mirror of
https://gitlab.com/veloren/veloren.git
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Disable RRT pathfinding
This commit is contained in:
1
Cargo.lock
generated
1
Cargo.lock
generated
@ -5873,7 +5873,6 @@ dependencies = [
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"fxhash",
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"fxhash",
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"hashbrown 0.11.2",
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"hashbrown 0.11.2",
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"indexmap",
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"indexmap",
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"kiddo",
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"lazy_static",
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"lazy_static",
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"num-derive",
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"num-derive",
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"num-traits",
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"num-traits",
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@ -25,7 +25,8 @@ serde = { version = "1.0.110", features = ["derive", "rc"] }
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# Util
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# Util
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enum-iterator = "0.6"
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enum-iterator = "0.6"
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vek = { version = "=0.14.1", features = ["serde"] }
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vek = { version = "=0.14.1", features = ["serde"] }
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kiddo = "0.1"
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# Used for RRT pathfinding (disabled until flight controls are improved)
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# kiddo = "0.1"
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# Strum
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# Strum
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strum = { version = "0.21", features = ["derive"] }
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strum = { version = "0.21", features = ["derive"] }
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@ -4,11 +4,11 @@ use crate::{
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vol::{BaseVol, ReadVol},
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vol::{BaseVol, ReadVol},
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};
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};
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use common_base::span;
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use common_base::span;
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use hashbrown::{hash_map::DefaultHashBuilder, HashMap};
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use hashbrown::hash_map::DefaultHashBuilder;
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use rand::{prelude::IteratorRandom, thread_rng, Rng, distributions::{Distribution, Uniform}};
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//use kiddo::{distance::squared_euclidean, KdTree}; // For RRT paths (disabled
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use std::{f32::consts::PI, iter::FromIterator};
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// for now)
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use kiddo::{distance::squared_euclidean, KdTree};
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use rand::{thread_rng, Rng};
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use tracing::warn;
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use std::iter::FromIterator;
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use vek::*;
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use vek::*;
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// Path
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// Path
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@ -83,8 +83,6 @@ pub struct TraversalConfig {
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pub can_climb: bool,
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pub can_climb: bool,
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/// Whether the agent can fly.
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/// Whether the agent can fly.
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pub can_fly: bool,
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pub can_fly: bool,
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/// Testing for rrt pathing
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pub rrt_test: bool,
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}
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}
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const DIAGONALS: [Vec2<i32>; 8] = [
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const DIAGONALS: [Vec2<i32>; 8] = [
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@ -127,34 +125,24 @@ impl Route {
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let next1 = self.next(1).unwrap_or(next0);
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let next1 = self.next(1).unwrap_or(next0);
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// Stop using obstructed paths
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// Stop using obstructed paths
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if !walkable(vol, next1, traversal_cfg) {
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if !walkable(vol, next1) {
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return None;
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return None;
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}
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}
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let be_precise = if traversal_cfg.can_fly {
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let be_precise = DIAGONALS.iter().any(|pos| {
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false
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} else {
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DIAGONALS.iter().any(|pos| {
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(-1..2).all(|z| {
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(-1..2).all(|z| {
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vol.get(next0 + Vec3::new(pos.x, pos.y, z))
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vol.get(next0 + Vec3::new(pos.x, pos.y, z))
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.map(|b| !b.is_solid())
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.map(|b| !b.is_solid())
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.unwrap_or(false)
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.unwrap_or(false)
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})
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})
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})};
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});
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let next_tgt = if traversal_cfg.can_fly {
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// Map position of node to middle of block
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next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.5)
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let next_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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} else {
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next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0)
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};
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let closest_tgt = next_tgt.map2(pos, |tgt, pos| pos.clamped(tgt.floor(), tgt.ceil()));
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let closest_tgt = next_tgt.map2(pos, |tgt, pos| pos.clamped(tgt.floor(), tgt.ceil()));
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// Determine whether we're close enough to the next to to consider it completed
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// Determine whether we're close enough to the next to to consider it completed
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let dist_sqrd = pos.xy().distance_squared(closest_tgt.xy());
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let dist_sqrd = pos.xy().distance_squared(closest_tgt.xy());
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// FIXME use PID controller to actually hit nodes
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if dist_sqrd
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if traversal_cfg.can_fly && dist_sqrd < 2.0
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|| (dist_sqrd
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// FIXME: Clean up magic numbers
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< traversal_cfg.node_tolerance.powi(2) * if be_precise { 0.25 } else { 1.0 }
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< traversal_cfg.node_tolerance.powi(2) * if be_precise { 0.25 } else { 1.0 }
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&& (((pos.z - closest_tgt.z > 1.2 || (pos.z - closest_tgt.z > -0.2 && traversal_cfg.on_ground))
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&& (((pos.z - closest_tgt.z > 1.2 || (pos.z - closest_tgt.z > -0.2 && traversal_cfg.on_ground))
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&& (pos.z - closest_tgt.z < 1.2 || (pos.z - closest_tgt.z < 2.9 && vel.z < -0.05))
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&& (pos.z - closest_tgt.z < 1.2 || (pos.z - closest_tgt.z < 2.9 && vel.z < -0.05))
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@ -169,7 +157,7 @@ impl Route {
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&& self.next_idx < self.path.len())
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&& self.next_idx < self.path.len())
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|| (traversal_cfg.in_liquid
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|| (traversal_cfg.in_liquid
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&& pos.z < closest_tgt.z + 0.8
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&& pos.z < closest_tgt.z + 0.8
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&& pos.z > closest_tgt.z)))
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&& pos.z > closest_tgt.z))
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{
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{
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// Node completed, move on to the next one
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// Node completed, move on to the next one
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self.next_idx += 1;
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self.next_idx += 1;
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@ -318,27 +306,20 @@ impl Route {
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} else {
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} else {
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0.5
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0.5
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});
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});
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let tgt = if be_precise || traversal_cfg.can_fly {
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let tgt = if be_precise {
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next_tgt
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next_tgt
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} else {
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} else {
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Vec3::from(tgt2d) + Vec3::unit_z() * next_tgt.z
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Vec3::from(tgt2d) + Vec3::unit_z() * next_tgt.z
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};
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};
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if traversal_cfg.can_fly {
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Some((
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Some((
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tgt - pos,
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tgt - pos,
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// Control the entity's speed to hopefully stop us falling off walls on sharp
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1.0,
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// corners. This code is very imperfect: it does its best but it
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))
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// can still fail for particularly fast entities.
