mirror of
https://github.com/ElCeejo/creatura.git
synced 2025-07-07 15:20:28 -04:00
Vital function fixes, CBS improvements
This commit is contained in:
parent
eaa8f8432b
commit
17ad38fd4b
2 changed files with 321 additions and 272 deletions
537
methods.lua
537
methods.lua
|
@ -48,154 +48,66 @@ end]]
|
|||
-- Local Utilities --
|
||||
---------------------
|
||||
|
||||
--[[local function raycast(pos1, pos2, liquid)
|
||||
local ray = minetest.raycast(pos1, pos2, false, liquid or false)
|
||||
local col = ray:next()
|
||||
while col do
|
||||
if col.type == "node"
|
||||
and creatura.get_node_def(col.under).walkable then
|
||||
return col
|
||||
end
|
||||
col = ray:next()
|
||||
end
|
||||
end]]
|
||||
|
||||
--[[local function get_collision(self, yaw)
|
||||
local width = self.width
|
||||
local height = self.height
|
||||
local total_height = height + self.stepheight
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
pos.y = pos.y + 0.1
|
||||
local speed = abs(vec_len(self.object:get_velocity()))
|
||||
local pos2 = vec_add(pos, vec_multi(yaw2dir(yaw), (width + 0.5) * ((speed > 1 and speed) or 1)))
|
||||
-- Localize for performance
|
||||
local pos_x, pos_z = pos.x, pos.z
|
||||
local pos2_x, pos2_z = pos2.x, pos2.z
|
||||
for x = -width, width, width / ceil(width) do
|
||||
local step_flag = false
|
||||
for y = 0, total_height, total_height / ceil(total_height) do
|
||||
if y > height
|
||||
and not step_flag then -- if we don't have to step up, no need to check if step is clear
|
||||
break
|
||||
end
|
||||
local vec1 = {
|
||||
x = cos(yaw) * ((pos_x + x) - pos_x) + pos_x,
|
||||
y = pos.y + y,
|
||||
z = sin(yaw) * ((pos_x + x) - pos_x) + pos_z
|
||||
}
|
||||
local vec2 = {
|
||||
x = cos(yaw) * ((pos2_x + x) - pos2_x) + pos2_x,
|
||||
y = vec1.y,
|
||||
z = sin(yaw) * ((pos2_x + x) - pos2_x) + pos2_z
|
||||
}
|
||||
local ray = raycast(vec1, vec2, true)
|
||||
if ray then
|
||||
if y > (self.stepheight or 1.1)
|
||||
or y > height then
|
||||
return true, ray.intersection_point
|
||||
else
|
||||
step_flag = true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end]]
|
||||
|
||||
local get_node_def = creatura.get_node_def
|
||||
--local get_node_height = creatura.get_node_height_from_def
|
||||
|
||||
function creatura.get_collision_ranged(self, dir, range, water)
|
||||
function creatura.get_collision(self, dir, range)
|
||||
local pos, yaw = self.object:get_pos(), self.object:get_yaw()
|
||||
if not pos then return end
|
||||
local width = self.width + 0.1
|
||||
local height = self.height + self.stepheight
|
||||
pos.y = pos.y + 0.01
|
||||
local width, height = self.width, self.height
|
||||
local y_offset = math.min(height, self.stepheight)
|
||||
local center_y = pos.y + height * 0.5
|
||||
dir = vec_normal(dir or yaw2dir(yaw))
|
||||
yaw = dir2yaw(dir)
|
||||
local outset = math.floor(width)
|
||||
if outset < 0.5 then outset = 0.5 end
|
||||
local ahead = vec_add(pos, vec_multi(dir, outset))
|
||||
local height_half = self.height * 0.5
|
||||
local center_y = pos.y + height_half
|
||||
-- Loop
|
||||
local n_def
|
||||
pos = {
|
||||
x = pos.x + dir.x * width,
|
||||
y = pos.y + y_offset,
|
||||
