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Agent.cpp
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289 lines (214 loc) · 9.5 KB
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#include "precomp.h"
#include "Agent.h"
#include "Scope.h"
#include "Mesh.h"
#include "AssetManager.h"
#include "TimeManager.h"
#include "Scene.h"
#include "Terrain.h"
#include "Camera.h"
#include "Physics.h"
Framework::Agent::Agent(Scene& scene) :
Entity(scene)
{
mHasFixedTick = true;
static btSphereShape avoidanceSphere = { sAvoidanceRange };
mAvoidanceInquirer.mCollisionObject.setCollisionShape(&avoidanceSphere);
mAvoidanceInquirer.mCollisionObject.setCollisionShape(&avoidanceSphere);
mAvoidanceInquirer.mCollisionObject.setCollisionFlags(mAvoidanceInquirer.mCollisionObject.getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
mAvoidanceInquirer.m_collisionFilterGroup = Physics::Group::agentGroup;
mAvoidanceInquirer.m_collisionFilterMask = Physics::Group::agentGroup | Physics::Group::staticObstacleGroup; // Only care about avoiding these
}
Framework::Agent::~Agent() = default;
void Framework::Agent::Tick()
{
Transform& myTransform = GetTransform();
btRigidBody* myRigidBody = static_cast<btRigidBody*>(GetCollisionObject());
myRigidBody->activate(true);
if (IsInRagdollState())
{
return;
}
const glm::vec3 currentPosition = myTransform.GetLocalPosition();
glm::quat desiredOrientation = CalculateDesideredOrientation();
const glm::quat currentOrientation = myTransform.GetLocalOrientation();
const glm::quat orientationAfterTurning = Transform::CalculateOrientationTowards(currentOrientation, desiredOrientation, .25f);
const glm::quat rotationToMake = Transform::CalculateRotationBetweenOrientations(currentOrientation, orientationAfterTurning) * mTurnSpeed * 3.0f;
const glm::vec3 angularVelocity = glm::eulerAngles(rotationToMake);
#ifdef DEBUG
{
const glm::vec3 desiredForward = Transform::RotateVector(glm::vec3{ 0.0f, 0.0f, 1.0f }, desiredOrientation);
const glm::vec3 afterTurning = Transform::RotateVector(glm::vec3{ 0.0f, 0.0f, 1.0f }, orientationAfterTurning);
const glm::vec3 currentForward = myTransform.GetLocalForward();
mScene.mCamera->RequestDebugLineDraw(currentPosition, currentPosition + currentForward * sAvoidanceRange, { 0.0f, 0.0f, 1.0f });
mScene.mCamera->RequestDebugLineDraw(currentPosition, currentPosition + afterTurning * sAvoidanceRange, { 0.0f, 1.0f, 0.0f });
mScene.mCamera->RequestDebugLineDraw(currentPosition, currentPosition + desiredForward * sAvoidanceRange, { 1.0f, 0.0f, 0.0f });
}
#endif // DEBUG
myRigidBody->setAngularVelocity(Math::ToBullet(angularVelocity));
float velocityScalar = glm::dot(currentOrientation, desiredOrientation);
glm::vec3 desiredPosition = currentPosition;
glm::vec3 forward = myTransform.GetLocalForward();
desiredPosition += glm::length(mLastInput.mDesiredVelocity * velocityScalar) * forward;
const std::unique_ptr<Terrain>& terrain = mScene.mTerrain;
desiredPosition.x = std::clamp(desiredPosition.x, 0.0f, terrain->GetWorldSizeX());
desiredPosition.y = CalculateDesiredHeight({ currentPosition.x, currentPosition.z });
desiredPosition.z = std::clamp(desiredPosition.z, 0.0f, terrain->GetWorldSizeZ());
mVelocity = desiredPosition - currentPosition;
myRigidBody->setLinearVelocity(Math::ToBullet(mVelocity));
}
float Framework::Agent::CalculateDesiredHeight(const glm::vec2& atPosition) const
{
const std::unique_ptr<Terrain>& terrain = mScene.mTerrain;
float terrainHeight = terrain->GetHeightAtPosition(atPosition.x, atPosition.y);
return terrainHeight + mHoverAtHeight;
}
glm::vec2 Framework::Agent::CombineVelocities(const glm::vec2& dominantVelocity, const glm::vec2& recessiveVelocity)
{
const float oldRecessiveLength = glm::length(recessiveVelocity);
if (oldRecessiveLength == 0.0f) // Prevents divide by zero
{
return dominantVelocity;
}
// Floating point errors require the min..
