Velocity-corrected bezier pathfinding control, swimming control

This commit is contained in:
Joshua Barretto 2020-07-04 20:22:55 +01:00 committed by jshipsey
parent ca9ae13527
commit 8508b5177b
8 changed files with 112 additions and 33 deletions

View File

@ -81,7 +81,6 @@ pub enum Activity {
Follow {
target: EcsEntity,
chaser: Chaser,
move_dir: Vec2<f32>,
},
Attack {
target: EcsEntity,

View File

@ -157,6 +157,7 @@ pub struct ControllerInputs {
pub wall_leap: Input,
pub charge: Input,
pub climb: Option<Climb>,
pub swim: Input,
pub move_dir: Vec2<f32>,
pub look_dir: Dir,
}
@ -180,6 +181,7 @@ impl ControllerInputs {
self.glide.tick(dt);
self.wall_leap.tick(dt);
self.charge.tick(dt);
self.swim.tick(dt);
}
pub fn tick_freshness(&mut self) {
@ -191,6 +193,7 @@ impl ControllerInputs {
self.glide.tick_freshness();
self.wall_leap.tick_freshness();
self.charge.tick_freshness();
self.swim.tick_freshness();
}
/// Updates Controller inputs with new version received from the client
@ -204,6 +207,7 @@ impl ControllerInputs {
self.wall_leap.update_with_new(new.wall_leap);
self.charge.update_with_new(new.charge);
self.climb = new.climb;
self.swim.update_with_new(new.swim);
self.move_dir = new.move_dir;
self.look_dir = new.look_dir;
}

