypoint + (i-1)]->GetPosition();
    if ( bFinished )
        arrControlPoints[iControlPointCount - 1] = m_vPathTarget;
    else
        arrControlPoints[iControlPointCount - 1] = arrPath[iNextWaypoint + (iControlPointCount - 2)]->GetPosition();
    m_pLinearPath = New BSplinePatch3( arrControlPoints, iControlPointCount, iDegree, false, false );

    m_pLinearPath->SubDivideByParameter( arrParameters, iControlPointCount );
    for( UInt i = 0; i < iControlPointCount; ++i ) {
        Vector3 vTangent = m_pLinearPath->Tangent( arrParameters[i] );
        arrControlPoints[i].X = 0.0f;
        arrControlPoints[i].Y = 0.0f;
        arrControlPoints[i].Z = MathFn->ArcCos( vTangent * Vector3::eI );
    }
    m_pAngularPath = New BSplinePatch3( arrControlPoints, iControlPointCount, iDegree, false, false );

    Scalar fLength = m_pLinearPath->Curve3::Length();
    Scalar fTime = ( fLength / m_pCharacter->GetMovementSpeed() );
    Scalar fLengthInterval = ( fLength / (Scalar)(iControlPointCount - 1) );
    Scalar fTimeInterval = ( fTime / (Scalar)(iControlPointCount - 1) );
    Scalar fX = 0.0f, fY = 0.0f;
    for( UInt i = 0; i < iControlPointCount; ++i ) {
        arrTravelPoints[i].X = fX;
        arrTravelPoints[i].Y = fY;
        fX += fLengthInterval;
        fY += fTimeInterval;
    }
    m_pLinearTravel = New BSplinePatch2( arrTravelPoints, iControlPointCount, iDegree, false, false );
    m_pAngularTravel = New BSplinePatch2( arrTravelPoints, iControlPointCount, iDegree, false, false );

    DeleteA( arrTravelPoints );
    arrTravelPoints = NULL;
    DeleteA( arrParameters );
    arrParameters = NULL;
    DeleteA( arrControlPoints );
    arrControlPoints = NULL;

    EntityFn->UnSelectMemory();

    // Disable character controller
    m_pController->SetStanding();

    KinematicBody * pBody = (KinematicBody*)m_pBody;
    m_pController->Enabled = false;
    pBody->DetachMotionController();

    // Enable path controller
    m_pPathController = PhysicsFn->CreatePathController( TEXT("PathController"), m_pLinearPath, m_pLinearTravel,
                        m_pAngularPath, m_pAngularTravel, EULER_ANGLES_ZYX );

    m_pPathController->Enabled = true;
    m_pPathController->MaxTime = fTime;
    pBody->AttachController( m_pPathController );
}
예제 #3
0
Void CharEntity::_PathTracking_Start( const Array<WorldPathWaypoint*> & arrPath )
{
    Assert( m_pPathController == NULL );

    WorldPathFinder * pPathFinder = WorldFn->GetPathFinder();
    Bool bFinished = pPathFinder->IsFinished( m_idPathTracking );

    // Create path data
    EntityFn->SelectMemory( TEXT("Scratch") );

    Bool bBias = false;
    UInt iControlPointCount = arrPath.Count();
    if ( iControlPointCount == 1 ) {
        Assert( bFinished );
        ++iControlPointCount;
        bBias = true;
    }
    UInt iDegree = Min<UInt>( iControlPointCount - 1, 3 );

    Vertex3 * arrControlPoints = New Vertex3[iControlPointCount];
    Scalar * arrParameters = New Scalar[iControlPointCount];
    Vertex2 * arrTravelPoints = New Vertex2[iControlPointCount];

    arrControlPoints[0] = GetPosition();
    if ( bBias )
        arrControlPoints[1] = m_vPathTarget;
    else {
        for( UInt i = 1; i < iControlPointCount - 1; ++i )
            arrControlPoints[i] = arrPath[i]->GetPosition();
        if ( bFinished )
            arrControlPoints[iControlPointCount - 1] = m_vPathTarget;
        else
            arrControlPoints[iControlPointCount - 1] = arrPath[iControlPointCount - 1]->GetPosition();
    }
    m_pLinearPath = New BSplinePatch3( arrControlPoints, iControlPointCount, iDegree, false, false );

    m_pLinearPath->SubDivideByParameter( arrParameters, iControlPointCount );
    for( UInt i = 0; i < iControlPointCount; ++i ) {
        Vector3 vTangent = m_pLinearPath->Tangent( arrParameters[i] );
        arrControlPoints[i].X = 0.0f;
        arrControlPoints[i].Y = 0.0f;
        arrControlPoints[i].Z = MathFn->ArcCos( vTangent * Vector3::eI );
    }
    m_pAngularPath = New BSplinePatch3( arrControlPoints, iControlPointCount, iDegree, false, false );

    Scalar fLength = m_pLinearPath->Curve3::Length();
    Scalar fTime = ( fLength / m_pCharacter->GetMovementSpeed() );
    Scalar fLengthInterval = ( fLength / (Scalar)(iControlPointCount - 1) );
    Scalar fTimeInterval = ( fTime / (Scalar)(iControlPointCount - 1) );
    Scalar fX = 0.0f, fY = 0.0f;
    for( UInt i = 0; i < iControlPointCount; ++i ) {
        arrTravelPoints[i].X = fX;
        arrTravelPoints[i].Y = fY;
        fX += fLengthInterval;
        fY += fTimeInterval;
    }
    m_pLinearTravel = New BSplinePatch2( arrTravelPoints, iControlPointCount, iDegree, false, false );
    m_pAngularTravel = New BSplinePatch2( arrTravelPoints, iControlPointCount, iDegree, false, false );

    DeleteA( arrTravelPoints );
    arrTravelPoints = NULL;
    DeleteA( arrParameters );
    arrParameters = NULL;
    DeleteA( arrControlPoints );
    arrControlPoints = NULL;

    EntityFn->UnSelectMemory();

    // Disable character controller
    m_pController->SetStanding();

    KinematicBody * pBody = (KinematicBody*)m_pBody;
    m_pController->Enabled = false;
    pBody->DetachMotionController();

    // Enable path controller
    m_pPathController = PhysicsFn->CreatePathController( TEXT("PathController"), m_pLinearPath, m_pLinearTravel,
                        m_pAngularPath, m_pAngularTravel, EULER_ANGLES_ZYX );

    m_pPathController->Enabled = true;
    m_pPathController->MaxTime = fTime;
    pBody->AttachController( m_pPathController );
}