const float dominantLength = std::min(glm::length(dominantVelocity), 1.0f);
const float newRecessiveLength = std::min(1.0f - dominantLength, oldRecessiveLength);
const glm::vec2 newRecessive = (recessiveVelocity / oldRecessiveLength) * newRecessiveLength;
return dominantVelocity + newRecessive;
}
glm::quat Framework::Agent::CalculateDesideredOrientation() const
{
const Transform& myTransform = GetTransform();
glm::vec3 desiredForward{};
if (mLastInput.mDesiredVelocity != glm::vec2{ 0.0f, 0.0f })
{
desiredForward = { mLastInput.mDesiredVelocity.x, 0.0f, mLastInput.mDesiredVelocity.y };
}
else if (mLastInput.mDesiredForward.has_value())
{
desiredForward = { mLastInput.mDesiredForward.value().x, 0.0f, mLastInput.mDesiredForward.value().y };
}
else
{
desiredForward = myTransform.GetLocalForward();
}
const glm::quat newForward = Transform::CalculateRotationBetweenOrientations(glm::vec3{ 0.0f, 0.0f, 1.0f }, desiredForward);
const std::unique_ptr<Terrain>& terrain = mScene.mTerrain;
const glm::vec3 currentPosition = myTransform.GetLocalPosition();
const glm::vec3 desiredUp = terrain->GetNormalAtPosition(currentPosition.x, currentPosition.z);
const glm::vec3 newUp = newForward * glm::vec3{ 0.0f, 1.0f, 0.0f };
const glm::quat rotation = Transform::CalculateRotationBetweenOrientations(newUp, desiredUp);
return rotation * newForward;
}
void Framework::Agent::FixedTick()
{
assert(GetTransform().IsOrphan()
&& "An agent cannot have a parent object.");
mLastInput = CalculateDesiredVelocity();
const float length2 = glm::length2(mLastInput.mDesiredVelocity);
mLastInput.mDesiredVelocity = (length2 > 1.0f ? mLastInput.mDesiredVelocity / sqrtf(length2) : mLastInput.mDesiredVelocity) * mMovementSpeed;
}
void Framework::Agent::ForceSetPosition(const glm::vec2 position)
{
const glm::vec3 position3D = { position.x, CalculateDesiredHeight(position), position.y };
Transform& myTransform = GetTransform();
myTransform.SetLocalPosition(position3D);
btRigidBody* rb = dynamic_cast<btRigidBody*>(GetCollisionObject());
assert(rb != nullptr);
rb->activate();
rb->setMotionState(&myTransform);
rb->activate();
}
bool Framework::Agent::Serialize(Framework::Data::Scope& parentScope) const
{
Entity::Serialize(parentScope);
Data::Scope& myScope = parentScope.AddChild("Agent");
myScope.AddVariable("dVel") << mLastInput.mDesiredVelocity;
myScope.AddVariable("vel") << mVelocity;
return true;
}
void Framework::Agent::Deserialize(const Framework::Data::Scope& parentScope)
{
Entity::Deserialize(parentScope);
const Data::Scope& myScope = parentScope.GetScope("Agent");
myScope.GetVariable("dVel") >> mLastInput.mDesiredVelocity;
myScope.GetVariable("vel") >> mVelocity;
}
bool Framework::Agent::IsInRagdollState() const
{
const btRigidBody* myRigidBody = dynamic_cast<btRigidBody*>(GetCollisionObject());
if (myRigidBody == nullptr)
{
return false;
}