z = pos.z + dir.z * width
|
||||
}
|
||||
|
||||
local cos_yaw = cos(yaw)
|
||||
local sin_yaw = sin(yaw)
|
||||
local pos_x, pos_y, pos_z = ahead.x, ahead.y, ahead.z
|
||||
|
||||
local pos_x, pos_y, pos_z = pos.x, pos.y, pos.z
|
||||
local dir_x, dir_y, dir_z = dir.x, dir.y, dir.z
|
||||
local danger = 0
|
||||
local pos2
|
||||
local pos2_def
|
||||
local collision
|
||||
|
||||
local danger = 0
|
||||
for _ = 0, range or 4 do
|
||||
pos_x = pos_x + dir_x
|
||||
pos_y = pos_y + dir_y
|
||||
pos_z = pos_z + dir_z
|
||||
local pos2
|
||||
|
||||
for x = -width, width, width / ceil(width) do
|
||||
pos2 = {
|
||||
x = cos_yaw * ((pos_x + x) - pos_x) + pos_x,
|
||||
y = pos_y,
|
||||
z = sin_yaw * ((pos_x + x) - pos_x) + pos_z
|
||||
}
|
||||
local step_flag = false
|
||||
for y = 0, height, height / ceil(height) do
|
||||
if y > self.height
|
||||
and not step_flag then
|
||||
break
|
||||
end
|
||||
|
||||
local height_step = height / ceil(height)
|
||||
for y = height, 0, -height_step do
|
||||
pos2.y = pos_y + y
|
||||
n_def = get_node_def(pos2)
|
||||
if n_def.walkable
|
||||
or (water and (n_def.groups.liquid or 0) > 0) then
|
||||
if pos2.y - pos_y > (self.stepheight or 1.1) then
|
||||
local dist_dngr = (height_half - abs(center_y - pos2.y)) / height_half
|
||||
local field_dngr = vec_dot(dir, vec_normal(vec_dir(pos, pos2)))
|
||||
local ttl_dngr = dist_dngr + field_dngr
|
||||
if ttl_dngr > danger then
|
||||
danger = ttl_dngr
|
||||
collision = pos2
|
||||
end
|
||||
else
|
||||
step_flag = true
|
||||
|
||||
pos2_def = creatura.get_node_def(pos2)
|
||||
if pos2_def.walkable then
|
||||
local dist_score = ((height * 0.5) - abs(center_y - pos2.y)) / (height * 0.5)
|
||||
local dot_score = vec_dot(dir, vec_dir(pos, pos2))
|
||||
local total_score = dist_score + dot_score
|
||||
if total_score > danger then
|
||||
danger = total_score
|
||||
collision = pos2
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if collision then return true, collision end
|
||||
if collision then return collision end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function creatura.get_collision(self)
|
||||
local yaw = self.object:get_yaw()
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
local width = self.width
|
||||
local height = self.height
|
||||
pos.y = pos.y + 0.01
|
||||
local m_dir = vec_normal(yaw2dir(yaw))
|
||||
local ahead = vec_add(pos, vec_multi(m_dir, width + 1)) -- 1 node out from edge of box
|
||||
-- Loop
|
||||
local cos_yaw = cos(yaw)
|
||||
local sin_yaw = sin(yaw)
|
||||
local pos_x, pos_z = ahead.x, ahead.z
|
||||
for x = -width, width, width / ceil(width) do
|
||||
local pos2 = {
|
||||
x = cos_yaw * ((pos_x + x) - pos_x) + pos_x,
|
||||
y = pos.y,
|
||||
z = sin_yaw * ((pos_x + x) - pos_x) + pos_z
|
||||
}
|
||||
for y = 0, height, height / ceil(height) do
|
||||
pos2.y = pos.y + y
|
||||
if pos2.y - pos.y > (self.stepheight or 1.1)
|
||||
and get_node_def(pos2).walkable then
|
||||
return true, pos2
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
creatura.get_collision_ranged = creatura.get_collision
|
||||
|
||||
local get_collision = creatura.get_collision
|
||||
|
||||
|