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} else {
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straight_factor * traversal_cfg.slow_factor + (1.0 - traversal_cfg.slow_factor),
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Some((
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))
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tgt - pos,
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.filter(|(bearing, _)| bearing.z < 2.1)
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// Control the entity's speed to hopefully stop us falling off walls on sharp corners.
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// This code is very imperfect: it does its best but it can still fail for particularly
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// fast entities.
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straight_factor * traversal_cfg.slow_factor + (1.0 - traversal_cfg.slow_factor),
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))
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.filter(|(bearing, _)| bearing.z < 2.1)
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}
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}
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}
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}
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}
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@ -410,15 +391,17 @@ impl Chaser {
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.and_then(|(r, _)| r.traverse(vol, pos, vel, &traversal_cfg))
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.and_then(|(r, _)| r.traverse(vol, pos, vel, &traversal_cfg))
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}
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}
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} else {
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} else {
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if traversal_cfg.can_fly {
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// There is no route found yet
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warn!("I think no route?");
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}
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None
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None
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};
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};
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// If a bearing has already been determined, use that
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if let Some((bearing, speed)) = bearing {
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if let Some((bearing, speed)) = bearing {
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Some((bearing, speed))
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Some((bearing, speed))
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} else {
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} else {
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// Since no bearing has been determined yet, a new route will be
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// calculated if the target has moved, pathfinding is not complete,
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// or there is no route
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let tgt_dir = (tgt - pos).xy().try_normalized().unwrap_or_default();
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let tgt_dir = (tgt - pos).xy().try_normalized().unwrap_or_default();
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// Only search for a path if the target has moved from their last position. We
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// Only search for a path if the target has moved from their last position. We
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@ -433,12 +416,12 @@ impl Chaser {
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{
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{
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self.last_search_tgt = Some(tgt);
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self.last_search_tgt = Some(tgt);
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let (path, complete) = if traversal_cfg.can_fly && traversal_cfg.rrt_test {
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let (path, complete) = /*if traversal_cfg.can_fly {
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find_air_path(vol, pos, tgt, &traversal_cfg)
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find_air_path(vol, pos, tgt, &traversal_cfg)
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} else {
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} else */{
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// Enable air paths when air braking has been figured out
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find_path(&mut self.astar, vol, pos, tgt, &traversal_cfg)
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find_path(&mut self.astar, vol, pos, tgt, &traversal_cfg)
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};
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};
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//let (path, complete) = find_path(&mut self.astar, vol, pos, tgt, &traversal_cfg);
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self.route = path.map(|path| {
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self.route = path.map(|path| {
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let start_index = path
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let start_index = path
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@ -461,90 +444,65 @@ impl Chaser {
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)
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)
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});
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});
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}
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}
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// Start traversing the new route if it exists
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//let walking_towards_edge = (-3..2).all(|z| {
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if let Some(bearing) = self
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// vol.get(
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.route
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// (pos + Vec3::<f32>::from(tgt_dir) * 2.5).map(|e| e as i32) + Vec3::unit_z() * z,
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.as_mut()
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// )
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.and_then(|(r, _)| r.traverse(vol, pos, vel, &traversal_cfg))
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// .map(|b| b.is_air())
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{
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// .unwrap_or(false)
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//});
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//if traversal_cfg.can_fly {
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// Some(((tgt - pos) , 1.0))
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//} else if !walking_towards_edge {
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// Some(((tgt - pos) * Vec3::new(1.0, 1.0, 0.0), 1.0))
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//} else {
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//warn!("Hopelessly lost in the world, with no where to go");
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// None
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//}
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if let Some(bearing) = self.route.as_mut().and_then(|(r, _)| r.traverse(vol, pos, vel, &traversal_cfg)) {
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if traversal_cfg.can_fly {
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warn!("spin?");
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}
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Some(bearing)
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Some(bearing)
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} else {
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} else {
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if traversal_cfg.can_fly {
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// At this point no route is available and no bearing
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warn!("welp");
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// has been determined, so we start sampling terrain.
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let (path, complete) = if traversal_cfg.can_fly && traversal_cfg.rrt_test {
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// Check for falling off walls and try moving straight
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find_air_path(vol, pos, tgt, &traversal_cfg)
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// towards the target if falling is not a danger
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} else {
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let walking_towards_edge = (-3..2).all(|z| {
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find_path(&mut self.astar, vol, pos, tgt, &traversal_cfg)
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vol.get(
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};
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(pos + Vec3::<f32>::from(tgt_dir) * 2.5).map(|e| e as i32)
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//let (path, complete) = find_path(&mut self.astar, vol, pos, tgt, &traversal_cfg);
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+ Vec3::unit_z() * z,
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)
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.map(|b| b.is_air())
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.unwrap_or(false)
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});
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self.route = path.map(|path| {
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// Enable when airbraking/flight is figured out
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let start_index = path
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/*if traversal_cfg.can_fly {
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.iter()
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Some(((tgt - pos) , 1.0))
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.enumerate()
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} else */
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.min_by_key(|(_, node)| {
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if !walking_towards_edge || traversal_cfg.can_fly {
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node.xy()
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Some(((tgt - pos) * Vec3::new(1.0, 1.0, 0.0), 1.0))
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.map(|e| e as f32)
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} else {
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.distance_squared(pos.xy() + tgt_dir)
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// This is unfortunately where an NPC will stare blankly
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as i32
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// into space. No route has been found and no temporary
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})
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// bearing would suffice. Hopefully a route will be found
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.map(|(idx, _)| idx);
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// in the coming ticks.