return myRigidBody->getLinearVelocity().length() > glm::length(mVelocity) + .5f;
}
glm::vec2 Framework::Agent::CalculateAvoidance()
{
const Transform& myTransform = GetTransform();
mScene.mPhysics->Query(mAvoidanceInquirer, myTransform);
const glm::vec2 myPosition2D = GetTransform().GetLocalPosition2D();
glm::vec2 avoidanceVelocity{};
for (const btCollisionObject* obstacle : mAvoidanceInquirer.mCollidedWith)
{
// Ignore myself
if (obstacle->getUserPointer() == this)
{
continue;
}
const glm::vec3 obstaclePosition = Math::ToGLM(obstacle->getWorldTransform().getOrigin());
const glm::vec2 obstaclePosition2D = { obstaclePosition.x, obstaclePosition.z };
glm::vec2 deltaPos = myPosition2D - obstaclePosition2D;
float deltaPosLength = length(deltaPos);
// Prevents division by 0
if (deltaPosLength == 0.0f)
{
deltaPos = glm::vec2{ 0.01f };
deltaPosLength = length(deltaPos);
}
const float avoidanceStrength = std::clamp((1.0f - (deltaPosLength / sAvoidanceRange)), 0.0f, 1.0f);
avoidanceVelocity += (deltaPos / deltaPosLength) * avoidanceStrength;
}
if (glm::length2(avoidanceVelocity) > 1.0f)
{
avoidanceVelocity = normalize(avoidanceVelocity);
}
return avoidanceVelocity;
}
glm::vec2 Framework::Agent::CalculateSeek(const glm::vec2 towardPosition) const
{
const glm::vec2 myPosition = GetTransform().GetLocalPosition2D();
const glm::vec2 deltaPosition = towardPosition - myPosition;
const float distSqrd = glm::length2(deltaPosition);
return distSqrd == 0.0f ? glm::vec3{} : deltaPosition / (sqrtf(distSqrd));
}
glm::vec2 Framework::Agent::CalculateArrival(const glm::vec2 arriveAt) const
{
const glm::vec2 myCentre = GetTransform().GetLocalPosition2D();
const glm::vec2 targetOffset = arriveAt - myCentre;
const float distToTarget = length(targetOffset);
if (distToTarget <= 0.05f)
{
return glm::vec2{};
}
constexpr float slowingDist = 1.0f;
const float scalar = std::min(distToTarget / slowingDist, 1.0f);
return (targetOffset / distToTarget) * scalar;
}
glm::vec2 Framework::Agent::CalculateWander() const
{
const glm::vec2 wanderOffset = sFixedStepSize * glm::vec2{ Random::Range(-sWanderChangeSensitivity, sWanderChangeSensitivity), Random::Range(-sWanderChangeSensitivity, sWanderChangeSensitivity) };
return glm::normalize(glm::vec2{ mVelocity.x, mVelocity.z } + wanderOffset);
}
float Framework::Agent::CalculateAmountOfTraction() const
{
const Transform& myTransform = GetTransform();
const glm::vec3 myUp = myTransform.GetLocalUp();
const glm::vec3 myPosition = myTransform.GetLocalPosition();
const glm::vec3 terrainUp = mScene.mTerrain->GetNormalAtPosition(myPosition.x, myPosition.z);
const float angleFactor = std::max(glm::dot(myUp, terrainUp), 0.0f);
const float desiredHeight = CalculateDesiredHeight({ myPosition.x, myPosition.z });
constexpr float scale = 5.0f;
float heightFactor = 1.0f - std::clamp(myPosition.y - desiredHeight, 0.0f, scale) * (1.0f / scale);
return angleFactor * heightFactor;
}