@ -215,65 +127,6 @@ local function get_avoidance_dir(self)
|
|||
end
|
||||
end
|
||||
|
||||
local steer_directions = {
|
||||
vec_normal({x = 1, y = 0, z = 0}),
|
||||
vec_normal({x = 1, y = 0, z = 1}),
|
||||
vec_normal({x = 0, y = 0, z = 1}),
|
||||
vec_normal({x = -1, y = 0, z = 0}),
|
||||
vec_normal({x = -1, y = 0, z = -1}),
|
||||
vec_normal({x = 0, y = 0, z = -1}),
|
||||
vec_normal({x = 1, y = 0, z = -1}),
|
||||
vec_normal({x = -1, y = 0, z = 1})
|
||||
}
|
||||
|
||||
--[[function creatura.get_context_steering(self, goal, range)
|
||||
local pos, vel = self.object:get_pos(), self.object:get_velocity()
|
||||
if not pos then return end
|
||||
local heading = vec_normal(vel)
|
||||
local dir2goal = vec_normal(vec_dir(pos, goal))
|
||||
local output_dir = {x = 0, y = dir2goal.y, z = 0}
|
||||
range = range or 8
|
||||
if range < 2 then range = 2 end
|
||||
for _, _dir in ipairs(steer_directions) do
|
||||
local dir = table.copy(_dir)
|
||||
local score = vec_dot(dir2goal, dir)
|
||||
local interest = clamp(score, 0, 1)
|
||||
local danger = 0
|
||||
if interest >= 0 then
|
||||
local width = self.width
|
||||
local height = self.height
|
||||
local collision
|
||||
if width <= 0.5
|
||||
and height <= 1 then
|
||||
local pos2 = vec_add(pos, dir)
|
||||
local pos2_name = minetest.get_node(pos2).name
|
||||
collision = get_node_height(pos2_name) > self.stepheight and pos2
|
||||
if not collision then
|
||||
local above = {x = pos2.x, y = pos2.y + 1, z = pos2.z}
|
||||
collision = get_node_def(above).walkable and pos2
|
||||
end
|
||||
else
|
||||
local s_range = range * clamp(interest, 0.5, 1)
|
||||
_, collision = creatura.get_collision_ranged(self, dir, s_range)
|
||||
end
|
||||
if collision then
|
||||
local dir2col = vec_dir(pos, collision)
|
||||
local dist2col = vec_dist(pos, collision) - self.width
|
||||
local ahead = vec_add(pos, vec_multi(heading, self.width + dist2col))
|
||||
local avd_force = vec_normal(vec_sub(ahead, collision))
|
||||
dir.y = avd_force.y / 4
|
||||
local dot_weight = vec_dot(vec_normal(dir2col), dir2goal)
|
||||
local dist_weight = (range - dist2col) / range
|
||||
interest = interest - dot_weight
|
||||
danger = dist_weight
|
||||
end
|
||||
end
|
||||
score = clamp(interest - danger, 0, 1)
|
||||
output_dir = vector.add(output_dir, vector.multiply(dir, score))
|
||||
end
|
||||
return output_dir
|
||||
end]]
|
||||
|
||||
local function get_collision_single(pos, water)
|
||||
local pos2 = {x = pos.x, y = pos.y, z = pos.z}
|
||||
local n_def = get_node_def(pos2)
|
||||
|
@ -293,7 +146,151 @@ local function get_collision_single(pos, water)
|
|||
end
|
||||
end
|
||||
|
||||
----------------------------
|
||||
-- Context Based Steering --
|
||||
----------------------------
|
||||
|
||||
local steer_directions = {
|
||||
vec_normal({x = 1, y = 0, z = 0}),
|
||||
vec_normal({x = 1, y = 0, z = 1}),
|
||||
vec_normal({x = 0, y = 0, z = 1}),
|
||||
vec_normal({x = -1, y = 0, z = 0}),
|
||||
vec_normal({x = -1, y = 0, z = -1}),
|
||||
vec_normal({x = 0, y = 0, z = -1}),
|
||||
vec_normal({x = 1, y = 0, z = -1}),
|
||||
vec_normal({x = -1, y = 0, z = 1})
|
||||
}
|
||||
|
||||
-- Context Methods
|
||||
|
||||