View File

@ -59,31 +59,96 @@ impl From<Path<Vec3<i32>>> for Route {
impl Route {
pub fn path(&self) -> &Path<Vec3<i32>> { &self.path }
pub fn next(&self) -> Option<Vec3<i32>> { self.path.nodes.get(self.next_idx).copied() }
pub fn next(&self, i: usize) -> Option<Vec3<i32>> {
self.path.nodes.get(self.next_idx + i).copied()
}
pub fn is_finished(&self) -> bool { self.next().is_none() }
pub fn is_finished(&self) -> bool { self.next(0).is_none() }
pub fn traverse<V>(
&mut self,
vol: &V,
pos: Vec3<f32>,
vel: Vec3<f32>,
traversal_tolerance: f32,
) -> Option<Vec3<f32>>
) -> Option<(Vec3<f32>, f32)>
where
V: BaseVol<Vox = Block> + ReadVol,
{
let next = self.next()?;
if vol.get(next).map(|b| b.is_solid()).unwrap_or(false) {
let next0 = self.next(0).unwrap_or(pos.map(|e| e.floor() as i32));
let next1 = self.next(1).unwrap_or(next0);
if vol.get(next0).map(|b| b.is_solid()).unwrap_or(false) {
None
} else {
let next_tgt = next.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
let next_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
if pos.xy().distance_squared(next_tgt.xy()) < traversal_tolerance.powf(2.0)
&& next_tgt.z - pos.z < 0.2
&& next_tgt.z - pos.z > -2.2
&& vel.z <= 0.0
&& vol
.ray(pos + Vec3::unit_z() * 0.5, next_tgt + Vec3::unit_z() * 0.5)
.until(|block| block.is_solid())
.cast()
.0
> pos.distance(next_tgt) * 0.9
{
self.next_idx += 1;
}
Some(next_tgt - pos)
let line = LineSegment2 {
start: pos.xy(),
end: pos.xy() + vel.xy() * 100.0,
};
let align = |block_pos: Vec3<i32>| {
(0..2)
.map(|i| (0..2).map(move |j| Vec2::new(i, j)))
.flatten()
.map(|rpos| block_pos + rpos)
.map(|block_pos| {
let block_posf = block_pos.xy().map(|e| e as f32);
let proj = line.projected_point(block_posf);
let clamped = proj.clamped(
block_pos.xy().map(|e| e as f32),
block_pos.xy().map(|e| e as f32),
);
(proj.distance_squared(clamped), clamped)
})
.min_by_key(|(d2, _)| (d2 * 1000.0) as i32)
.unwrap()
.1
};
let cb = CubicBezier2 {
start: pos.xy(),
ctrl0: pos.xy() + vel.xy().try_normalized().unwrap_or(Vec2::zero()),
ctrl1: align(next0),
end: align(next1),
};
let tgt2d = cb.evaluate(0.5);
let tgt = Vec3::from(tgt2d) + Vec3::unit_z() * next_tgt.z;
let tgt_dir = (tgt - pos).xy().try_normalized().unwrap_or(Vec2::unit_y());
let next_dir = cb
.evaluate_derivative(0.5)
.try_normalized()
.unwrap_or(tgt_dir);
//let vel_dir = vel.xy().try_normalized().unwrap_or(Vec2::zero());
//let avg_dir = (tgt_dir * 0.2 + vel_dir *
// 0.8).try_normalized().unwrap_or(Vec2::zero()); let bearing =
// Vec3::<f32>::from(avg_dir * (tgt - pos).xy().magnitude()) + Vec3::unit_z() *
// (tgt.z - pos.z);
Some((
tgt - pos,
next_dir
.dot(vel.xy().try_normalized().unwrap_or(Vec2::zero()))
.max(0.0)
* 0.75
+ 0.25,
))
}
}
}
@ -106,10 +171,11 @@ impl Chaser {
&mut self,
vol: &V,
pos: Vec3<f32>,
vel: Vec3<f32>,
tgt: Vec3<f32>,
min_dist: f32,
traversal_tolerance: f32,
) -> Option<Vec3<f32>>
) -> Option<(Vec3<f32>, f32)>
where
V: BaseVol<Vox = Block> + ReadVol,
{
@ -125,14 +191,12 @@ impl Chaser {
None
} else {
if thread_rng().gen::<f32>() < 0.005 {
// Randomly repath to avoid getting stuck
None
} else {
self.route
.as_mut()
.and_then(|r| r.traverse(vol, pos, traversal_tolerance))
.filter(|b| {
b.xy().magnitude_squared() < (traversal_tolerance + 1.0).powf(2.0)
})
.and_then(|r| r.traverse(vol, pos, vel, traversal_tolerance))
}
}
} else {
@ -156,7 +220,7 @@ impl Chaser {
}
}
Some((tgt - pos) * Vec3::new(1.0, 1.0, 0.0))
Some(((tgt - pos) * Vec3::new(1.0, 1.0, 0.0), 0.75))
}
}
}
@ -276,8 +340,16 @@ where
.map(move |(dir, _)| pos + *dir),
)
};
let transition =
|_a: &Vec3<i32>, b: &Vec3<i32>| 1.0 + endf.distance((*b).map(|e| e as f32 + 0.5)) * 0.02;
let crow_line = LineSegment2 {
start: startf.xy(),
end: endf.xy(),
};
let transition = |a: &Vec3<i32>, b: &Vec3<i32>| {
1.0 + crow_line.distance_to_point(b.xy().map(|e| e as f32)) * 0.025
+ (b.z - a.z - 1).max(0) as f32 * 3.0
};
let satisfied = |pos: &Vec3<i32>| pos == &end;
let mut new_astar = match astar.take() {

View File

@ -100,7 +100,7 @@ fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
handle_orientation(data, update, if data.physics.on_ground { 9.0 } else { 2.0 });
// Swim
if data.inputs.jump.is_pressed() {
if data.inputs.swim.is_pressed() {
update.vel.0.z =
(update.vel.0.z + data.dt.0 * GRAVITY * 2.25).min(BASE_HUMANOID_WATER_SPEED);
}

