float3 OpenSteer::SteerLibrary:: steerToStayOnPath (const AbstractVehicle& v, const float predictionTime, Pathway& path) { // predict our future position const float3 futurePosition = v.predictFuturePosition (predictionTime); // find the point on the path nearest the predicted future position float3 tangent; float outside; const float3 onPath = path.mapPointToPath (futurePosition, tangent, // output argument outside); // output argument if (outside < 0) { // our predicted future position was in the path, // return zero steering. return float3_zero(); } else { // our predicted future position was outside the path, need to // steer towards it. Use onPath projection of futurePosition // as seek target annotatePathFollowing (futurePosition, onPath, onPath, outside); return steerForSeek (v, onPath); } }
float3 OpenSteer::SteerLibrary:: steerToFollowPath (const AbstractVehicle& v, const int direction, const float predictionTime, Pathway& path) { // our goal will be offset from our path distance by this amount const float pathDistanceOffset = direction * predictionTime * v.speed(); // predict our future position const float3 futurePosition = v.predictFuturePosition (predictionTime); // measure distance along path of our current and predicted positions const float nowPathDistance = path.mapPointToPathDistance (make_float3(v.position ())); const float futurePathDistance = path.mapPointToPathDistance (futurePosition); // are we facing in the correction direction? const bool rightway = ((pathDistanceOffset > 0) ? (nowPathDistance < futurePathDistance) : (nowPathDistance > futurePathDistance)); // find the point on the path nearest the predicted future position // XXX need to improve calling sequence, maybe change to return a // XXX special path-defined object which includes two float3s and a // XXX bool (onPath,tangent (ignored), withinPath) float3 tangent; float outside; const float3 onPath = path.mapPointToPath (futurePosition, // output arguments: tangent, outside); // no steering is required if (a) our future position is inside // the path tube and (b) we are facing in the correct direction if ((outside < 0) && rightway) { // all is well, return zero steering return float3_zero(); } else { // otherwise we need to steer towards a target point obtained // by adding pathDistanceOffset to our current path position float targetPathDistance = nowPathDistance + pathDistanceOffset; float3 target = path.mapPathDistanceToPoint (targetPathDistance); annotatePathFollowing (futurePosition, onPath, target, outside); // return steering to seek target on path return steerForSeek (v, target); } }
float3 OpenSteer::SteerLibrary:: steerForPursuit (const AbstractVehicle& v, const AbstractVehicle& quarry, const float maxPredictionTime) { // offset from this to quarry, that distance, unit vector toward quarry const float3 offset = float3_subtract(make_float3(quarry.position()), make_float3(v.position())); const float distance = float3_length(offset); const float3 unitOffset = float3_scalar_divide(offset, distance); // how parallel are the paths of "this" and the quarry // (1 means parallel, 0 is pependicular, -1 is anti-parallel) const float parallelness = float3_dot(make_float3(v.forward()), make_float3(quarry.forward())); // how "forward" is the direction to the quarry // (1 means dead ahead, 0 is directly to the side, -1 is straight back) const float forwardness = float3_dot(make_float3(v.forward()), unitOffset); const float directTravelTime = distance / v.speed (); const int f = intervalComparison (forwardness, -0.707f, 0.707f); const int p = intervalComparison (parallelness, -0.707f, 0.707f); float timeFactor = 0; // to be filled in below float3 color; // to be filled in below (xxx just for debugging) // Break the pursuit into nine cases, the cross product of the // quarry being [ahead, aside, or behind] us and heading // [parallel, perpendicular, or anti-parallel] to us. switch (f) { case +1: switch (p) { case +1: // ahead, parallel timeFactor = 4; color = gBlack; break; case 0: // ahead, perpendicular timeFactor = 1.8f; color = gGray50; break; case -1: // ahead, anti-parallel timeFactor = 0.85f; color = gWhite; break; } break; case 0: switch (p) { case +1: // aside, parallel timeFactor = 1; color = gRed; break; case 0: // aside, perpendicular timeFactor = 0.8f; color = gYellow; break; case -1: // aside, anti-parallel timeFactor = 4; color = gGreen; break; } break; case -1: switch (p) { case +1: // behind, parallel timeFactor = 0.5f; color= gCyan; break; case 0: // behind, perpendicular timeFactor = 2; color= gBlue; break; case -1: // behind, anti-parallel timeFactor = 2; color = gMagenta; break; } break; } // estimated time until intercept of quarry const float et = directTravelTime * timeFactor; // xxx experiment, if kept, this limit should be an argument const float etl = (et > maxPredictionTime) ? maxPredictionTime : et; // estimated position of quarry at intercept const float3 target = quarry.predictFuturePosition (etl); // annotation annotationLine (make_float3(v.position()), target, gaudyPursuitAnnotation ? color : gGray40); return steerForSeek (v, target); }
Vector3 SteeringVehicle::calcSeek(const Vector3& target) { Vector3 steering = Vec3Utils::setYtoZero(steerForSeek(target)); return steering; }