function creatura.get_context_default(self, goal, steer_dir, interest, danger, range)
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
local width, height = self.width, self.height
|
||||
local y_offset = math.min(self.stepheight or height)
|
||||
pos.y = pos.y + y_offset
|
||||
local collision
|
||||
|
||||
local ray = minetest.raycast(pos, vec_add(pos, vec_multi(steer_dir, width + range)), false, false)
|
||||
local pointed = ray:next()
|
||||
if pointed
|
||||
and pointed.type == "node"
|
||||
and creatura.get_node_def(pointed.under).walkable then
|
||||
collision = pointed.under
|
||||
end
|
||||
|
||||
if collision then
|
||||
local dir2goal = vec_normal(vec_dir(pos, goal))
|
||||
local dir2col = vec_normal(vec_dir(pos, collision))
|
||||
local dist2col = vec_dist(pos, collision) - width
|
||||
local dot_score = vec_dot(dir2col, dir2goal)
|
||||
local dist_score = (range - dist2col) / range
|
||||
interest = interest - dot_score
|
||||
danger = dist_score
|
||||
end
|
||||
return interest, danger
|
||||
end
|
||||
|
||||
function creatura.get_context_large(self, goal, steer_dir, interest, danger, range)
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
local width, height = self.width, self.height
|
||||
local y_offset = math.min(self.stepheight or height)
|
||||
pos.y = pos.y + y_offset
|
||||
local collision = creatura.get_collision(self, steer_dir, range)
|
||||
|
||||
if collision then
|
||||
local dir2goal = vec_normal(vec_dir(pos, goal))
|
||||
local dir2col = vec_normal(vec_dir(pos, collision))
|
||||
local dist2col = vec_dist(pos, collision) - width
|
||||
local dot_score = vec_dot(dir2col, dir2goal)
|
||||
local dist_score = (range - dist2col) / range
|
||||
interest = interest - dot_score
|
||||
danger = dist_score
|
||||
end
|
||||
return interest, danger
|
||||
end
|
||||
|
||||
function creatura.get_context_small(self, goal, steer_dir, interest, danger, range)
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
pos = vector.round(pos)
|
||||
local width = self.width
|
||||
local collision = get_collision_single(vec_add(pos, steer_dir))
|
||||
|
||||
if collision then
|
||||
local dir2goal = vec_normal(vec_dir(pos, goal))
|
||||
local dir2col = vec_normal(vec_dir(pos, collision))
|
||||
local dist2col = vec_dist(pos, collision) - width
|
||||
local dot_score = vec_dot(dir2col, dir2goal)
|
||||
local dist_score = (range - dist2col) / range
|
||||
interest = interest - dot_score
|
||||
danger = dist_score
|
||||
end
|
||||
return interest, danger
|
||||
end
|
||||
|
||||
function creatura.get_context_small_aquatic(self, goal, steer_dir, interest, danger, range)
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
pos = vector.round(pos)
|
||||
local width = self.width
|
||||
local collision = get_collision_single(vec_add(pos, steer_dir), true)
|
||||
|
||||
if collision then
|
||||
local dir2goal = vec_normal(vec_dir(pos, goal))
|
||||
local dir2col = vec_normal(vec_dir(pos, collision))
|
||||
local dist2col = vec_dist(pos, collision) - width
|
||||
local dot_score = vec_dot(dir2col, dir2goal)
|
||||
local dist_score = (range - dist2col) / range
|
||||
interest = interest - dot_score
|
||||
danger = dist_score