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None
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(
|
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Route {
|
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path,
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next_idx: start_index.unwrap_or(0),
|
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},
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complete,
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)
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});
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}
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}
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None
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}
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}
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}
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}
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}
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}
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}
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}
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#[allow(clippy::float_cmp)] // TODO: Pending review in #587
|
#[allow(clippy::float_cmp)] // TODO: Pending review in #587
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fn walkable<V>(vol: &V, pos: Vec3<i32>, traversal_cfg: &TraversalConfig) -> bool
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fn walkable<V>(vol: &V, pos: Vec3<i32>) -> bool
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where
|
where
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V: BaseVol<Vox = Block> + ReadVol,
|
V: BaseVol<Vox = Block> + ReadVol,
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{
|
{
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if traversal_cfg.can_fly {
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let below = vol
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vol.get(pos).ok().copied().unwrap_or_else(Block::empty).is_fluid()
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.get(pos - Vec3::unit_z())
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} else {
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.ok()
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let below = vol
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.copied()
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.get(pos - Vec3::unit_z())
|
.unwrap_or_else(Block::empty);
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.ok()
|
let a = vol.get(pos).ok().copied().unwrap_or_else(Block::empty);
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.copied()
|
let b = vol
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.unwrap_or_else(Block::empty);
|
.get(pos + Vec3::unit_z())
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let a = vol.get(pos).ok().copied().unwrap_or_else(Block::empty);
|
.ok()
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let b = vol
|
.copied()
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.get(pos + Vec3::unit_z())
|
.unwrap_or_else(Block::empty);
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.ok()
|
|
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.copied()
|
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.unwrap_or_else(Block::empty);
|
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|
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let on_ground = below.is_filled();
|
let on_ground = below.is_filled();
|
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let in_liquid = a.is_liquid();
|
let in_liquid = a.is_liquid();
|
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(on_ground || in_liquid) && !a.is_solid() && !b.is_solid()
|
(on_ground || in_liquid) && !a.is_solid() && !b.is_solid()
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}
|
|
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}
|
}
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|
|
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/// Attempt to search for a path to a target, returning the path (if one was
|
/// Attempt to search for a path to a target, returning the path (if one was
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@ -559,12 +517,7 @@ fn find_path<V>(
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where
|
where
|
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V: BaseVol<Vox = Block> + ReadVol,
|
V: BaseVol<Vox = Block> + ReadVol,
|
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{
|
{
|
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let is_walkable = |pos: &Vec3<i32>| walkable(vol, *pos, traversal_cfg);
|
let is_walkable = |pos: &Vec3<i32>| walkable(vol, *pos);
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//let is_walkable = |pos: &Vec3<i32>| if traversal_cfg.can_fly && traversal_cfg.rrt_test {
|
|
||||||
// vol.get(*pos).ok().copied().unwrap_or_else(Block::empty).is_fluid()
|
|
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//} else {
|
|
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// walkable(vol, *pos)
|
|
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//};
|
|
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let get_walkable_z = |pos| {
|
let get_walkable_z = |pos| {
|
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let mut z_incr = 0;
|
let mut z_incr = 0;
|
||||||
for _ in 0..32 {
|
for _ in 0..32 {
|
||||||
@ -641,14 +594,14 @@ where
|
|||||||
.map(|b| !b.is_liquid())
|
.map(|b| !b.is_liquid())
|
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.unwrap_or(true)
|
.unwrap_or(true)
|
||||||
|| traversal_cfg.can_climb
|
|| traversal_cfg.can_climb
|
||||||
//|| traversal_cfg.can_fly
|
|| traversal_cfg.can_fly
|
||||||
})
|
})
|
||||||
.into_iter()
|
.into_iter()
|
||||||
.flatten(),
|
.flatten(),
|
||||||
)
|
)
|
||||||
.map(move |dir| (pos, dir))
|
.map(move |dir| (pos, dir))
|
||||||
.filter(move |(pos, dir)| {
|
.filter(move |(pos, dir)| {
|
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(/*traversal_cfg.can_fly || */is_walkable(pos) && is_walkable(&(*pos + **dir)))
|
(traversal_cfg.can_fly || is_walkable(pos) && is_walkable(&(*pos + **dir)))
|
||||||
&& ((dir.z < 1
|
&& ((dir.z < 1
|
||||||
|| vol
|
|| vol
|
||||||
.get(pos + Vec3::unit_z() * 2)
|
.get(pos + Vec3::unit_z() * 2)
|
||||||
@ -715,6 +668,18 @@ where
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Enable when airbraking/sensible flight is a thing
|
||||||
|
/*
|
||||||
|
/// Attempts to find a path from a start to the end using an informed
|
||||||
|
/// RRT-Connect algorithm. A point is sampled from a bounding spheroid
|
||||||
|
/// between the start and end. Two separate rapidly exploring random
|
||||||
|
/// trees extend toward the sampled point. Nodes are stored in k-d trees
|
||||||
|
/// for quicker nearest node calculations. Points are sampled until the
|
||||||
|
/// trees connect. A final path is then reconstructed from the nodes.
|
||||||
|
/// This pathfinding algorithm is more appropriate for 3D pathfinding
|
||||||
|
/// with wider gaps, such as flying through a forest than for terrain
|
||||||
|
/// with narrow gaps, such as navigating a maze.
|
||||||
|
/// Returns a path and whether that path is complete or not.