View File

@ -126,7 +126,7 @@ impl<'a> System<'a> for Sys {
// and so can afford to be less precise when trying to move around
// the world (especially since they would otherwise get stuck on
// obstacles that smaller entities would not).
let traversal_tolerance = scale + vel.0.magnitude() * 0.25;
let traversal_tolerance = scale + vel.0.magnitude() * 0.3;
let mut do_idle = false;
let mut choose_target = false;
@ -187,30 +187,24 @@ impl<'a> System<'a> for Sys {
choose_target = true;
}
},
Activity::Follow {
target,
chaser,
move_dir,
} => {
Activity::Follow { target, chaser } => {
if let (Some(tgt_pos), _tgt_stats) =
(positions.get(*target), stats.get(*target))
{
let dist_sqrd = pos.0.distance_squared(tgt_pos.0);
// Follow, or return to idle
if dist_sqrd > AVG_FOLLOW_DIST.powf(2.0) {
if let Some(bearing) = chaser.chase(
if let Some((bearing, speed)) = chaser.chase(
&*terrain,
pos.0,
vel.0,
tgt_pos.0,
AVG_FOLLOW_DIST,
traversal_tolerance,
) {
*move_dir = 0.9f32 * *move_dir
+ 0.1f32
* Vec2::from(bearing)
.try_normalized()
.unwrap_or(Vec2::zero());
inputs.move_dir = *move_dir;
inputs.move_dir =
bearing.xy().try_normalized().unwrap_or(Vec2::zero())
* speed;
inputs.jump.set_state(bearing.z > 1.5);
}
} else {
@ -314,16 +308,18 @@ impl<'a> System<'a> for Sys {
}
// Long-range chase
if let Some(bearing) = chaser.chase(
if let Some((bearing, speed)) = chaser.chase(
&*terrain,
pos.0,
vel.0,
tgt_pos.0,
1.25,
traversal_tolerance,
) {
inputs.move_dir = Vec2::from(bearing)
.try_normalized()
.unwrap_or(Vec2::zero());
.unwrap_or(Vec2::zero())
* speed;
inputs.jump.set_state(bearing.z > 1.5);
}
@ -429,7 +425,6 @@ impl<'a> System<'a> for Sys {
agent.activity = Activity::Follow {
target: owner,
chaser: Chaser::default(),
move_dir: Vec2::zero(),
};
}

View File

@ -347,6 +347,9 @@ impl PlayState for SessionState {
Event::InputUpdate(GameInput::Jump, state) => {
self.inputs.jump.set_state(state);
},
Event::InputUpdate(GameInput::Swim, state) => {
self.inputs.swim.set_state(state);
},
Event::InputUpdate(GameInput::Sit, state)
if state != self.key_state.toggle_sit =>
{

View File

@ -120,6 +120,7 @@ impl ControlSettings {
GameInput::Glide => KeyMouse::Key(VirtualKeyCode::LShift),
GameInput::Climb => KeyMouse::Key(VirtualKeyCode::Space),
GameInput::ClimbDown => KeyMouse::Key(VirtualKeyCode::LControl),
GameInput::Swim => KeyMouse::Key(VirtualKeyCode::Space),
//GameInput::WallLeap => MIDDLE_CLICK_KEY,
GameInput::ToggleLantern => KeyMouse::Key(VirtualKeyCode::G),
GameInput::Mount => KeyMouse::Key(VirtualKeyCode::F),
@ -178,6 +179,7 @@ impl Default for ControlSettings {
GameInput::Glide,
GameInput::Climb,
GameInput::ClimbDown,
GameInput::Swim,
//GameInput::WallLeap,
GameInput::ToggleLantern,
GameInput::Mount,
@ -281,6 +283,7 @@ pub mod con_settings {
pub glide: Button,
pub climb: Button,
pub climb_down: Button,
pub swim: Button,
//pub wall_leap: Button,
pub toggle_lantern: Button,
pub mount: Button,
@ -369,6 +372,7 @@ pub mod con_settings {
glide: Button::Simple(GilButton::LeftTrigger),
climb: Button::Simple(GilButton::South),
climb_down: Button::Simple(GilButton::Unknown),
swim: Button::Simple(GilButton::South),
//wall_leap: Button::Simple(GilButton::Unknown),
toggle_lantern: Button::Simple(GilButton::East),
mount: Button::Simple(GilButton::North),

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@ -39,6 +39,7 @@ pub enum GameInput {
Glide,
Climb,
ClimbDown,
Swim,
//WallLeap,
ToggleLantern,
Mount,
@ -82,6 +83,7 @@ impl GameInput {
GameInput::Glide => "gameinput.glide",
GameInput::Climb => "gameinput.climb",
GameInput::ClimbDown => "gameinput.climbdown",
GameInput::Swim => "gameinput.swim",
//GameInput::WallLeap => "gameinput.wallleap",
GameInput::ToggleLantern => "gameinput.togglelantern",
GameInput::Mount => "gameinput.mount",