|
||||
end
|
||||
return interest, danger
|
||||
end
|
||||
|
||||
-- Calculate Steering
|
||||
|
||||
function creatura.calc_steering(self, goal, get_context, range)
|
||||
if not goal then return end
|
||||
get_context = get_context or creatura.get_context_default
|
||||
local pos, yaw = self.object:get_pos(), self.object:get_yaw()
|
||||
if not pos or not yaw then return end
|
||||
range = math.max(range or 2, 2)
|
||||
local dir2goal = vec_normal(vec_dir(pos, goal))
|
||||
local output_dir = {x = 0, y = dir2goal.y, z = 0}
|
||||
|
||||
-- Cached variables
|
||||
local dir
|
||||
for _, _dir in ipairs(steer_directions) do
|
||||
dir = {x = _dir.x, y = dir2goal.y, z = _dir.z}
|
||||
local score = vec_dot(dir2goal, dir)
|
||||
local interest = clamp(score, 0, 1)
|
||||
local danger = 0
|
||||
if interest > 0 then -- Direction is within 90 degrees of goal
|
||||
interest, danger = get_context(self, goal, dir, interest, danger, range)
|
||||
end
|
||||
score = interest - danger
|
||||
output_dir = vector.add(output_dir, vector.multiply(dir, score))
|
||||
end
|
||||
return vec_normal(output_dir)
|
||||
end
|
||||
|
||||
-- DEPRECATED
|
||||
|
||||
function creatura.get_context_steering(self, goal, range, water)
|
||||
local context = creatura.get_context_default
|
||||
local width, height = self.width, self.height
|
||||
if width > 0.5
|
||||
or height > 1 then
|
||||
context = creatura.get_context_large
|
||||
elseif water then
|
||||
context = creatura.get_context_small_aquatic
|
||||
end
|
||||
return creatura.calc_steering(self, goal, context, range)
|
||||
end
|
||||
|
||||
--[[function creatura.get_context_steering(self, goal, range, water)
|
||||
if not goal then return end
|
||||
local pos, yaw = self.object:get_pos(), self.object:get_yaw()
|
||||
if not pos or not yaw then return end
|
||||
|
@ -333,7 +330,7 @@ function creatura.get_context_steering(self, goal, range, water)
|
|||
end
|
||||
return vec_normal(output_dir)
|
||||
end
|
||||
|
||||
]]
|
||||
-------------
|
||||
-- Actions --
|
||||
-------------
|
||||
|
@ -433,62 +430,6 @@ local function trim_path(pos, path)
|
|||
return path
|
||||
end
|
||||
|
||||
creatura.register_movement_method("creatura:pathfind", function(self)
|
||||
local path = {}
|
||||
local box = clamp(self.width, 0.5, 1.5)
|
||||
local trimmed = false
|
||||
local init_path = false
|
||||
local function func(_self, goal, speed_factor)
|
||||
local pos = _self.object:get_pos()
|
||||
if not pos then return end
|
||||
-- Return true when goal is reached
|
||||
if vec_dist(pos, goal) < box * 1.33 then
|
||||
_self:halt()
|
||||
return true
|
||||
end
|
||||
self:set_gravity(-9.8)
|
||||
-- Get movement direction
|
||||
local steer_to = get_avoidance_dir(self, goal)
|
||||
local goal_dir = vec_dir(pos, goal)
|
||||
if steer_to
|
||||
and not init_path then
|
||||
goal_dir = steer_to
|
||||
init_path = true
|
||||
end
|
||||
if init_path
|
||||
and #path < 2 then
|
||||
path = creatura.find_lvm_path(_self, pos, goal, _self.width, _self.height, 400) or {}
|
||||
end
|
||||
if #path > 1 then
|
||||
if not trimmed then
|
||||
path = trim_path(pos, path)
|
||||
trimmed = true
|
||||
