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454 lines
16 KiB
454 lines
16 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef OBJECT_FLOCKER_H |
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#define OBJECT_FLOCKER_H |
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#include "pnModifier/plSingleModifier.h" |
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class hsStream; |
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class hsResMgr; |
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class plRandom; |
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class pfObjectFlocker; |
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// Database tokens for our prox database |
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template <class T> |
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class pfTokenForProximityDatabase |
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{ |
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public: |
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virtual ~pfTokenForProximityDatabase() {} |
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// call this when your position changes |
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virtual void UpdateWithNewPosition(const hsPoint3 &newPos) = 0; |
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// find all close-by objects (determined by center and radius) |
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virtual void FindNeighbors(const hsPoint3 ¢er, const float radius, std::vector<T> &results) = 0; |
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}; |
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// A basic prox database (might need to be optimized in the future) |
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template <class T> |
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class pfBasicProximityDatabase |
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{ |
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public: |
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class tokenType; |
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typedef std::vector<tokenType*> tokenVector; |
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typedef typename tokenVector::const_iterator tokenIterator; |
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// "token" to represent objects stored in the database |
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class tokenType: public pfTokenForProximityDatabase<T> |
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{ |
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private: |
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tokenVector& fTokens; |
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T fParent; |
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hsPoint3 fPosition; |
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public: |
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// constructor |
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tokenType(T parentObject, tokenVector& tokens) : fParent(parentObject), fTokens(tokens) |
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{ |
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fTokens.push_back(this); |
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} |
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// destructor |
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virtual ~tokenType() |
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{ |
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// remove this token from the database's vector |
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fTokens.erase(std::find(fTokens.begin(), fTokens.end(), this)); |
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} |
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// call this when your position changes |
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void UpdateWithNewPosition(const hsPoint3 &newPosition) {fPosition = newPosition;} |
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// find all close-by objects (determined by center and radius) |
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void FindNeighbors(const hsPoint3 ¢er, const float radius, std::vector<T> & results) |
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{ |
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// take the slow way, loop and check every one |
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const float radiusSquared = radius * radius; |
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for (tokenIterator i = fTokens.begin(); i != fTokens.end(); i++) |
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{ |
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const hsVector3 offset(¢er, &((**i).fPosition)); |
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const float distanceSquared = offset.MagnitudeSquared(); |
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// push onto result vector when within given radius |
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if (distanceSquared < radiusSquared) |
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results.push_back((**i).fParent); |
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} |
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} |
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}; |
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private: |
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// STL vector containing all tokens in database |
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tokenVector fGroup; |
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public: |
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// constructor |
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pfBasicProximityDatabase(void) {} |
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// destructor |
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virtual ~pfBasicProximityDatabase() {} |
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// allocate a token to represent a given client object in this database |
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tokenType *MakeToken(T parentObject) {return TRACKED_NEW tokenType(parentObject, fGroup);} |
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// return the number of tokens currently in the database |
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int Size(void) {return fGroup.size();} |
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}; |
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// A basic vehicle class that handles accelleration, braking, and turning |
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class pfVehicle |
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{ |
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private: |
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hsPoint3 fPos; // position in meters |
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hsPoint3 fLastPos; // the last position we had |
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hsPoint3 fSmoothedPosition; |
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hsVector3 fVel; // velocity in meters/second |
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hsVector3 fSmoothedAcceleration; |
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hsVector3 fForward; // forward vector (unit length) |
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hsVector3 fLastForward; // the last forward vector we had |
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hsVector3 fSide; // side vector (unit length) |
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hsVector3 fUp; // up vector (unit length) |