|
||||||
fn find_air_path<V>(
|
fn find_air_path<V>(
|
||||||
vol: &V,
|
vol: &V,
|
||||||
startf: Vec3<f32>,
|
startf: Vec3<f32>,
|
||||||
@ -724,149 +689,267 @@ fn find_air_path<V>(
|
|||||||
where
|
where
|
||||||
V: BaseVol<Vox = Block> + ReadVol,
|
V: BaseVol<Vox = Block> + ReadVol,
|
||||||
{
|
{
|
||||||
let radius = 0.9;
|
let radius = traversal_cfg.node_tolerance;
|
||||||
let is_traversable = |start: &Vec3<f32>, end: &Vec3<f32>| {
|
|
||||||
vol
|
|
||||||
.ray(*start, *end)
|
|
||||||
.until(Block::is_solid)
|
|
||||||
.cast()
|
|
||||||
.0.powi(2)
|
|
||||||
> (*start).distance_squared(*end)
|
|
||||||
//vol.get(*pos).ok().copied().unwrap_or_else(Block::empty).is_fluid();
|
|
||||||
};
|
|
||||||
|
|
||||||
let mut node_index1: usize = 0;
|
|
||||||
let mut node_index2: usize = 0;
|
|
||||||
|
|
||||||
let mut nodes1 = Vec::new();
|
|
||||||
let mut parents1 = HashMap::new();
|
|
||||||
let mut path1 = Vec::new();
|
|
||||||
let mut kdtree1 = KdTree::new();
|
|
||||||
kdtree1.add(&[startf.x, startf.y, startf.z], node_index1).unwrap();
|
|
||||||
nodes1.push(startf);
|
|
||||||
node_index1 += 1;
|
|
||||||
|
|
||||||
let mut nodes2 = Vec::new();
|
|
||||||
let mut parents2 = HashMap::new();
|
|
||||||
let mut path2 = Vec::new();
|
|
||||||
let mut kdtree2 = KdTree::new();
|
|
||||||
kdtree2.add(&[endf.x, endf.y, endf.z], node_index2).unwrap();
|
|
||||||
nodes2.push(endf);
|
|
||||||
node_index2 += 1;
|
|
||||||
|
|
||||||
let mut connect = false;
|
|
||||||
let mut connection1_idx = 0;
|
|
||||||
let mut connection2_idx = 0;
|
|
||||||
|
|
||||||
let mut search_parameter = 0.01;
|
|
||||||
|
|
||||||
for _i in 0..7000 {
|
|
||||||
if connect {
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
let (sampled_point1, sampled_point2) = {
|
|
||||||
let point = point_in_prolate_spheroid(startf, endf, search_parameter);
|
|
||||||
(point, point)
|
|
||||||
};
|
|
||||||
|
|
||||||
let nearest_index1 = *kdtree1.nearest_one(&[sampled_point1.x, sampled_point1.y, sampled_point1.z], &squared_euclidean).unwrap().1 as usize;
|
|
||||||
let nearest_index2 = *kdtree2.nearest_one(&[sampled_point2.x, sampled_point2.y, sampled_point2.z], &squared_euclidean).unwrap().1 as usize;
|
|
||||||
|
|
||||||
let nearest1 = nodes1[nearest_index1];
|
|
||||||
let nearest2 = nodes2[nearest_index2];
|
|
||||||
let new_point1 = nearest1
|
|
||||||
+ (sampled_point1 - nearest1)
|
|
||||||
.normalized()
|
|
||||||
.map(|a| a * radius);
|
|
||||||
let new_point2 = nearest2
|
|
||||||
+ (sampled_point2 - nearest2)
|
|
||||||
.normalized()
|
|
||||||
.map(|a| a * radius);
|
|
||||||
|
|
||||||
if is_traversable(&nearest1, &new_point1) {
|
|
||||||
kdtree1.add(&[new_point1.x, new_point1.y, new_point1.z], node_index1).unwrap();
|
|
||||||
nodes1.push(new_point1);
|
|
||||||
parents1.insert(node_index1, nearest_index1);
|
|
||||||
node_index1 += 1;
|
|
||||||
let (check, index) = kdtree2.nearest_one(&[new_point1.x, new_point1.y, new_point1.z], &squared_euclidean).unwrap();
|
|
||||||
if check < radius {
|
|
||||||
let connection = nodes2[*index];
|
|
||||||
connection2_idx = *index;
|
|
||||||
nodes1.push(connection);
|
|
||||||
connection1_idx = nodes1.len() - 1;
|
|
||||||
parents1.insert(node_index1, node_index1 - 1);
|
|
||||||
connect = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if is_traversable(&nearest2, &new_point2) {
|
|
||||||
kdtree2.add(&[new_point2.x, new_point2.y, new_point1.z], node_index2).unwrap();
|
|
||||||
nodes2.push(new_point2);
|
|
||||||
parents2.insert(node_index2, nearest_index2);
|
|
||||||
node_index2 += 1;
|
|
||||||
let (check, index) = kdtree1.nearest_one(&[new_point2.x, new_point2.y, new_point1.z], &squared_euclidean).unwrap();
|
|
||||||
if check < radius {
|
|
||||||
let connection = nodes1[*index];
|
|
||||||
connection1_idx = *index;
|
|
||||||
nodes2.push(connection);
|
|
||||||
connection2_idx = nodes2.len() - 1;
|
|
||||||
parents2.insert(node_index2, node_index2 - 1);
|
|
||||||
connect = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
search_parameter += 0.02;
|
|
||||||
}
|
|
||||||
|
|
||||||
let mut path = Vec::new();
|
let mut path = Vec::new();
|
||||||
if connect {
|
let mut connect = false;
|
||||||
let mut current_node_index1 = connection1_idx;
|
let total_dist_sqrd = startf.distance_squared(endf);
|
||||||
while current_node_index1 > 0 {
|
// First check if a straight line path works
|
||||||
current_node_index1 = *parents1.get(¤t_node_index1).unwrap();
|
if vol
|
||||||
path1.push(nodes1[current_node_index1].map(|e| e.floor() as i32));
|
.ray(startf + Vec3::unit_z(), endf + Vec3::unit_z())
|
||||||
}
|
.until(Block::is_opaque)
|
||||||
let mut current_node_index2 = connection2_idx;
|
.cast()
|
||||||
while current_node_index2 > 0 {
|
.0.powi(2)
|
||||||
current_node_index2 = *parents2.get(¤t_node_index2).unwrap();
|
>= total_dist_sqrd {
|
||||||
path2.push(nodes2[current_node_index2].map(|e| e.floor() as i32));
|
//let step = (endf - startf).normalized().map(|a| a * radius);
|
||||||
}
|
//let mut node: Vec3<f32>;
|
||||||
path1.reverse();
|
//// Maximum of 500 steps
|
||||||
path.append(&mut path1);
|
//for i in 1..500 {
|
||||||
path.append(&mut path2);
|
// node = startf + step.map(|s| s * i as f32);
|
||||||
path.dedup();
|