if #path < 2 then return end
|
||||
end
|
||||
goal_dir = vec_dir(pos, path[2])
|
||||
if vec_dist(vector.round(pos), creatura.get_ground_level(path[1], 1)) < box then
|
||||
table.remove(path, 1)
|
||||
end
|
||||
end
|
||||
local yaw = _self.object:get_yaw()
|
||||
local goal_yaw = dir2yaw(goal_dir)
|
||||
local speed = abs(_self.speed or 2) * speed_factor or 0.5
|
||||
local turn_rate = abs(_self.turn_rate or 5)
|
||||
-- Movement
|
||||
local yaw_diff = abs(diff(yaw, goal_yaw))
|
||||
if yaw_diff < pi * 0.25
|
||||
or steer_to then
|
||||
_self:set_forward_velocity(speed)
|
||||
else
|
||||
_self:set_forward_velocity(speed * 0.33)
|
||||
end
|
||||
if yaw_diff > 0.1 then
|
||||
_self:turn_to(goal_yaw, turn_rate)
|
||||
end
|
||||
end
|
||||
return func
|
||||
end)
|
||||
|
||||
creatura.register_movement_method("creatura:theta_pathfind", function(self)
|
||||
local path = {}
|
||||
local box = clamp(self.width, 0.5, 1.5)
|
||||
|
@ -536,7 +477,108 @@ creatura.register_movement_method("creatura:theta_pathfind", function(self)
|
|||
return func
|
||||
end)
|
||||
|
||||
-- Obstacle Avoidance
|
||||
creatura.register_movement_method("creatura:pathfind", function(self)
|
||||
local path = {}
|
||||
local steer_to
|
||||
local steer_int = 0
|
||||
self:set_gravity(-9.8)
|
||||
local function func(_self, goal, speed_factor)
|
||||
local pos = _self.object:get_pos()
|
||||
if not pos or not goal then return end
|
||||
if vec_dist(pos, goal) < clamp(self.width, 0.5, 1) then
|
||||
_self:halt()
|
||||
return true
|
||||
end
|
||||
-- Calculate Movement
|
||||
local turn_rate = abs(_self.turn_rate or 5)
|
||||
local speed = abs(_self.speed or 2) * speed_factor or 0.5
|
||||
steer_int = (not steer_to and steer_int > 0 and steer_int - _self.dtime) or 1 / math.max(speed, 1)
|
||||
steer_to = (steer_int <= 0 and creatura.calc_steering(_self, goal)) or steer_to
|
||||
if steer_to then
|
||||
path = creatura.find_lvm_path(_self, pos, goal, _self.width, _self.height, 400) or {}
|
||||
if #path > 0 then
|
||||
steer_to = vec_dir(pos, path[2] or path[1])
|
||||
end
|
||||
end
|
||||
-- Apply Movement
|
||||
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
|
||||
_self:set_forward_velocity(speed)
|
||||
end
|
||||
return func
|
||||
end)
|
||||
|
||||
-- Steering
|
||||
|
||||
creatura.register_movement_method("creatura:steer_small", function(self)
|
||||
local steer_to
|
||||
local steer_int = 0
|
||||
self:set_gravity(-9.8)
|
||||
local function func(_self, goal, speed_factor)
|
||||
local pos = _self.object:get_pos()
|
||||
if not pos or not goal then return end
|
||||
if vec_dist(pos, goal) < clamp(self.width, 0.5, 1) then
|
||||
_self:halt()
|
||||
return true
|
||||
end
|
||||
-- Calculate Movement
|
||||
local turn_rate = abs(_self.turn_rate or 5)
|
||||
local speed = abs(_self.speed or 2) * speed_factor or 0.5
|
||||
steer_int = (steer_int > 0 and steer_int - _self.dtime) or 1 / math.max(speed, 1)
|
||||
steer_to = (steer_int <= 0 and creatura.calc_steering(_self, goal)) or steer_to
|
||||
-- Apply Movement
|
||||
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
|
||||
_self:set_forward_velocity(speed)
|
||||
end
|
||||
return func
|
||||
