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Add more profiling spans to the agent system and add timing notes
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@ -715,6 +715,7 @@ impl<'a> AgentData<'a> {
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if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
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// if it has an rtsim destination and can fly then it should
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// if it is flying and bumps something above it then it should move down
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prof_span!(guard, "rayfly");
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if self.traversal_config.can_fly
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&& !read_data
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.terrain
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@ -732,6 +733,7 @@ impl<'a> AgentData<'a> {
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.actions
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.push(ControlAction::CancelInput(InputKind::Fly))
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}
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drop(guard);
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if let Some((bearing, speed)) = agent.chaser.chase(
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&*read_data.terrain,
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self.pos.0,
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@ -751,6 +753,8 @@ impl<'a> AgentData<'a> {
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controller.inputs.move_z = bearing.z
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+ if self.traversal_config.can_fly {
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prof_span!(guard, "rayobstacle");
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// NOTE: costs 4 us (imbris)
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let obstacle_ahead = read_data
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.terrain
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.ray(
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@ -763,9 +767,11 @@ impl<'a> AgentData<'a> {
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.cast()
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.1
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.map_or(true, |b| b.is_some());
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drop(guard);
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let mut ground_too_close = self
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.body
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.map(|body| {
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prof_span!(_guard, "alt approx");
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#[cfg(feature = "worldgen")]
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let height_approx = self.pos.0.y
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- read_data
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@ -781,6 +787,9 @@ impl<'a> AgentData<'a> {
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.unwrap_or(false);
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const NUM_RAYS: usize = 5;
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prof_span!(guard, "rays");
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// NOTE: costs 15-20 us (imbris)
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for i in 0..=NUM_RAYS {
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let magnitude = self.body.map_or(20.0, |b| b.flying_height());
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// Lerp between a line straight ahead and straight down to detect a
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@ -802,6 +811,7 @@ impl<'a> AgentData<'a> {
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.map_or(false, |b| b.is_some())
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}
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}
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drop(guard);
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if obstacle_ahead || ground_too_close {
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1.0 //fly up when approaching obstacles
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@ -823,6 +833,7 @@ impl<'a> AgentData<'a> {
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}
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}
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} else {
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prof_span!(_guard, "else");
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agent.bearing += Vec2::new(
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thread_rng().gen::<f32>() - 0.5,
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thread_rng().gen::<f32>() - 0.5,
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@ -833,6 +844,8 @@ impl<'a> AgentData<'a> {
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});
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// Stop if we're too close to a wall
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prof_span!(guard, "wall ray");
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// NOTE: costs 1 us (imbris)
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agent.bearing *= 0.1
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+ if read_data
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.terrain
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@ -854,6 +867,7 @@ impl<'a> AgentData<'a> {
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} else {
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0.0
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};
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drop(guard);
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if agent.bearing.magnitude_squared() > 0.5f32.powi(2) {
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controller.inputs.move_dir = agent.bearing * 0.65;
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@ -1448,7 +1462,6 @@ impl<'a> AgentData<'a> {
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})
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// Can we even see them?
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// TODO: limit ray cast distance to the amount needed to tell if we can see the entity
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.filter(|(_, e_pos, _, _, _, _, _)| read_data.terrain
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.ray(self.pos.0 + Vec3::unit_z(), e_pos.0 + Vec3::unit_z())
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.until(Block::is_opaque)
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