Crowd: Detail API documentation for primary members declared in DetourCrowd.h.
Also includes some minor updates to the path corridor documentation.
This commit is contained in:
parent
588d674c72
commit
0ec4f993cb
@ -26,66 +26,121 @@
|
|||||||
#include "DetourProximityGrid.h"
|
#include "DetourProximityGrid.h"
|
||||||
#include "DetourPathQueue.h"
|
#include "DetourPathQueue.h"
|
||||||
|
|
||||||
|
/// The maximum number of neighbors that a crowd agent can take into account
|
||||||
|
/// for steering decisions.
|
||||||
|
/// @ingroup crowd
|
||||||
static const int DT_CROWDAGENT_MAX_NEIGHBOURS = 6;
|
static const int DT_CROWDAGENT_MAX_NEIGHBOURS = 6;
|
||||||
|
|
||||||
|
/// The maximum number of corners a crowd agent will look ahead in the path.
|
||||||
|
/// This value is used for sizing the crowd agent corner buffers.
|
||||||
|
/// Due to the behavior of the crowd manager, the actual number of useful
|
||||||
|
/// corners will be one less than this number.
|
||||||
|
/// @ingroup crowd
|
||||||
static const int DT_CROWDAGENT_MAX_CORNERS = 4;
|
static const int DT_CROWDAGENT_MAX_CORNERS = 4;
|
||||||
|
|
||||||
|
/// The maximum number of crowd avoidance configurations supported by the
|
||||||
|
/// crowd manager.
|
||||||
|
/// @ingroup crowd
|
||||||
|
/// @see dtObstacleAvoidanceParams, dtCrowd::setObstacleAvoidanceParams(), dtCrowd::getObstacleAvoidanceParams(),
|
||||||
|
/// dtCrowdAgentParams::obstacleAvoidanceType
|
||||||
static const int DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS = 8;
|
static const int DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS = 8;
|
||||||
|
|
||||||
|
/// Provides neighbor data for agents managed by the crowd.
|
||||||
|
/// @ingroup crowd
|
||||||
|
/// @see dtCrowdAgent::neis, dtCrowd
|
||||||
struct dtCrowdNeighbour
|
struct dtCrowdNeighbour
|
||||||
{
|
{
|
||||||
int idx;
|
int idx; ///< The index of the neighbor in the crowd.
|
||||||
float dist;
|
float dist; ///< The distance between the current agent and the neighbor.
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/// The type of navigation mesh polygon the agent is currently traversing.
|
||||||
|
/// @ingroup crowd
|
||||||
enum CrowdAgentState
|
enum CrowdAgentState
|
||||||
{
|
{
|
||||||
DT_CROWDAGENT_STATE_INVALID,
|
DT_CROWDAGENT_STATE_INVALID, ///< The agent is not in a valid state.
|
||||||
DT_CROWDAGENT_STATE_WALKING,
|
DT_CROWDAGENT_STATE_WALKING, ///< The agent is traversing a normal navigation mesh polygon.
|
||||||
DT_CROWDAGENT_STATE_OFFMESH,
|
DT_CROWDAGENT_STATE_OFFMESH, ///< The agent is traversing an off-mesh connection.
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/// Configuration parameters for a crowd agent.
|
||||||
|
/// @ingroup crowd
|
||||||
struct dtCrowdAgentParams
|
struct dtCrowdAgentParams
|
||||||
{
|
{
|
||||||
float radius;
|
float radius; ///< Agent radius. [Limit: >= 0]
|
||||||
float height;
|
float height; ///< Agent height. [Limit: > 0]
|
||||||
float maxAcceleration;
|
float maxAcceleration; ///< Maximum allowed acceleration. [Limit: >= 0]
|
||||||
float maxSpeed;
|
float maxSpeed; ///< Maximum allowed speed. [Limit: >= 0]
|
||||||
|
|
||||||
|
/// Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
|
||||||
float collisionQueryRange;
|
float collisionQueryRange;
|
||||||
float pathOptimizationRange;
|
|
||||||
|
float pathOptimizationRange; ///< The path visibility optimization range. [Limit: > 0]
|
||||||
|
|
||||||
|
/// How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
|
||||||
float separationWeight;
|
float separationWeight;
|
||||||
|
|
||||||
|
/// Flags that impact steering behavior. (See: #UpdateFlags)
|
||||||
unsigned char updateFlags;
|
unsigned char updateFlags;
|
||||||
unsigned char obstacleAvoidanceType;
|
|
||||||
|
/// The index of the avoidance configuration to use for the agent.