end)
|
||||
|
||||
creatura.register_movement_method("creatura:steer_large", function(self)
|
||||
local steer_to
|
||||
local steer_int = 0
|
||||
self:set_gravity(-9.8)
|
||||
local function func(_self, goal, speed_factor)
|
||||
local pos = _self.object:get_pos()
|
||||
if not pos or not goal then return end
|
||||
if vec_dist(pos, goal) < clamp(self.width, 0.5, 1) then
|
||||
_self:halt()
|
||||
return true
|
||||
end
|
||||
-- Calculate Movement
|
||||
local turn_rate = abs(_self.turn_rate or 5)
|
||||
local speed = abs(_self.speed or 2) * speed_factor or 0.5
|
||||
steer_int = (steer_int > 0 and steer_int - _self.dtime) or 1 / math.max(speed, 1)
|
||||
steer_to = (steer_int <= 0 and creatura.calc_steering(_self, goal, creatura.get_context_large)) or steer_to
|
||||
-- Apply Movement
|
||||
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
|
||||
_self:set_forward_velocity(speed)
|
||||
end
|
||||
return func
|
||||
end)
|
||||
|
||||
-- Deprecated
|
||||
|
||||
creatura.register_movement_method("creatura:context_based_steering", function(self)
|
||||
local steer_to
|
||||
local steer_int = 0
|
||||
self:set_gravity(-9.8)
|
||||
local function func(_self, goal, speed_factor)
|
||||
local pos = _self.object:get_pos()
|
||||
if not pos or not goal then return end
|
||||
if vec_dist(pos, goal) < clamp(self.width, 0.5, 1) then
|
||||
_self:halt()
|
||||
return true
|
||||
end
|
||||
-- Calculate Movement
|
||||
local turn_rate = abs(_self.turn_rate or 5)
|
||||
local speed = abs(_self.speed or 2) * speed_factor or 0.5
|
||||
steer_int = (steer_int > 0 and steer_int - _self.dtime) or 1 / math.max(speed, 1)
|
||||
steer_to = (steer_int <= 0 and creatura.calc_steering(_self, goal, creatura.get_context_large)) or steer_to
|
||||
-- Apply Movement
|
||||
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
|
||||
_self:set_forward_velocity(speed)
|
||||
end
|
||||
return func
|
||||
end)
|
||||
|
||||
creatura.register_movement_method("creatura:obstacle_avoidance", function(self)
|
||||
local box = clamp(self.width, 0.5, 1.5)
|
||||
|
@ -573,25 +615,4 @@ creatura.register_movement_method("creatura:obstacle_avoidance", function(self)
|
|||
return func
|
||||
end)
|
||||
|
||||
creatura.register_movement_method("creatura:context_based_steering", function(self)
|
||||
local steer_to
|
||||
local steer_timer = 0.25
|
||||
self:set_gravity(-9.8)
|
||||
local function func(_self, goal, speed_factor)
|
||||
local pos = _self.object:get_pos()
|
||||
if not pos or not goal then return end
|
||||
if vec_dist(pos, goal) < clamp(self.width, 0.5, 1) then
|
||||
_self:halt()
|
||||
return true
|
||||
end
|
||||
-- Calculate Movement
|
||||
steer_timer = (steer_timer > 0 and steer_timer - self.dtime) or 0.25
|
||||
steer_to = (steer_timer <= 0 and creatura.get_context_steering(self, goal, 3)) or steer_to
|
||||
local speed = abs(_self.speed or 2) * speed_factor or 0.5
|
||||
local turn_rate = abs(_self.turn_rate or 5)
|
||||
-- Apply Movement
|
||||
_self:set_forward_velocity(speed)
|
||||
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
|
||||
end
|
||||
return func
|
||||
end)
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue