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149 lines
4.4 KiB
149 lines
4.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef AI_BASENPC_PHYSICSFLYER_H |
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#define AI_BASENPC_PHYSICSFLYER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "ai_basenpc.h" |
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#include "ai_navigator.h" |
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//----------------------------------------------------------------------------- |
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// The combot. |
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//----------------------------------------------------------------------------- |
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abstract_class CAI_BasePhysicsFlyingBot : public CAI_BaseNPC, public IMotionEvent |
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{ |
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DECLARE_CLASS( CAI_BasePhysicsFlyingBot, CAI_BaseNPC ); |
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public: |
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DECLARE_DATADESC(); |
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void StartTask( const Task_t *pTask ); |
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void GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity); |
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virtual QAngle BodyAngles(); |
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virtual bool ShouldSavePhysics() { return true; } |
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protected: |
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CAI_BasePhysicsFlyingBot(); |
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~CAI_BasePhysicsFlyingBot(); |
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Vector VelocityToAvoidObstacles(float flInterval); |
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virtual float MinGroundDist(void); |
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virtual void TurnHeadToTarget( float flInterval, const Vector &moveTarget ); |
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void MoveInDirection( float flInterval, const Vector &targetDir, |
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float accelXY, float accelZ, float decay) |
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{ |
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decay = ExponentialDecay( decay, 1.0, flInterval ); |
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accelXY *= flInterval; |
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accelZ *= flInterval; |
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m_vCurrentVelocity.x = ( decay * m_vCurrentVelocity.x + accelXY * targetDir.x ); |
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m_vCurrentVelocity.y = ( decay * m_vCurrentVelocity.y + accelXY * targetDir.y ); |
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m_vCurrentVelocity.z = ( decay * m_vCurrentVelocity.z + accelZ * targetDir.z ); |
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} |
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void MoveToLocation( float flInterval, const Vector &target, |
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float accelXY, float accelZ, float decay) |
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{ |
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Vector targetDir = target - GetLocalOrigin(); |
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VectorNormalize(targetDir); |
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MoveInDirection(flInterval, targetDir, accelXY, accelZ, decay); |
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} |
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void Decelerate( float flInterval, float decay ) |
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{ |
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decay *= flInterval; |
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m_vCurrentVelocity.x = (decay * m_vCurrentVelocity.x); |
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m_vCurrentVelocity.y = (decay * m_vCurrentVelocity.y); |
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m_vCurrentVelocity.z = (decay * m_vCurrentVelocity.z); |
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} |
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void AddNoiseToVelocity( float noiseScale = 1.0 ) |
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{ |
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if( m_vNoiseMod.x ) |
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{ |
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m_vCurrentVelocity.x += noiseScale*sin(m_vNoiseMod.x * gpGlobals->curtime + m_vNoiseMod.x); |
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} |
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if( m_vNoiseMod.y ) |
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{ |
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m_vCurrentVelocity.y += noiseScale*cos(m_vNoiseMod.y * gpGlobals->curtime + m_vNoiseMod.y); |
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} |
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if( m_vNoiseMod.z ) |
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{ |
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m_vCurrentVelocity.z -= noiseScale*cos(m_vNoiseMod.z * gpGlobals->curtime + m_vNoiseMod.z); |
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} |
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} |
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void LimitSpeed( float zLimit, float maxSpeed = -1 ) |
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{ |
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if ( maxSpeed == -1 ) |
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maxSpeed = m_flSpeed; |
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if (m_vCurrentVelocity.Length() > maxSpeed) |
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{ |
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VectorNormalize(m_vCurrentVelocity); |
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m_vCurrentVelocity *= maxSpeed; |
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} |
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// Limit fall speed |
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if (zLimit > 0 && m_vCurrentVelocity.z < -zLimit) |
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{ |
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m_vCurrentVelocity.z = -zLimit; |
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} |
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} |
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AI_NavPathProgress_t ProgressFlyPath( float flInterval, |
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const CBaseEntity *pNewTarget, |
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unsigned collisionMask, |
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bool bNewTrySimplify = true, |
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float strictPointTolerance = 32.0 ); |
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const Vector &GetCurrentVelocity() const { return m_vCurrentVelocity; } |
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void SetCurrentVelocity(const Vector &vNewVel) { m_vCurrentVelocity = vNewVel; } |
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const Vector &GetNoiseMod() const { return m_vNoiseMod; } |
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void SetNoiseMod( float x, float y, float z ) { m_vNoiseMod.Init( x, y, z ); } |
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void SetNoiseMod( const Vector &noise ) { m_vNoiseMod = noise; } |
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void TranslateNavGoal( CBaseEntity *pTarget, Vector &chasePosition ); |
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virtual void MoveToTarget(float flInterval, const Vector &MoveTarget) = 0; |
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virtual float GetHeadTurnRate( void ) { return 15.0f; } // Degrees per second |
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bool CreateVPhysics( void ); |
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IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); |
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virtual void ClampMotorForces( Vector &linear, AngularImpulse &angular ) |
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{ |
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// limit reaction forces |
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linear.x = clamp( linear.x, -3000.f, 3000.f ); |
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linear.y = clamp( linear.y, -3000.f, 3000.f ); |
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linear.z = clamp( linear.z, -3000.f, 3000.f ); |
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// add in weightlessness |
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linear.z += 800.f; |
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} |
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// ------------------------------- |
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// Movement vars |
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// ------------------------------- |
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Vector m_vCurrentVelocity; |
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Vector m_vCurrentBanking; |
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Vector m_vNoiseMod; |
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float m_fHeadYaw; |
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Vector m_vLastPatrolDir; |
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IPhysicsMotionController *m_pMotionController; |
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}; |
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#endif // AI_BASENPC_PHYSICSFLYER_H
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