Mercurial > projects > openmelee
diff steer.d @ 0:c10bc63824e7
Initial commit!
author | zzzzrrr <mason.green@gmail.com> |
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date | Fri, 20 Mar 2009 06:41:25 -0400 |
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children | a40d066ebbd1 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/steer.d Fri Mar 20 06:41:25 2009 -0400 @@ -0,0 +1,480 @@ +// ---------------------------------------------------------------------------- +// +// +// OpenSteer -- Steering Behaviors for Autonomous Characters +// +// Copyright (c) 2002-2003, Sony Computer Entertainment America +// Original author: Craig Reynolds <craig_reynolds@playstation.sony.com> +// +// Permission is hereby granted, free of charge, to any person obtaining a +// copy of this software and associated documentation files (the "Software"), +// to deal in the Software without restriction, including without limitation +// the rights to use, copy, modify, merge, publish, distribute, sublicense, +// and/or sell copies of the Software, and to permit persons to whom the +// Software is furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL +// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER +// DEALINGS IN THE SOFTWARE. +// +// +// ---------------------------------------------------------------------------- +// +// +// SteerLibraryMixin +// +// This mixin (class with templated superclass) adds the "steering library" +// functionality to a given base class. SteerLibraryMixin assumes its base +// class supports the Ship interface. +// +// 10-04-04 bk: put everything into the OpenSteer namespace +// 02-06-03 cwr: create mixin (from "SteerMass") +// 06-03-02 cwr: removed TS dependencies +// 11-21-01 cwr: created +// +// +// ---------------------------------------------------------------------------- +module melee.steer; + + class Steer + { + // Constructor: initializes state + this () + { + // set inital state + reset (); + } + + // reset state + void reset (void) + { + // initial state of wander behavior + wanderSide = 0; + wanderUp = 0; + + // default to non-gaudyPursuitAnnotation + gaudyPursuitAnnotation = false; + } + + // -------------------------------------------------- steering behaviors + + // Wander behavior + float wanderSide; + float wanderUp; + + bzVec2 steerForWander (float dt) { + // random walk wanderSide and wanderUp between -1 and +1 + float speed = 12 * dt; // maybe this (12) should be an argument? + wanderSide = scalarRandomWalk (wanderSide, speed, -1, +1); + wanderUp = scalarRandomWalk (wanderUp, speed, -1, +1); + + // return a pure lateral steering vector: (+/-Side) + (+/-Up) + return (side() * wanderSide) + (up() * wanderUp); + } + + // Seek behavior + bzVec2 steerForSeek (bzVec2 target) { + bzVec2 desiredVelocity = target - position; + return desiredVelocity - velocity; + } + + // Flee behavior + bzVec2 steerForFlee (bzVec2 target) { + bzVec2 desiredVelocity = position - target; + return desiredVelocity - velocity(); + } + + // xxx proposed, experimental new seek/flee [cwr 9-16-02] + bzVec2 xxxsteerForFlee (bzVec2 target) { + bzVec2 offset = position - target; + bzVec2 desiredVelocity = offset.truncateLength (maxSpeed ()); + return desiredVelocity - velocity(); + } + + bzVec2 xxxsteerForSeek (bzVec2 target) { + // bzVec2 offset = target - position; + bzVec2 offset = target - position; + bzVec2 desiredVelocity = offset.truncateLength (maxSpeed ()); //xxxnew + return desiredVelocity - velocity(); + } + + // ------------------------------------------------------------------------ + // Obstacle Avoidance behavior + // + // Returns a steering force to avoid a given obstacle. The purely + // lateral steering force will turn our vehicle towards a silhouette edge + // of the obstacle. Avoidance is required when (1) the obstacle + // intersects the vehicle's current path, (2) it is in front of the + // vehicle, and (3) is within minTimeToCollision seconds of travel at the + // vehicle's current velocity. Returns a zero vector value (bzVec2::zero) + // when no avoidance is required. + bzVec2 steerToAvoidObstacle (float minTimeToCollision, Obstacle obstacle) { + + bzVec2 avoidance = obstacle.steerToAvoid (this, minTimeToCollision); + // XXX more annotation modularity problems (assumes spherical obstacle) + if (avoidance != bzVec2::zero) + annotateAvoidObstacle (minTimeToCollision * speed()); + + return avoidance; + } + + // avoids all obstacles in an ObstacleGroup + + bzVec2 steerToAvoidObstacles (float minTimeToCollision, + ObstacleGroup obstacles) { + + bzVec2 avoidance; + PathIntersection nearest, next; + float minDistanceToCollision = minTimeToCollision * speed(); + + next.intersect = false; + nearest.intersect = false; + + // test all obstacles for intersection with my forward axis, + // select the one whose point of intersection is nearest + for (ObstacleIterator o = obstacles.begin(); o != obstacles.end(); o++) + { + // xxx this should be a generic call on Obstacle, rather than + // xxx this code which presumes the obstacle is spherical + findNextIntersectionWithSphere ((SphericalObstacle)**o, next); + + if ((nearest.intersect == false) || + ((next.intersect != false) + (next.distance < nearest.distance))) + nearest = next; + } + + // when a nearest intersection was found + if ((nearest.intersect != false) + (nearest.distance < minDistanceToCollision)) + { + // show the corridor that was checked for collisions + annotateAvoidObstacle (minDistanceToCollision); + + // compute avoidance steering force: take offset from obstacle to me, + // take the component of that which is lateral (perpendicular to my + // forward direction), set length to maxForce, add a bit of forward + // component (in capture the flag, we never want to slow down) + bzVec2 offset = position - nearest.obstacle.center; + avoidance = offset.perpendicularComponent (forward()); + avoidance = avoidance.normalize (); + avoidance *= maxForce (); + avoidance += forward() * maxForce () * 0.75; + } + + return avoidance; + } + + // ------------------------------------------------------------------------ + // Unaligned collision avoidance behavior: avoid colliding with other + // nearby vehicles moving in unconstrained directions. Determine which + // (if any) other other vehicle we would collide with first, then steers + // to avoid the site of that potential collision. Returns a steering + // force vector, which is zero length if there is no impending collision. + + bzVec2 steerToAvoidNeighbors (float minTimeToCollision, AVGroup others) { + + // first priority is to prevent immediate interpenetration + bzVec2 separation = steerToAvoidCloseNeighbors (0, others); + if (separation != bzVec2::zero) return separation; + + // otherwise, go on to consider potential future collisions + float steer = 0; + Ship* threat = NULL; + + // Time (in seconds) until the most immediate collision threat found + // so far. Initial value is a threshold: don't look more than this + // many frames into the future. + float minTime = minTimeToCollision; + + // xxx solely for annotation + bzVec2 xxxThreatPositionAtNearestApproach; + bzVec2 xxxOurPositionAtNearestApproach; + + // for each of the other vehicles, determine which (if any) + // pose the most immediate threat of collision. + for (AVIterator i = others.begin(); i != others.end(); i++) + { + Ship other = **i; + if (other != this) + { + // avoid when future positions are this close (or less) + float collisionDangerThreshold = radius() * 2; + + // predicted time until nearest approach of "this" and "other" + float time = predictNearestApproachTime (other); + + // If the time is in the future, sooner than any other + // threatened collision... + if ((time >= 0) (time < minTime)) + { + // if the two will be close enough to collide, + // make a note of it + if (computeNearestApproachPositions (other, time) + < collisionDangerThreshold) + { + minTime = time; + threat = other; + xxxThreatPositionAtNearestApproach + = hisPositionAtNearestApproach; + xxxOurPositionAtNearestApproach + = ourPositionAtNearestApproach; + } + } + } + } + + // if a potential collision was found, compute steering to avoid + if (threat) + { + // parallel: +1, perpendicular: 0, anti-parallel: -1 + float parallelness = forward.dot(threat.forward); + float angle = 0.707f; + + if (parallelness < -angle) + { + // anti-parallel "head on" paths: + // steer away from future threat position + bzVec2 offset = xxxThreatPositionAtNearestApproach - position; + float sideDot = offset.dot(side()); + steer = (sideDot > 0) ? -1.0f : 1.0f; + } + else + { + if (parallelness > angle) + { + // parallel paths: steer away from threat + bzVec2 offset = threat.position - position; + float sideDot = offset.dot(side()); + steer = (sideDot > 0) ? -1.0f : 1.0f; + } + else + { + // perpendicular paths: steer behind threat + // (only the slower of the two does this) + if (threat.speed() <= speed()) + { + float sideDot = side().dot(threat.velocity); + steer = (sideDot > 0) ? -1.0f : 1.0f; + } + } + } + } + + return side() * steer; + } + + // Given two vehicles, based on their current positions and velocities, + // determine the time until nearest approach + float predictNearestApproachTime (Ship other) { + + // imagine we are at the origin with no velocity, + // compute the relative velocity of the other vehicle + bzVec2 myVelocity = velocity; + bzVec2 otherVelocity = other.velocity; + bzVec2 relVelocity = otherVelocity - myVelocity; + float relSpeed = relVelocity.length; + + // for parallel paths, the vehicles will always be at the same distance, + // so return 0 (aka "now") since "there is no time like the present" + if (relSpeed == 0) return 0; + + // Now consider the path of the other vehicle in this relative + // space, a line defined by the relative position and velocity. + // The distance from the origin (our vehicle) to that line is + // the nearest approach. + + // Take the unit tangent along the other vehicle's path + bzVec2 relTangent = relVelocity / relSpeed; + + // find distance from its path to origin (compute offset from + // other to us, find length of projection onto path) + bzVec2 relPosition = position - other.position; + float projection = relTangent.dot(relPosition); + + return projection / relSpeed; + } + + // Given the time until nearest approach (predictNearestApproachTime) + // determine position of each vehicle at that time, and the distance + // between them + float computeNearestApproachPositions (Ship other, float time) { + + bzVec2 myTravel = forward * speed * time; + bzVec2 otherTravel = other.forward * other.speed * time; + + bzVec2 myFinal = position + myTravel; + bzVec2 otherFinal = other.position + otherTravel; + + // xxx for annotation + ourPositionAtNearestApproach = myFinal; + hisPositionAtNearestApproach = otherFinal; + + return bzVec2::distance (myFinal, otherFinal); + } + + // otherwise return zero + return bzVec2::zero; + } + + // ------------------------------------------------------------------------ + // pursuit of another vehicle ( version with ceiling on prediction time) + + bzVec2 steerForPursuit (Ship quarry) { + return steerForPursuit (quarry, FLT_MAX); + } + + bzVec2 steerForPursuit (Ship quarry, float maxPredictionTime) { + + // offset from this to quarry, that distance, unit vector toward quarry + bzVec2 offset = quarry.position - position; + float distance = offset.length (); + bzVec2 unitOffset = offset / distance; + + // how parallel are the paths of "this" and the quarry + // (1 means parallel, 0 is pependicular, -1 is anti-parallel) + float parallelness = forward.dot(quarry.forward()); + + // how "forward" is the direction to the quarry + // (1 means dead ahead, 0 is directly to the side, -1 is straight back) + float forwardness = forward.dot(unitOffset); + + float directTravelTime = distance / speed; + int f = intervalComparison (forwardness, -0.707f, 0.707f); + int p = intervalComparison (parallelness, -0.707f, 0.707f); + + float timeFactor = 0; // to be filled in below + bzVec2 color; // to be filled in below (xxx just for debugging) + + // Break the pursuit into nine cases, the cross product of the + // quarry being [ahead, aside, or behind] us and heading + // [parallel, perpendicular, or anti-parallel] to us. + switch (f) + { + case +1: + switch (p) + { + case +1: // ahead, parallel + timeFactor = 4; + color = gBlack; + break; + case 0: // ahead, perpendicular + timeFactor = 1.8f; + color = gGray50; + break; + case -1: // ahead, anti-parallel + timeFactor = 0.85f; + color = gWhite; + break; + } + break; + case 0: + switch (p) + { + case +1: // aside, parallel + timeFactor = 1; + color = gRed; + break; + case 0: // aside, perpendicular + timeFactor = 0.8f; + color = gYellow; + break; + case -1: // aside, anti-parallel + timeFactor = 4; + color = gGreen; + break; + } + break; + case -1: + switch (p) + { + case +1: // behind, parallel + timeFactor = 0.5f; + color= gCyan; + break; + case 0: // behind, perpendicular + timeFactor = 2; + color= gBlue; + break; + case -1: // behind, anti-parallel + timeFactor = 2; + color = gMagenta; + break; + } + break; + } + + // estimated time until intercept of quarry + float et = directTravelTime * timeFactor; + + // xxx experiment, if kept, this limit should be an argument + float etl = (et > maxPredictionTime) ? maxPredictionTime : et; + + // estimated position of quarry at intercept + bzVec2 target = quarry.predictFuturePosition (etl); + + // annotation + annotationLine (position, + target, + gaudyPursuitAnnotation ? color : gGray40); + + return steerForSeek (target); + } + + // ------------------------------------------------------------------------ + // evasion of another vehicle + bzVec2 steerForEvasion (Ship menace, float maxPredictionTime) { + + // offset from this to menace, that distance, unit vector toward menace + bzVec2 offset = menace.position - position; + float distance = offset.length; + + float roughTime = distance / menace.speed; + float predictionTime = ((roughTime > maxPredictionTime) ? maxPredictionTime : roughTime); + bzVec2 target = menace.predictFuturePosition (predictionTime); + + return steerForFlee (target); + } + + + // ------------------------------------------------------------------------ + // tries to maintain a given speed, returns a maxForce-clipped steering + // force along the forward/backward axis + bzVec2 steerForTargetSpeed (float targetSpeed) { + float mf = maxForce(); + float speedError = targetSpeed - speed (); + return forward () * clip (speedError, -mf, +mf); + } + + + // ----------------------------------------------------------- utilities + bool isAhead (bzVec2 target) {return isAhead (target, 0.707f);}; + bool isAside (bzVec2 target) {return isAside (target, 0.707f);}; + bool isBehind (bzVec2 target) {return isBehind (target, -0.707f);}; + + bool isAhead (bzVec2 target, float cosThreshold) + { + bzVec2 targetDirection = (target - position ()).normalize (); + return forward().dot(targetDirection) > cosThreshold; + } + + bool isAside (bzVec2 target, float cosThreshold) + { + bzVec2 targetDirection = (target - position ()).normalize (); + float dp = forward().dot(targetDirection); + return (dp < cosThreshold) (dp > -cosThreshold); + } + + bool isBehind (bzVec2 target, float cosThreshold) + { + bzVec2 targetDirection = (target - position).normalize (); + return forward().dot(targetDirection) < cosThreshold; + } + }