// path.push(endf.map(|e| e.floor() as i32));
|
||||||
|
// if node.distance_squared(endf) < radius{
|
||||||
|
// connect = true;
|
||||||
|
// break;
|
||||||
|
// }
|
||||||
|
//}
|
||||||
|
path.push(endf.map(|e| e.floor() as i32));
|
||||||
|
connect = true;
|
||||||
|
// Else use RRTs
|
||||||
} else {
|
} else {
|
||||||
let mut current_node_index1 = kdtree1.nearest_one(&[endf.x, endf.y, endf.z], &squared_euclidean).unwrap().1;
|
let is_traversable = |start: &Vec3<f32>, end: &Vec3<f32>| {
|
||||||
for _i in 0..3 {
|
vol.ray(*start, *end)
|
||||||
if *current_node_index1 == 0 || nodes1[*current_node_index1].distance_squared(startf) < 4.0 {
|
.until(Block::is_solid)
|
||||||
current_node_index1 = parents1.values().choose(&mut thread_rng()).unwrap();
|
.cast()
|
||||||
} else {
|
.0
|
||||||
|
.powi(2)
|
||||||
|
> (*start).distance_squared(*end)
|
||||||
|
//vol.get(*pos).ok().copied().unwrap_or_else(Block::empty).is_fluid();
|
||||||
|
};
|
||||||
|
let mut node_index1: usize = 0;
|
||||||
|
let mut node_index2: usize = 0;
|
||||||
|
|
||||||
|
// Each tree has a vector of nodes
|
||||||
|
let mut nodes1 = Vec::new();
|
||||||
|
let mut nodes2 = Vec::new();
|
||||||
|
|
||||||
|
// The parents hashmap stores nodes and their parent nodes as pairs to
|
||||||
|
// retrace the complete path once the two RRTs connect
|
||||||
|
let mut parents1 = HashMap::new();
|
||||||
|
let mut parents2 = HashMap::new();
|
||||||
|
|
||||||
|
// The path vector stores the path from the appropriate terminal to the
|
||||||
|
// connecting node or vice versa
|
||||||
|
let mut path1 = Vec::new();
|
||||||
|
let mut path2 = Vec::new();
|
||||||
|
|
||||||
|
// K-d trees are used to find the closest nodes rapidly
|
||||||
|
let mut kdtree1 = KdTree::new();
|
||||||
|
let mut kdtree2 = KdTree::new();
|
||||||
|
|
||||||
|
// Add the start as the first node of the first k-d tree
|
||||||
|
kdtree1
|
||||||
|
.add(&[startf.x, startf.y, startf.z], node_index1)
|
||||||
|
.unwrap_or_default();
|
||||||
|
nodes1.push(startf);
|
||||||
|
node_index1 += 1;
|
||||||
|
|
||||||
|
// Add the end as the first node of the second k-d tree
|
||||||
|
kdtree2
|
||||||
|
.add(&[endf.x, endf.y, endf.z], node_index2)
|
||||||
|
.unwrap_or_default();
|
||||||
|
nodes2.push(endf);
|
||||||
|
node_index2 += 1;
|
||||||
|
|
||||||
|
let mut connection1_idx = 0;
|
||||||
|
let mut connection2_idx = 0;
|
||||||
|
|
||||||
|
// Scalar non-dimensional value that is proportional to the size of the
|
||||||
|
// sample spheroid volume. This increases in value until a path is found.
|
||||||
|
let mut search_parameter = 0.01;
|
||||||
|
|
||||||
|
// Maximum of 7000 iterations
|
||||||
|
for _i in 0..7000 {
|
||||||
|
if connect {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
path1.push(nodes1[*current_node_index1].map(|e| e.floor() as i32));
|
// Sample a point on the bounding spheroid
|
||||||
while *current_node_index1 != 0 && nodes1[*current_node_index1].distance_squared(startf) > 4.0 {
|
let (sampled_point1, sampled_point2) = {
|
||||||
current_node_index1 = parents1.get(¤t_node_index1).unwrap();
|
let point = point_on_prolate_spheroid(startf, endf, search_parameter);
|
||||||
path1.push(nodes1[*current_node_index1].map(|e| e.floor() as i32));
|
(point, point)
|
||||||
|
};
|
||||||
|
|
||||||
|
// Find the nearest nodes to the the sampled point
|
||||||
|
let nearest_index1 = kdtree1
|
||||||
|
.nearest_one(
|
||||||
|
&[sampled_point1.x, sampled_point1.y, sampled_point1.z],
|
||||||
|
&squared_euclidean,
|
||||||
|
)
|
||||||
|
.map_or(0, |n| *n.1);
|
||||||
|
let nearest_index2 = kdtree2
|
||||||
|
.nearest_one(
|
||||||
|
&[sampled_point2.x, sampled_point2.y, sampled_point2.z],
|
||||||
|
&squared_euclidean,
|
||||||
|
)
|
||||||
|
.map_or(0, |n| *n.1);
|
||||||
|
let nearest1 = nodes1[nearest_index1];
|
||||||
|
let nearest2 = nodes2[nearest_index2];
|
||||||
|
|
||||||
|
// Extend toward the sampled point from the nearest node of each tree
|
||||||
|
let new_point1 = nearest1 + (sampled_point1 - nearest1).normalized().map(|a| a * radius);
|
||||||
|
let new_point2 = nearest2 + (sampled_point2 - nearest2).normalized().map(|a| a * radius);
|
||||||
|
|
||||||
|
// Ensure the new nodes are valid/traversable
|
||||||
|
if is_traversable(&nearest1, &new_point1) {
|
||||||
|
kdtree1
|
||||||
|
.add(&[new_point1.x, new_point1.y, new_point1.z], node_index1)
|
||||||
|
.unwrap_or_default();
|
||||||
|
nodes1.push(new_point1);
|
||||||
|
parents1.insert(node_index1, nearest_index1);
|
||||||
|
node_index1 += 1;
|
||||||
|
// Check if the trees connect
|
||||||
|
if let Ok((check, index)) = kdtree2.nearest_one(
|
||||||
|
&[new_point1.x, new_point1.y, new_point1.z],
|
||||||
|
&squared_euclidean,
|
||||||
|
) {
|
||||||
|
if check < radius {
|
||||||
|
let connection = nodes2[*index];
|
||||||
|
connection2_idx = *index;
|
||||||
|
nodes1.push(connection);
|
||||||
|
connection1_idx = nodes1.len() - 1;
|
||||||
|
parents1.insert(node_index1, node_index1 - 1);
|
||||||
|
connect = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Repeat the validity check for the second tree
|
||||||
|
if is_traversable(&nearest2, &new_point2) {
|
||||||
|
kdtree2
|
||||||
|
.add(&[new_point2.x, new_point2.y, new_point1.z], node_index2)
|
||||||
|