|
||||||
|
/// [Limits: 0 <= value <= #DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS]
|
||||||
|
unsigned char obstacleAvoidanceType;
|
||||||
|
|
||||||
|
/// User defined data attached to the agent.
|
||||||
void* userData;
|
void* userData;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/// Represents an agent managed by a #dtCrowd object.
|
||||||
|
/// @ingroup crowd
|
||||||
struct dtCrowdAgent
|
struct dtCrowdAgent
|
||||||
{
|
{
|
||||||
|
/// 1 if the agent is active, or 0 if the agent is in an unused slot in the agent pool.
|
||||||
unsigned char active;
|
unsigned char active;
|
||||||
|
|
||||||
|
/// The type of mesh polygon the agent is traversing. (See: #CrowdAgentState)
|
||||||
unsigned char state;
|
unsigned char state;
|
||||||
|
|
||||||
|
/// The path corridor the agent is using.
|
||||||
dtPathCorridor corridor;
|
dtPathCorridor corridor;
|
||||||
|
|
||||||
|
/// The local boundary data for the agent.
|
||||||
dtLocalBoundary boundary;
|
dtLocalBoundary boundary;
|
||||||
|
|
||||||
float t;
|
float t;
|
||||||
float var;
|
float var;
|
||||||
|
|
||||||
|
/// The last time the agent's path corridor was optimized.
|
||||||
float topologyOptTime;
|
float topologyOptTime;
|
||||||
|
|
||||||
|
/// The known neighbors of the agent.
|
||||||
dtCrowdNeighbour neis[DT_CROWDAGENT_MAX_NEIGHBOURS];
|
dtCrowdNeighbour neis[DT_CROWDAGENT_MAX_NEIGHBOURS];
|
||||||
|
|
||||||
|
/// The number of neighbors.
|
||||||
int nneis;
|
int nneis;
|
||||||
|
|
||||||
|
/// The desired speed.
|
||||||
float desiredSpeed;
|
float desiredSpeed;
|
||||||
|
|
||||||
float npos[3];
|
float npos[3]; ///< The current agent position. [(x, y, z)]
|
||||||
float disp[3];
|
float disp[3];
|
||||||
float dvel[3];
|
float dvel[3]; ///< The desired velocity of the agent. [(x, y, z)]
|
||||||
float nvel[3];
|
float nvel[3];
|
||||||
float vel[3];
|
float vel[3]; ///< The actual velocity of the agent. [(x, y, z)]
|
||||||
|
|
||||||
|
/// The agent's configuration parameters.
|
||||||
dtCrowdAgentParams params;
|
dtCrowdAgentParams params;
|
||||||
|
|
||||||
|
/// The local path corridor corners for the agent. (Staight path.) [(x, y, z) * #ncorners]
|
||||||
float cornerVerts[DT_CROWDAGENT_MAX_CORNERS*3];
|
float cornerVerts[DT_CROWDAGENT_MAX_CORNERS*3];
|
||||||
|
|
||||||
|
/// The local path corridor corner flags. (See: #dtStraightPathFlags) [(flags) * #ncorners]
|
||||||
unsigned char cornerFlags[DT_CROWDAGENT_MAX_CORNERS];
|
unsigned char cornerFlags[DT_CROWDAGENT_MAX_CORNERS];
|
||||||
|
|
||||||
|
/// The reference id of the polygon being entered at the corner. [(polyRef) * #ncorners]
|
||||||
dtPolyRef cornerPolys[DT_CROWDAGENT_MAX_CORNERS];
|
dtPolyRef cornerPolys[DT_CROWDAGENT_MAX_CORNERS];
|
||||||
|
|
||||||
|
/// The number of corners.