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float fSpeed; // speed (length of velocity vector) |
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float fMass; // mass of the object (defaults to 1) |
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float fMaxForce; // the maximum steering force that can be applied |
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float fMaxSpeed; // the maximum speed of this vehicle |
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float fCurvature; |
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float fSmoothedCurvature; |
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float fRadius; |
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// measure the path curvature (1/turning radius), maintain smoothed version |
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void IMeasurePathCurvature(const float elapsedTime); |
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public: |
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pfVehicle() {Reset();} |
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virtual ~pfVehicle() {} |
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void Reset(); |
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// get/set attributes |
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float Mass() const {return fMass;} |
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float SetMass(float m) {return fMass = m;} |
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hsVector3 Forward() const {return fForward;} |
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hsVector3 SetForward(hsVector3 forward) {return fForward = forward;} |
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hsVector3 Side() const {return fSide;} |
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hsVector3 SetSide(hsVector3 side) {return fSide = side;} |
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hsVector3 Up() const {return fUp;} |
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hsVector3 SetUp(hsVector3 up) {return fUp = up;} |
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hsPoint3 Position() const {return fPos;} |
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hsPoint3 SetPosition(hsPoint3 pos) {return fPos = pos;} |
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hsVector3 Velocity() const {return Forward() * fSpeed;} |
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float Speed() const {return fSpeed;} |
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float SetSpeed(float speed) {return fSpeed = speed;} |
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float MaxForce() const {return fMaxForce;} |
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float SetMaxForce(float maxForce) {return fMaxForce = maxForce;} |
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float MaxSpeed() const {return fMaxSpeed;} |
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float SetMaxSpeed(float maxSpeed) {return fMaxSpeed = maxSpeed;} |
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float Curvature() const {return fCurvature;} |
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float SmoothedCurvature() {return fSmoothedCurvature;} |
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float ResetSmoothedCurvature(float value = 0); |
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hsVector3 SmoothedAcceleration() {return fSmoothedAcceleration;} |
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hsVector3 ResetSmoothedAcceleration(const hsVector3 &value = hsVector3(0,0,0)); |
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hsPoint3 SmoothedPosition() {return fSmoothedPosition;} |
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hsPoint3 ResetSmoothedPosition(const hsPoint3 &value = hsPoint3(0,0,0)); |
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float Radius() const {return fRadius;} |
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float SetRadius(float radius) {return fRadius = radius;} |
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// Basic geometry functions |
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// Reset local space to identity |
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void ResetLocalSpace(); |
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// Set the side vector to a normalized cross product of forward and up |
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void SetUnitSideFromForwardAndUp(); |
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// Regenerate orthonormal basis vectors given a new forward vector (unit length) |
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void RegenerateOrthonormalBasisUF(const hsVector3 &newUnitForward); |
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// If the new forward is NOT known to have unit length |
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void RegenerateOrthonormalBasis(const hsVector3 &newForward) |
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{hsVector3 temp = newForward; temp.Normalize(); RegenerateOrthonormalBasisUF(temp);} |
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// For supplying both a new forward, and a new up |
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void RegenerateOrthonormalBasis(const hsVector3 &newForward, const hsVector3 &newUp) |
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{fUp = newUp; RegenerateOrthonormalBasis(newForward);} |
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// Keep forward parallel to velocity, change up as little as possible |
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virtual void RegenerateLocalSpace(const hsVector3 &newVelocity, const float elapsedTime); |
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// Keep forward parallel to velocity, but "bank" the up vector |
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void RegenerateLocalSpaceForBanking(const hsVector3 &newVelocity, const float elapsedTime); |
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// Vehicle physics functions |
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// apply a steering force to our momentum and adjust our |
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// orientation to match our velocity vector |
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void ApplySteeringForce(const hsVector3 &force, const float deltaTime); |
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// adjust the steering force passed to ApplySteeringForce (so sub-classes can refine) |
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// by default, we won't allow backward-facing steering at a low speed |
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virtual hsVector3 AdjustRawSteeringForce(const hsVector3 &force, const float deltaTime); |
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// apply a braking force |
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void ApplyBrakingForce(const float rate, const float deltaTime); |
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// predict the position of the vehicle (assumes constant velocity) |
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hsPoint3 PredictFuturePosition(const float predictionTime); |
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}; |
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// A goal object, basically keeps track of a scene object so we can get velocity from it |
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class pfBoidGoal |
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{ |
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private: |
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hsPoint3 fLastPos; |
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hsPoint3 fCurPos; |
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hsVector3 fForward; |
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float fSpeed; // in meters/sec |
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hsBool fHasLastPos; // does the last position make sense? |
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public: |
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pfBoidGoal(); |
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~pfBoidGoal() {} |
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void Update(plSceneObject *goal, float deltaTime); |
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hsPoint3 Position() const {return fCurPos;} |
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float Speed() const {return fSpeed;} |
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hsVector3 Forward() const {return fForward;} |
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hsPoint3 PredictFuturePosition(const float predictionTime); |
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}; |
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typedef pfTokenForProximityDatabase<pfVehicle*> pfProximityToken; |
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typedef pfBasicProximityDatabase<pfVehicle*> pfProximityDatabase; |
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// The actual "flocking following" (not really a boid, but whatever) |
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class pfBoid: public pfVehicle |
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{ |
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private: |
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plKey fObjKey; |
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float fWanderSide; |
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float fWanderUp; |
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float fGoalWeight; |
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float fRandomWeight; |
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float fSeparationRadius; |
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float fSeparationAngle; |
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float fSeparationWeight; |
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float fCohesionRadius; |
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float fCohesionAngle; |
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float fCohesionWeight; |
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pfProximityToken* fProximityToken; |
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std::vector<pfVehicle*> fNeighbors; |
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// Set our flocking settings to default |
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void IFlockDefaults(); |
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// Setup our prox database token |
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void ISetupToken(pfProximityDatabase &pd); |
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// Are we in the neighborhood of another boid? |
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hsBool IInBoidNeighborhood(const pfVehicle &other, const float minDistance, const float maxDistance, const float cosMaxAngle); |
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// Wander steering |
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hsVector3 ISteerForWander(float timeDelta); |
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// Seek the target point |
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hsVector3 ISteerForSeek(const hsPoint3 &target); |
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// Steer the boid toward our goal |
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hsVector3 ISteerToGoal(pfBoidGoal &goal, float maxPredictionTime); |
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// Steer to keep separation |
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hsVector3 ISteerForSeparation(const float maxDistance, const float cosMaxAngle, const std::vector<pfVehicle*> &flock); |
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// Steer to keep the flock together |
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hsVector3 ISteerForCohesion(const float maxDistance, const float cosMaxAngle, const std::vector<pfVehicle*> &flock); |
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public: |
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pfObjectFlocker *fFlockerPtr; |
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pfBoid(pfProximityDatabase &pd, pfObjectFlocker *flocker, plKey &key); |
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pfBoid(pfProximityDatabase &pd, pfObjectFlocker *flocker, plKey &key, hsPoint3 &pos); |
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pfBoid(pfProximityDatabase &pd, pfObjectFlocker *flocker, plKey &key, hsPoint3 &pos, float speed, hsVector3 &forward, hsVector3 &side, hsVector3 &up); |
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virtual ~pfBoid(); |
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// Get/set functions |
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float GoalWeight() const {return fGoalWeight;} |
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float SetGoalWeight(float goalWeight) {return fGoalWeight = goalWeight;} |
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float WanderWeight() const {return fRandomWeight;} |
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float SetWanderWeight(float wanderWeight) {return fRandomWeight = wanderWeight;} |
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float SeparationWeight() const {return fSeparationWeight;} |
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float SetSeparationWeight(float weight) {return fSeparationWeight = weight;} |
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float SeparationRadius() const {return fSeparationRadius;} |
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float SetSeparationRadius(float radius) {return fSeparationRadius = radius;} |
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float CohesionWeight() const {return fCohesionWeight;} |
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float SetCohesionWeight(float weight) {return fCohesionWeight = weight;} |
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float CohesionRadius() const {return fCohesionRadius;} |
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float SetCohesionRadius(float radius) {return fCohesionRadius = radius;} |
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// Update the boid's data based on the goal and time delta |
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void Update(pfBoidGoal &goal, float deltaTime); |
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plKey &GetKey() {return fObjKey;} |
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// We're redirecting this to the "banking" function |
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virtual void RegenerateLocalSpace(const hsVector3 &newVelocity, const float elapsedTime); |
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}; |
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class pfFlock |
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{ |
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private: |
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std::vector<pfBoid*> fBoids; |
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pfBoidGoal fBoidGoal; |
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pfProximityDatabase *fDatabase; |
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// global values so when we add a boid we can set it's parameters |
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float fGoalWeight, fRandomWeight; |
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float fSeparationWeight, fSeparationRadius; |
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float fCohesionWeight, fCohesionRadius; |
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float fMaxForce; // max steering force |
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float fMaxSpeed, fMinSpeed; |
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public: |
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pfFlock(); |
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~pfFlock(); |
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// Get/set functions (affect the whole flock, and any new boids added) |
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float GoalWeight() const {return fGoalWeight;} |
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void SetGoalWeight(float goalWeight); |
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float WanderWeight() const {return fRandomWeight;} |
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void SetWanderWeight(float wanderWeight); |
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float SeparationWeight() const {return fSeparationWeight;} |
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void SetSeparationWeight(float weight); |
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float SeparationRadius() const {return fSeparationRadius;} |
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void SetSeparationRadius(float radius); |
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float CohesionWeight() const {return fCohesionWeight;} |
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void SetCohesionWeight(float weight); |
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float CohesionRadius() const {return fCohesionRadius;} |
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void SetCohesionRadius(float radius); |
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float MaxForce() const {return fMaxForce;} |
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void SetMaxForce(float force); |
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float MaxSpeed() const {return fMaxSpeed;} |
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void SetMaxSpeed(float speed); |
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float MinSpeed() const {return fMinSpeed;} |
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void SetMinSpeed(float minSpeed); |
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// setup/run functions |
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void AddBoid(pfObjectFlocker *flocker, plKey &key, hsPoint3 &pos); |
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void Update(plSceneObject *goal, float deltaTime); |
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pfBoid *GetBoid(int i); |
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friend class pfObjectFlocker; |
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}; |
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class pfObjectFlocker : public plSingleModifier |
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{ |
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public: |
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pfObjectFlocker(); |
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~pfObjectFlocker(); |
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CLASSNAME_REGISTER( pfObjectFlocker ); |
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GETINTERFACE_ANY( pfObjectFlocker, plSingleModifier ); |
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virtual void SetTarget(plSceneObject* so); |
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virtual hsBool MsgReceive(plMessage* msg); |
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virtual void Read(hsStream* stream, hsResMgr* mgr); |
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virtual void Write(hsStream* stream, hsResMgr* mgr); |
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void SetNumBoids(UInt8 val); |
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void SetBoidKey(plKey key) { fBoidKey = key; } |
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float GoalWeight() const {return fFlock.GoalWeight();} |
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void SetGoalWeight(float goalWeight) {fFlock.SetGoalWeight(goalWeight);} |
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float WanderWeight() const {return fFlock.WanderWeight();} |
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void SetWanderWeight(float wanderWeight) {fFlock.SetWanderWeight(wanderWeight);} |
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float SeparationWeight() const {return fFlock.SeparationWeight();} |
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void SetSeparationWeight(float weight) {fFlock.SetSeparationWeight(weight);} |
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float SeparationRadius() const {return fFlock.SeparationRadius();} |
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void SetSeparationRadius(float radius) {fFlock.SetSeparationRadius(radius);} |
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float CohesionWeight() const {return fFlock.CohesionWeight();} |
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void SetCohesionWeight(float weight) {fFlock.SetCohesionWeight(weight);} |
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float CohesionRadius() const {return fFlock.CohesionRadius();} |
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void SetCohesionRadius(float radius) {fFlock.SetCohesionRadius(radius);} |
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float MaxForce() const {return fFlock.MaxForce();} |
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void SetMaxForce(float force) {fFlock.SetMaxForce(force);} |
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float MaxSpeed() const {return fFlock.MaxSpeed();} |
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void SetMaxSpeed(float speed) {fFlock.SetMaxSpeed(speed);} |
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float MinSpeed() const {return fFlock.MinSpeed();} |
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void SetMinSpeed(float minSpeed) {fFlock.SetMinSpeed(minSpeed);} |
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hsBool RandomizeAnimStart() const {return fRandomizeAnimationStart;} |
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void SetRandomizeAnimStart(hsBool val) {fRandomizeAnimationStart = val;} |
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hsBool UseTargetRotation() const {return fUseTargetRotation;} |
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void SetUseTargetRotation(hsBool val) {fUseTargetRotation = val;} |
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protected: |
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const static int fFileVersion; // so we don't have to update the global version number when we change |
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pfFlock fFlock; |
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int fNumBoids; |
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plKey fBoidKey; |
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hsBool fUseTargetRotation; |
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hsBool fRandomizeAnimationStart; |
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virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty); |
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}; |
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#endif
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