.unwrap_or_default();
|
||||||
|
nodes2.push(new_point2);
|
||||||
|
parents2.insert(node_index2, nearest_index2);
|
||||||
|
node_index2 += 1;
|
||||||
|
// Again check for a connection
|
||||||
|
if let Ok((check, index)) = kdtree1.nearest_one(
|
||||||
|
&[new_point2.x, new_point2.y, new_point1.z],
|
||||||
|
&squared_euclidean,
|
||||||
|
) {
|
||||||
|
if check < radius {
|
||||||
|
let connection = nodes1[*index];
|
||||||
|
connection1_idx = *index;
|
||||||
|
nodes2.push(connection);
|
||||||
|
connection2_idx = nodes2.len() - 1;
|
||||||
|
parents2.insert(node_index2, node_index2 - 1);
|
||||||
|
connect = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Increase the search parameter to widen the sample volume
|
||||||
|
search_parameter += 0.02;
|
||||||
}
|
}
|
||||||
|
|
||||||
path1.reverse();
|
if connect {
|
||||||
path.append(&mut path1);
|
// Construct paths from the connection node to the start and end
|
||||||
|
let mut current_node_index1 = connection1_idx;
|
||||||
|
while current_node_index1 > 0 {
|
||||||
|
current_node_index1 = *parents1.get(¤t_node_index1).unwrap_or(&0);
|
||||||
|
path1.push(nodes1[current_node_index1].map(|e| e.floor() as i32));
|
||||||
|
}
|
||||||
|
let mut current_node_index2 = connection2_idx;
|
||||||
|
while current_node_index2 > 0 {
|
||||||
|
current_node_index2 = *parents2.get(¤t_node_index2).unwrap_or(&0);
|
||||||
|
path2.push(nodes2[current_node_index2].map(|e| e.floor() as i32));
|
||||||
|
}
|
||||||
|
// Join the two paths together in the proper order and remove duplicates
|
||||||
|
path1.pop();
|
||||||
|
path1.reverse();
|
||||||
|
path.append(&mut path1);
|
||||||
|
path.append(&mut path2);
|
||||||
|
path.dedup();
|
||||||
|
} else {
|
||||||
|
// If the trees did not connect, construct a path from the start to
|
||||||
|
// the closest node to the end
|
||||||
|
let mut current_node_index1 = kdtree1
|
||||||
|
.nearest_one(&[endf.x, endf.y, endf.z], &squared_euclidean)
|
||||||
|
.map_or(0, |c| *c.1);
|
||||||
|
// Attempt to pick a node other than the start node
|
||||||
|
for _i in 0..3 {
|
||||||
|
if current_node_index1 == 0
|
||||||
|
|| nodes1[current_node_index1].distance_squared(startf) < 4.0
|
||||||
|
{
|
||||||
|
if let Some(index) = parents1.values().choose(&mut thread_rng()) {
|
||||||
|
current_node_index1 = *index;
|
||||||
|
} else {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
path1.push(nodes1[current_node_index1].map(|e| e.floor() as i32));
|
||||||
|
// Construct the path
|
||||||
|
while current_node_index1 != 0 && nodes1[current_node_index1].distance_squared(startf) > 4.0
|
||||||
|
{
|
||||||
|
current_node_index1 = *parents1.get(¤t_node_index1).unwrap_or(&0);
|
||||||
|
path1.push(nodes1[current_node_index1].map(|e| e.floor() as i32));
|
||||||
|
}
|
||||||
|
|
||||||
|
path1.reverse();
|
||||||
|
path.append(&mut path1);
|
||||||
|
}
|
||||||
|
let mut new_path = Vec::new();
|
||||||
|
let mut node = path[0];
|
||||||
|
new_path.push(node);
|
||||||
|
let mut node_idx = 0;
|
||||||
|
let num_nodes = path.len();
|
||||||
|
let end = path[num_nodes - 1];
|
||||||
|
while node != end {
|
||||||
|
let next_idx = if node_idx + 4 > num_nodes - 1 {
|
||||||
|
num_nodes - 1
|
||||||
|
} else {
|
||||||
|
node_idx + 4
|
||||||
|
};
|
||||||
|
let next_node = path[next_idx];
|
||||||
|
let start_pos = node.map(|e| e as f32 + 0.5);
|
||||||
|
let end_pos = next_node.map(|e| e as f32 + 0.5);
|
||||||
|
if vol.ray(start_pos, end_pos)
|
||||||
|
.until(Block::is_solid)
|
||||||
|
.cast()
|
||||||
|
.0
|
||||||
|
.powi(2)
|
||||||
|
> (start_pos).distance_squared(end_pos)
|
||||||
|
{
|
||||||
|
node_idx = next_idx;
|
||||||
|
new_path.push(next_node);
|
||||||
|
} else {
|
||||||
|
node_idx += 1;
|
||||||
|
}
|
||||||
|
node = path[node_idx];
|
||||||
|
}
|
||||||
|
path = new_path;
|
||||||
}
|
}
|
||||||
println!("path: {:?}", path);
|
|
||||||
(Some(path.into_iter().collect()), connect)
|
(Some(path.into_iter().collect()), connect)
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
/// Returns a random point within a radially symmetrical ellipsoid with given foci
|
/*
|
||||||
/// and a `search parameter` to determine the size of the ellipse beyond the foci.
|
/// Returns a random point within a radially symmetrical ellipsoid with given
|
||||||
/// Technically the point is within a prolate spheroid translated and rotated to the
|
/// foci and a `search parameter` to determine the size of the ellipse beyond
|
||||||
/// proper place in cartesian space.
|
/// the foci. Technically the point is within a prolate spheroid translated and
|
||||||
|
/// rotated to the proper place in cartesian space.
|
||||||
/// The search_parameter is a float that relates to the length of the string for
|
/// The search_parameter is a float that relates to the length of the string for
|
||||||
/// a two dimensional ellipse or the size of the ellipse beyond the foci. In this
|
/// a two dimensional ellipse or the size of the ellipse beyond the foci. In
|
||||||
/// case that analogy still holds as the ellipse is radially symmetrical along the
|
/// this case that analogy still holds as the ellipse is radially symmetrical
|
||||||
/// axis between the foci. The value of the search parameter must be greater than zero.
|
/// along the axis between the foci. The value of the search parameter must be
|
||||||
/// In order to increase the sample area, the search_parameter should be increased
|
/// greater than zero. In order to increase the sample area, the
|
||||||
/// linearly as the search continues.
|
/// search_parameter should be increased linearly as the search continues.
|
||||||
pub fn point_in_prolate_spheroid(focus1: Vec3<f32>, focus2: Vec3<f32>, search_parameter: f32) -> Vec3<f32> {
|
#[allow(clippy::many_single_char_names)]
|
||||||
|
pub fn point_on_prolate_spheroid(
|
||||||
|
focus1: Vec3<f32>,
|
||||||
|
focus2: Vec3<f32>,
|
||||||
|
search_parameter: f32,
|
||||||
|
) -> Vec3<f32> {
|
||||||
let mut rng = thread_rng();
|
let mut rng = thread_rng();
|
||||||
// Uniform distribution
|
// Uniform distribution
|
||||||
let range = Uniform::from(0.0..1.0);
|
let range = Uniform::from(0.0..1.0);
|
||||||
@ -875,9 +958,9 @@ pub fn point_in_prolate_spheroid(focus1: Vec3<f32>, focus2: Vec3<f32>, search_pa
|
|||||||
let midpoint = 0.5 * (focus1 + focus2);
|
let midpoint = 0.5 * (focus1 + focus2);
|
||||||
// Radius between the start and end of the path
|
// Radius between the start and end of the path
|
||||||
let radius: f32 = focus1.distance(focus2);
|
let radius: f32 = focus1.distance(focus2);
|
||||||
// The linear eccentricity of an ellipse is the distance from the origin to a focus
|
// The linear eccentricity of an ellipse is the distance from the origin to a
|
||||||
// A prolate spheroid is a half-ellipse rotated for a full revolution which is why
|
// focus A prolate spheroid is a half-ellipse rotated for a full revolution
|
||||||
// ellipse variables are used frequently in this function
|
// which is why ellipse variables are used frequently in this function
|
||||||
let linear_eccentricity: f32 = 0.5 * radius;
|
let linear_eccentricity: f32 = 0.5 * radius;
|
||||||
|
|
||||||
// For an ellipsoid, three variables determine the shape: a, b, and c.
|
// For an ellipsoid, three variables determine the shape: a, b, and c.
|
||||||
@ -901,30 +984,40 @@ pub fn point_in_prolate_spheroid(focus1: Vec3<f32>, focus2: Vec3<f32>, search_pa
|
|||||||
//
|
//
|
||||||
// where -0.5 * PI <= theta <= 0.5 * PI
|
// where -0.5 * PI <= theta <= 0.5 * PI
|
||||||
// and 0.0 <= lambda < 2.0 * PI
|
// and 0.0 <= lambda < 2.0 * PI
|
||||||
//
|
//
|
||||||
// Select these two angles using the uniform distribution defined at the
|
// Select these two angles using the uniform distribution defined at the
|
||||||
// beginning of the function from 0.0 to 1.0
|
// beginning of the function from 0.0 to 1.0
|
||||||
let rtheta: f32 = PI * range.sample(&mut rng) - 0.5 * PI;
|
let rtheta: f32 = PI * range.sample(&mut rng) - 0.5 * PI;
|
||||||
let lambda: f32 = 2.0 * PI * range.sample(&mut rng);
|
let lambda: f32 = 2.0 * PI * range.sample(&mut rng);
|
||||||
// Select a point on the surface of the ellipsoid
|
// Select a point on the surface of the ellipsoid
|
||||||
let point = Vec3::new(a * rtheta.cos() * lambda.cos(), b * rtheta.cos() * lambda.sin(), c * rtheta.sin());
|
let point = Vec3::new(
|
||||||
//let surface_point = Vec3::new(a * rtheta.cos() * lambda.cos(), b * rtheta.cos() * lambda.sin(), c * rtheta.sin());
|
a * rtheta.cos() * lambda.cos(),
|
||||||
//let magnitude = surface_point.magnitude();
|
b * rtheta.cos() * lambda.sin(),
|
||||||
//let direction = surface_point.normalized();
|
c * rtheta.sin(),
|
||||||
|
);
|
||||||
|
// NOTE: Theoretically we should sample a point within the spheroid
|
||||||
|
// requiring selecting a point along the radius. In my tests selecting
|
||||||
|
// a point *on the surface* of the spheroid results in sampling that is
|
||||||
|
// "good enough". The following code is commented out to reduce expense.