|
||||||
int ncorners;
|
int ncorners;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -97,13 +152,16 @@ struct dtCrowdAgentAnimation
|
|||||||
float t, tmax;
|
float t, tmax;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/// Crowd agent update flags.
|
||||||
|
/// @ingroup crowd
|
||||||
|
/// @see dtCrowdAgentParams::updateFlags
|
||||||
enum UpdateFlags
|
enum UpdateFlags
|
||||||
{
|
{
|
||||||
DT_CROWD_ANTICIPATE_TURNS = 1,
|
DT_CROWD_ANTICIPATE_TURNS = 1,
|
||||||
DT_CROWD_OBSTACLE_AVOIDANCE = 2,
|
DT_CROWD_OBSTACLE_AVOIDANCE = 2,
|
||||||
DT_CROWD_SEPARATION = 4,
|
DT_CROWD_SEPARATION = 4,
|
||||||
DT_CROWD_OPTIMIZE_VIS = 8,
|
DT_CROWD_OPTIMIZE_VIS = 8, ///< Use #dtPathCorridor::optimizePathVisibility() to optimize the agent path.
|
||||||
DT_CROWD_OPTIMIZE_TOPO = 16,
|
DT_CROWD_OPTIMIZE_TOPO = 16, ///< Use dtPathCorridor::optimizePathTopology() to optimize the agent path.
|
||||||
};
|
};
|
||||||
|
|
||||||
struct dtCrowdAgentDebugInfo
|
struct dtCrowdAgentDebugInfo
|
||||||
@ -113,6 +171,8 @@ struct dtCrowdAgentDebugInfo
|
|||||||
dtObstacleAvoidanceDebugData* vod;
|
dtObstacleAvoidanceDebugData* vod;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/// Provides local steering behaviors for a group of agents.
|
||||||
|
/// @ingroup crowd
|
||||||
class dtCrowd
|
class dtCrowd
|
||||||
{
|
{
|
||||||
int m_maxAgents;
|
int m_maxAgents;
|
||||||
@ -182,37 +242,201 @@ public:
|
|||||||
dtCrowd();
|
dtCrowd();
|
||||||
~dtCrowd();
|
~dtCrowd();
|
||||||
|
|
||||||
|
/// Initializes the crowd.
|
||||||
|
/// @param[in] maxAgents The maximum number of agents the crowd can manage. [Limit: >= 1]
|
||||||
|
/// @param[in] maxAgentRadius The maximum radius of any agent that will be added to the crowd. [Limit: > 0]
|
||||||
|
/// @param[in] nav The navigation mesh to use for planning.
|
||||||
|
/// @return True if the initialization succeeded.
|
||||||
bool init(const int maxAgents, const float maxAgentRadius, dtNavMesh* nav);
|
bool init(const int maxAgents, const float maxAgentRadius, dtNavMesh* nav);
|
||||||
|
|
||||||
|
/// Sets the shared avoidance configuration for the specified index.
|
||||||
|
/// @param[in] idx The index. [Limits: 0 <= value < #DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS]
|
||||||
|
/// @param[in] params The new configuration.
|
||||||
void setObstacleAvoidanceParams(const int idx, const dtObstacleAvoidanceParams* params);
|
void setObstacleAvoidanceParams(const int idx, const dtObstacleAvoidanceParams* params);
|
||||||
|
|
||||||
|
/// Gets the shared avoidance configuration for the specified index.
|
||||||
|
/// @param[in] idx The index of the configuration to retreive.
|
||||||
|
/// [Limits: 0 <= value < #DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS]
|
||||||
|
/// @return The requested configuration.
|
||||||
const dtObstacleAvoidanceParams* getObstacleAvoidanceParams(const int idx) const;
|
const dtObstacleAvoidanceParams* getObstacleAvoidanceParams(const int idx) const;
|
||||||
|
|
||||||
|
/// Gets the specified agent from the pool.
|
||||||
|
/// @param[in] idx The agent index. [Limits: 0 <= value < #getAgentCount()]
|
||||||
|
/// @return The requested agent.
|
||||||
const dtCrowdAgent* getAgent(const int idx);
|
const dtCrowdAgent* getAgent(const int idx);
|
||||||
|
|
||||||
|
/// The maximum number of agents that can be managed by the object.
|
||||||
|
/// @return The maximum number of agents.
|
||||||
const int getAgentCount() const;
|
const int getAgentCount() const;
|
||||||
|
|
||||||
|
/// Adds a new agent to the crowd.
|
||||||
|
/// @param[in] pos The requested position of the agent. [(x, y, z)]
|
||||||
|
/// @param[in] params The configutation of the agent.
|
||||||
|
/// @return The index of the agent in the agent pool. Or -1 if the agent could not be added.
|
||||||
int addAgent(const float* pos, const dtCrowdAgentParams* params);
|
int addAgent(const float* pos, const dtCrowdAgentParams* params);
|
||||||
|
|
||||||
|
/// Updates the specified agent's configuration.
|
||||||
|
/// @param[in] idx The agent index. [Limits: 0 <= value < #getAgentCount()]
|
||||||
|
/// @param[in] params The new agent configuration.
|
||||||
void updateAgentParameters(const int idx, const dtCrowdAgentParams* params);
|
void updateAgentParameters(const int idx, const dtCrowdAgentParams* params);
|
||||||
|
|
||||||
|
/// Removes the agent from the crowd.
|
||||||
|
/// @param[in] idx The agent index. [Limits: 0 <= value < #getAgentCount()]
|
||||||
void removeAgent(const int idx);
|
void removeAgent(const int idx);
|
||||||
|
|
||||||
|
/// Submits a new move request for the specified agent.
|
||||||
|
/// @param[in] idx The agent index. [Limits: 0 <= value < #getAgentCount()]
|
||||||
|
/// @param[in] ref The position's polygon reference.
|
||||||
|
/// @param[in] pos The position within the polygon. [(x, y, z)]
|
||||||
|
/// @return True if the request was successfully submitted.
|
||||||
bool requestMoveTarget(const int idx, dtPolyRef ref, const float* pos);
|
bool requestMoveTarget(const int idx, dtPolyRef ref, const float* pos);
|
||||||
|
|
||||||
|
/// Sumbits a request to adjust the target position of the specified agent.
|
||||||
|
/// @param[in] idx The agent index. [Limits: 0 <= value < #getAgentCount()]
|
||||||
|
/// @param[in] ref The position's polygon reference.
|
||||||
|
/// @param[in] pos The position within the polygon. [(x, y, z)]
|
||||||
|
/// @return True if the request was successfully submitted.
|
||||||
bool adjustMoveTarget(const int idx, dtPolyRef ref, const float* pos);
|
bool adjustMoveTarget(const int idx, dtPolyRef ref, const float* pos);
|
||||||
|
|
||||||
|
/// Gets the active agents int the agent pool.
|
||||||
|
/// @param[out] agents An array of agent pointers. [(#dtCrowdAgent *) * maxAgents]
|
||||||
|
/// @param[in] maxAgents The size of the crowd agent array.
|
||||||
|
/// @return The number of agents returned in @p agents.
|
||||||
int getActiveAgents(dtCrowdAgent** agents, const int maxAgents);
|
int getActiveAgents(dtCrowdAgent** agents, const int maxAgents);
|
||||||
|
|
||||||
|
/// Updates the steering and positions of all agents.
|
||||||
|
/// @param[in] dt The time, in seconds, to update the simulation. [Limit: > 0]
|
||||||
|
/// @param[out] debug A debug object to load with debug information. [Opt]
|
||||||
void update(const float dt, dtCrowdAgentDebugInfo* debug);
|
void update(const float dt, dtCrowdAgentDebugInfo* debug);
|
||||||
|
|
||||||
|
/// Gets the filter used by the crowd.
|
||||||
|
/// @return The filter used by the crowd.
|
||||||
const dtQueryFilter* getFilter() const { return &m_filter; }
|
const dtQueryFilter* getFilter() const { return &m_filter; }
|
||||||
|
|
||||||
|
/// Gets the filter used by the crowd.
|
||||||
|
/// @return The filter used by the crowd.
|
||||||
dtQueryFilter* getEditableFilter() { return &m_filter; }
|
dtQueryFilter* getEditableFilter() { return &m_filter; }
|
||||||
|
|
||||||
|
/// Gets the search extents [(x, y, z)] used by the crowd for query operations.
|
||||||
|
/// @return The search extents used by the crowd. [(x, y, z)]
|
||||||
const float* getQueryExtents() const { return m_ext; }
|
const float* getQueryExtents() const { return m_ext; }
|
||||||
|
|
||||||
|
/// Gets the velocity sample count.
|
||||||
|
/// @return The velocity sample count.
|
||||||
inline int getVelocitySampleCount() const { return m_velocitySampleCount; }
|
inline int getVelocitySampleCount() const { return m_velocitySampleCount; }
|
||||||
|
|
||||||
|
/// Gets the crowd's proximity grid.
|
||||||
|
/// @return The crowd's proximity grid.
|
||||||
const dtProximityGrid* getGrid() const { return m_grid; }
|
const dtProximityGrid* getGrid() const { return m_grid; }
|
||||||
|
|
||||||
|
/// Gets the crowd's path request queue.
|
||||||
|
/// @return The crowd's path request queue.
|
||||||
const dtPathQueue* getPathQueue() const { return &m_pathq; }
|
const dtPathQueue* getPathQueue() const { return &m_pathq; }
|
||||||
|
|
||||||
|
/// Gets the query object used by the crowd.
|
||||||
const dtNavMeshQuery* getNavMeshQuery() const { return m_navquery; }
|
const dtNavMeshQuery* getNavMeshQuery() const { return m_navquery; }
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/// Allocates a crowd object using the Detour allocator.
|
||||||
|
/// @return A crowd object that is ready for initialization, or null on failure.
|
||||||
|
/// @ingroup crowd
|
||||||
dtCrowd* dtAllocCrowd();
|
dtCrowd* dtAllocCrowd();
|
||||||
|
|
||||||
|
/// Frees the specified crowd object using the Detour allocator.
|
||||||
|
/// @param[in] ptr A crowd object allocated using #dtAllocCrowd
|
||||||
|
/// @ingroup crowd
|
||||||
void dtFreeCrowd(dtCrowd* ptr);
|
void dtFreeCrowd(dtCrowd* ptr);
|
||||||
|
|
||||||
|
|
||||||
#endif // DETOURCROWD_H
|
#endif // DETOURCROWD_H
|
||||||
|
|
||||||
|
///////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
// This section contains detailed documentation for members that don't have
|
||||||
|
// a source file. It reduces clutter in the main section of the header.
|
||||||
|
|
||||||
|
/**
|
||||||
|
|
||||||
|
@defgroup crowd Crowd
|
||||||
|
|
||||||
|
Members in this module implement local steering and dynamic avoidance features.
|
||||||
|
|
||||||
|
The crowd is the big beast of the navigation features. It not only handles a
|
||||||
|
lot of the path management for you, but also local steering and dynamic
|
||||||
|
avoidance between members of the crowd. I.e. It can keep your agents from
|
||||||
|
running into each other.
|
||||||
|
|
||||||
|
Main class: #dtCrowd
|
||||||
|
|
||||||
|
The #dtNavMeshQuery and #dtPathCorridor classes provide perfectly good, easy
|
||||||
|
to use path planning features. But in the end they only give you points that
|
||||||
|
your navigation client should be moving toward. When it comes to deciding things
|
||||||
|
like agent velocity and steering to avoid other agents, that is up to you to
|
||||||
|
implement. Unless, of course, you decide to use #dtCrowd.
|
||||||
|
|
||||||
|
Basically, you add an agent to the crowd, providing various configuration
|
||||||
|
settings such as maximum speed and acceleration. You also provide a local
|
||||||
|
target to more toward. The crowd manager then provides, with every update, the
|
||||||
|
new agent position and velocity for the frame. The movement will be
|
||||||
|
constrained to the navigation mesh, and steering will be applied to ensure
|
||||||
|
agents managed by the crowd do not collide with each other.
|
||||||
|
|
||||||
|
This is very powerful feature set. But it comes with limitations.
|
||||||
|
|
||||||
|
The biggest limitation is that you must give control of the agent's position
|
||||||
|
completely over to the crowd manager. You can update things like maximum speed
|
||||||
|
and acceleration. But in order for the crowd manager to do its thing, it can't
|
||||||
|
allow you to constantly be giving it overrides to position and velocity. So
|
||||||
|
you give up direct control of the agent's movement. It belongs to the crowd.
|
||||||
|
|
||||||
|
The second biggest limitation revolves around the fact that the crowd manager
|
||||||
|
deals with local planning. So the agent's target should never be more than
|
||||||
|
256 polygons aways from its current position. If it is, you risk
|
||||||
|
your agent failing to reach its target. So you may still need to do long
|
||||||
|
distance planning and provide the crowd manager with intermediate targets.
|
||||||
|
|
||||||
|
Other significant limitations:
|
||||||
|
|
||||||
|
- All agents using the crowd manager will use the same #dtQueryFilter.
|
||||||
|
- Crowd management is relatively expensive. The maximum agents under crowd
|
||||||
|
management at any one time is between 20 and 30. A good place to start
|
||||||
|
is a maximum of 25 agents for 0.5ms per frame.
|
||||||
|
|
||||||
|
@note This is a summary list of members. Use the index or search
|
||||||
|
feature to find minor members.
|
||||||
|
|
||||||
|
@struct dtCrowdAgentParams
|
||||||
|
@see dtCrowdAgent, dtCrowd::addAgent(), dtCrowd::updateAgentParameters()
|
||||||
|
|
||||||
|
@var dtCrowdAgentParams::obstacleAvoidanceType
|
||||||
|
@par
|
||||||
|
|
||||||
|
#dtCrowd permits agents to use different avoidance configurations. This value
|
||||||
|
is the index of the #dtObstacleAvoidanceParams within the crowd.
|
||||||
|
|
||||||
|
@see dtObstacleAvoidanceParams, dtCrowd::setObstacleAvoidanceParams(),
|
||||||
|
dtCrowd::getObstacleAvoidanceParams()
|
||||||
|
|
||||||
|
@var dtCrowdAgentParams::collisionQueryRange
|
||||||
|
@par
|
||||||
|
|
||||||
|
Collision elements include other agents and navigation mesh boundaries.
|
||||||
|
|
||||||
|
This value is often based on the agent radius and/or maximum speed. E.g. radius * 8
|
||||||
|
|
||||||
|
@var dtCrowdAgentParams::pathOptimizationRange
|
||||||
|
@par
|
||||||
|
|
||||||
|
Only applicalbe if #updateFlags includes the #DT_CROWD_OPTIMIZE_VIS flag.
|
||||||
|
|
||||||
|
This value is often based on the agent radius. E.g. radius * 30
|
||||||
|
|
||||||
|
@see dtPathCorridor::optimizePathVisibility()
|
||||||
|
|
||||||
|
@var dtCrowdAgentParams::separationWeight
|
||||||
|
@par
|
||||||
|
|
||||||
|
A higher value will result in agents trying to stay farther away from each other at
|
||||||
|
the cost of more difficult steering in tight spaces.
|
||||||
|
|
||||||
|
*/
|
@ -21,7 +21,8 @@
|
|||||||
|
|
||||||
#include "DetourNavMeshQuery.h"
|
#include "DetourNavMeshQuery.h"
|
||||||
|
|
||||||
/// Represents a dynamic polygon corridor used to plan agent movement
|
/// Represents a dynamic polygon corridor used to plan agent movement.
|
||||||
|
/// @ingroup crowd, detour
|
||||||
class dtPathCorridor
|
class dtPathCorridor
|
||||||
{
|
{
|
||||||
float m_pos[3];
|
float m_pos[3];
|
||||||
|
@ -218,7 +218,43 @@ static int getNeighbours(const float* pos, const float height, const float range
|
|||||||
return n;
|
return n;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
@class dtCrowd
|
||||||
|
@par
|
||||||
|
|
||||||
|
This is the core class of the @ref crowd module. See the @ref crowd documentation for a summary
|
||||||
|
of the crowd features.
|
||||||
|
|
||||||
|
A common method for setting up the crowd is as follows:
|
||||||
|
|
||||||
|
-# Allocate the crowd using #dtAllocCrowd.
|
||||||
|
-# Initialize the crowd using #init().
|
||||||
|
-# Set the avoidance configurations using #setObstacleAvoidanceParams().
|
||||||
|
-# Add agents using #addAgent() and make an initial movement request using #requestMoveTarget().
|
||||||
|
|
||||||
|
A common process for managing the crowd is as follows:
|
||||||
|
|
||||||
|
-# Call #update() to allow the crowd to manage its agents.
|
||||||
|
-# Retrieve agent information using #getActiveAgents().
|
||||||
|
-# Make movement requests using #requestMoveTarget() and #adjustMoveTarget().
|
||||||
|
-# Repeat every frame.
|
||||||
|
|
||||||
|
Some agent configuration settings can be updated using #updateAgentParameters(). But the crowd owns the
|
||||||
|
agent position. So it is not possible to update an active agent's position. If agent position
|
||||||
|
must be fed back into the crowd, the agent must be removed and re-added.
|
||||||
|
|
||||||
|
Notes:
|
||||||
|
|
||||||
|
- Path related information is available for newly added agents only after an #update() has been
|
||||||
|
performed.
|
||||||
|
- Agent objects are kept in a pool and re-used. So it is important when using agent objects to check the value of
|
||||||
|
#dtCrowdAgent::active to determine if the agent is actually in use or not.
|
||||||
|
- This class is meant to provide 'local' movement. There is a limit of 256 polygons in the path corridor.
|
||||||
|
So it is not meant to provide automatic pathfinding services over long distances.
|
||||||
|
|
||||||
|
@see dtAllocCrowd(), dtFreeCrowd(), init(), dtCrowdAgent
|
||||||
|
|
||||||
|
*/
|
||||||
|
|
||||||
dtCrowd::dtCrowd() :
|
dtCrowd::dtCrowd() :
|
||||||
m_maxAgents(0),
|
m_maxAgents(0),
|
||||||
@ -273,6 +309,9 @@ void dtCrowd::purge()
|
|||||||
m_navquery = 0;
|
m_navquery = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// @par
|
||||||
|
///
|
||||||
|
/// May be called more than once to purge and re-initialize the crowd.
|
||||||
bool dtCrowd::init(const int maxAgents, const float maxAgentRadius, dtNavMesh* nav)
|
bool dtCrowd::init(const int maxAgents, const float maxAgentRadius, dtNavMesh* nav)
|
||||||
{
|
{
|
||||||
purge();
|
purge();
|
||||||
@ -378,6 +417,9 @@ const int dtCrowd::getAgentCount() const
|
|||||||
return m_maxAgents;
|
return m_maxAgents;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// @par
|
||||||
|
///
|
||||||
|
/// Agents in the pool may not be in use. Check #dtCrowdAgent.active before using the returned object.
|
||||||
const dtCrowdAgent* dtCrowd::getAgent(const int idx)
|
const dtCrowdAgent* dtCrowd::getAgent(const int idx)
|
||||||
{
|
{
|
||||||
return &m_agents[idx];
|
return &m_agents[idx];
|
||||||
@ -390,6 +432,9 @@ void dtCrowd::updateAgentParameters(const int idx, const dtCrowdAgentParams* par
|
|||||||
memcpy(&m_agents[idx].params, params, sizeof(dtCrowdAgentParams));
|
memcpy(&m_agents[idx].params, params, sizeof(dtCrowdAgentParams));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// @par
|
||||||
|
///
|
||||||
|
/// The agent's position will be constrained to the surface of the navigation mesh.
|
||||||
int dtCrowd::addAgent(const float* pos, const dtCrowdAgentParams* params)
|
int dtCrowd::addAgent(const float* pos, const dtCrowdAgentParams* params)
|
||||||
{
|
{
|
||||||
// Find empty slot.
|
// Find empty slot.
|
||||||
@ -439,6 +484,10 @@ int dtCrowd::addAgent(const float* pos, const dtCrowdAgentParams* params)
|
|||||||
return idx;
|
return idx;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// @par
|
||||||
|
///
|
||||||
|
/// The agent is deactivated and will no longer be processed. Its #dtCrowdAgent object
|
||||||
|
/// is not removed from the pool. It is marked as inactive so that it is available for reuse.
|
||||||
void dtCrowd::removeAgent(const int idx)
|
void dtCrowd::removeAgent(const int idx)
|
||||||
{
|
{
|
||||||
if (idx >= 0 && idx < m_maxAgents)
|
if (idx >= 0 && idx < m_maxAgents)
|
||||||
@ -505,7 +554,15 @@ bool dtCrowd::requestMoveTargetReplan(const int idx, dtPolyRef ref, const float*
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// @par
|
||||||
|
///
|
||||||
|
/// This method is used when a new target is set. Use #adjustMoveTarget() when
|
||||||
|
/// only small local adjustments are needed. (Such as happens when following a
|
||||||
|
/// moving target.)
|
||||||
|
///
|
||||||
|
/// The position will be constrained to the surface of the navigation mesh.
|
||||||
|
///
|
||||||
|
/// The request will be processed during the next #update().
|
||||||
bool dtCrowd::requestMoveTarget(const int idx, dtPolyRef ref, const float* pos)
|
bool dtCrowd::requestMoveTarget(const int idx, dtPolyRef ref, const float* pos)
|
||||||
{
|
{
|
||||||
if (idx < 0 || idx > m_maxAgents)
|
if (idx < 0 || idx > m_maxAgents)
|
||||||
@ -545,7 +602,15 @@ bool dtCrowd::requestMoveTarget(const int idx, dtPolyRef ref, const float* pos)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// @par
|
||||||
|
///
|
||||||
|
/// This method is used when to make small local adjustments to the current
|
||||||
|
/// target. (Such as happens when following a moving target.) Use
|
||||||
|
/// #requestMoveTarget() when a new target is needed.
|
||||||
|
///
|
||||||
|
/// The position will be constrained to the surface of the navigation mesh.
|
||||||
|
///
|
||||||
|
/// The request will be processed during the next #update().
|
||||||
bool dtCrowd::adjustMoveTarget(const int idx, dtPolyRef ref, const float* pos)
|
bool dtCrowd::adjustMoveTarget(const int idx, dtPolyRef ref, const float* pos)
|
||||||
{
|
{
|
||||||
if (idx < 0 || idx > m_maxAgents)
|
if (idx < 0 || idx > m_maxAgents)
|
||||||
|
@ -293,8 +293,11 @@ int dtPathCorridor::findCorners(float* cornerVerts, unsigned char* cornerFlags,
|
|||||||
@par
|
@par
|
||||||
|
|
||||||
Inaccurate locomotion or dynamic obstacle avoidance can force the argent position significantly outside the
|
Inaccurate locomotion or dynamic obstacle avoidance can force the argent position significantly outside the
|
||||||
original corridor. Over time this can result in the formation of a non-optimal corridor. This function uses an
|
original corridor. Over time this can result in the formation of a non-optimal corridor. Non-optimal paths can
|
||||||
efficient local visibility search to try to re-optimize the corridor between the current position and @p next.
|
also form near the corners of tiles.
|
||||||
|
|
||||||
|
This function uses an efficient local visibility search to try to optimize the corridor
|
||||||
|
between the current position and @p next.
|
||||||
|
|
||||||
The corridor will change only if @p next is visible from the current position and moving directly toward the point
|
The corridor will change only if @p next is visible from the current position and moving directly toward the point
|
||||||
is better than following the existing path.
|
is better than following the existing path.
|
||||||
|
Loading…
x
Reference in New Issue
Block a user