|
||||||
|
//let surface_point = Vec3::new(a * rtheta.cos() * lambda.cos(), b *
|
||||||
|
// rtheta.cos() * lambda.sin(), c * rtheta.sin()); let magnitude =
|
||||||
|
// surface_point.magnitude(); let direction = surface_point.normalized();
|
||||||
//// Randomly select a point along the vector to the previously selected surface
|
//// Randomly select a point along the vector to the previously selected surface
|
||||||
//// point using the uniform distribution
|
//// point using the uniform distribution
|
||||||
//let point = magnitude * range.sample(&mut rng) * direction;
|
//let point = magnitude * range.sample(&mut rng) * direction;
|
||||||
|
|
||||||
|
|
||||||
// Now that a point has been selected in local space, it must be rotated and
|
// Now that a point has been selected in local space, it must be rotated and
|
||||||
// translated into global coordinates
|
// translated into global coordinates
|
||||||
let dx = focus2.x - focus1.x;
|
// NOTE: Don't rotate about the z axis as the point is already randomly
|
||||||
let dy = focus2.y - focus1.y;
|
// selected about the z axis
|
||||||
|
//let dx = focus2.x - focus1.x;
|
||||||
|
//let dy = focus2.y - focus1.y;
|
||||||
let dz = focus2.z - focus1.z;
|
let dz = focus2.z - focus1.z;
|
||||||
// Phi and theta are the angles from the x axis in the x-y plane and from
|
// Phi and theta are the angles from the x axis in the x-y plane and from
|
||||||
// the z axis, respectively. (As found in spherical coordinates)
|
// the z axis, respectively. (As found in spherical coordinates)
|
||||||
// These angles are used to rotate the random point in the spheroid about
|
// These angles are used to rotate the random point in the spheroid about
|
||||||
// the local origin
|
// the local origin
|
||||||
|
//
|
||||||
// Rotate about z axis by phi
|
// Rotate about z axis by phi
|
||||||
//let phi: f32 = if dx.abs() > 0.0 {
|
//let phi: f32 = if dx.abs() > 0.0 {
|
||||||
// (dy / dx).atan()
|
// (dy / dx).atan()
|
||||||
@ -932,9 +1025,10 @@ pub fn point_in_prolate_spheroid(focus1: Vec3<f32>, focus2: Vec3<f32>, search_pa
|
|||||||
// 0.5 * PI
|
// 0.5 * PI
|
||||||
//};
|
//};
|
||||||
// This is unnecessary as rtheta is randomly selected between 0.0 and 2.0 * PI
|
// This is unnecessary as rtheta is randomly selected between 0.0 and 2.0 * PI
|
||||||
// let rot_z_mat = Mat3::new(phi.cos(), -1.0 * phi.sin(), 0.0, phi.sin(), phi.cos(), 0.0, 0.0, 0.0, 1.0);
|
// let rot_z_mat = Mat3::new(phi.cos(), -1.0 * phi.sin(), 0.0, phi.sin(),
|
||||||
|
// phi.cos(), 0.0, 0.0, 0.0, 1.0);
|
||||||
|
|
||||||
// rotate about perpendicular vector in the xy plane by theta
|
// Rotate about perpendicular vector in the xy plane by theta
|
||||||
let theta: f32 = if radius > 0.0 {
|
let theta: f32 = if radius > 0.0 {
|
||||||
(dz / radius).acos()
|
(dz / radius).acos()
|
||||||
} else {
|
} else {
|
||||||
@ -948,13 +1042,21 @@ pub fn point_in_prolate_spheroid(focus1: Vec3<f32>, focus2: Vec3<f32>, search_pa
|
|||||||
let m = perp_vec.y;
|
let m = perp_vec.y;
|
||||||
let n = perp_vec.z;
|
let n = perp_vec.z;
|
||||||
// Rotation matrix for rotation about a vector
|
// Rotation matrix for rotation about a vector
|
||||||
let rot_2_mat = Mat3::new(l * l * (1.0 - theta.cos()), m * l * (1.0 - theta.cos()) - n * theta.sin(), n * l * (1.0 - theta.cos()) + m * theta.sin(),
|
let rot_2_mat = Mat3::new(
|
||||||
l * m * (1.0 - theta.cos()) + n * theta.sin(), m * m * (1.0 - theta.cos()) + theta.cos(), n * m * (1.0 - theta.cos()) - l * theta.sin(),
|
l * l * (1.0 - theta.cos()),
|
||||||
l * n * (1.0 - theta.cos()) - m * theta.sin(), m * n * (1.0 - theta.cos()) + l * theta.sin(), n * n * (1.0 - theta.cos()) + theta.cos());
|
m * l * (1.0 - theta.cos()) - n * theta.sin(),
|
||||||
|
n * l * (1.0 - theta.cos()) + m * theta.sin(),
|
||||||
|
l * m * (1.0 - theta.cos()) + n * theta.sin(),
|
||||||
|
m * m * (1.0 - theta.cos()) + theta.cos(),
|
||||||
|
n * m * (1.0 - theta.cos()) - l * theta.sin(),
|
||||||
|
l * n * (1.0 - theta.cos()) - m * theta.sin(),
|
||||||
|
m * n * (1.0 - theta.cos()) + l * theta.sin(),
|
||||||
|
n * n * (1.0 - theta.cos()) + theta.cos(),
|
||||||
|
);
|
||||||
|
|
||||||
// get the global coordinates of the point by rotating and adding the origin
|
// Get the global coordinates of the point by rotating and adding the origin
|
||||||
// rot_z_mat is unneeded due to the random rotation defined by lambda
|
// rot_z_mat is unneeded due to the random rotation defined by lambda
|
||||||
// let global_coords = midpoint + rot_2_mat * (rot_z_mat * point);
|
// let global_coords = midpoint + rot_2_mat * (rot_z_mat * point);
|
||||||
let global_coords = midpoint + rot_2_mat * point;
|
midpoint + rot_2_mat * point
|
||||||
global_coords
|
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
|
@ -305,25 +305,6 @@ impl<'a> System<'a> for Sys {
|
|||||||
// obstacles that smaller entities would not).
|
// obstacles that smaller entities would not).
|
||||||
let node_tolerance = scale * 1.5;
|
let node_tolerance = scale * 1.5;
|
||||||
let slow_factor = body.map_or(0.0, |b| b.base_accel() / 250.0).min(1.0);
|
let slow_factor = body.map_or(0.0, |b| b.base_accel() / 250.0).min(1.0);
|
||||||
let rrt_test = if let Some(target_info) = agent.target {
|
|
||||||
let Target {
|
|
||||||
target, hostile, ..
|
|
||||||
} = target_info;
|
|
||||||
if let Some(Alignment::Owned(uid)) = alignment {
|
|
||||||
if read_data.uids.get(target) == Some(&uid) {
|
|
||||||
controller
|
|
||||||
.actions
|
|
||||||
.push(ControlAction::basic_input(InputKind::Fly));
|
|
||||||
true
|
|
||||||
} else {
|
|
||||||
false
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
false
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
false
|
|
||||||
};
|
|
||||||
let traversal_config = TraversalConfig {
|
let traversal_config = TraversalConfig {
|
||||||
node_tolerance,
|
node_tolerance,
|
||||||
slow_factor,
|
slow_factor,
|
||||||
@ -332,7 +313,6 @@ impl<'a> System<'a> for Sys {
|
|||||||
min_tgt_dist: 1.0,
|
min_tgt_dist: 1.0,
|
||||||
can_climb: body.map_or(false, Body::can_climb),
|
can_climb: body.map_or(false, Body::can_climb),
|
||||||
can_fly: body.map_or(false, |b| b.fly_thrust().is_some()),
|
can_fly: body.map_or(false, |b| b.fly_thrust().is_some()),
|
||||||
rrt_test,
|
|
||||||
};
|
};
|
||||||
|
|
||||||
let flees = alignment.map_or(true, |a| {
|
let flees = alignment.map_or(true, |a| {
|
||||||
|
Reference in New Issue
Block a user