Merge pull request #438 from SHADE-DP/Navigation

Added Navigation System. Added basic AI FSM
This commit is contained in:
XiaoQiDigipen 2023-03-24 16:11:13 +08:00 committed by GitHub
commit 346f2b2fac
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GPG Key ID: 4AEE18F83AFDEB23
39 changed files with 17114 additions and 10 deletions

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@ -1,13 +1,13 @@
0 StaticObject 1100000000000000
1 Player 1100000000000000
0 StaticObject 1101000000000000
1 Player 1101000000000000
2 Food 1000000000000000
3 Breakable 1100000000000000
4 ScoringWallCollider 0110000000000000
5 Homeowner 1100000000000000
6 Camera 0010000000000000
7 StaticWithCameraCollision 1110000000000000
8 9 0000000000000000
9 10 0000000000000000
7 StaticWithCameraCollision 1111000000000000
8 Floor 1100000000000000
9 Navigation 0001000000000000
10 11 0000000000000000
11 12 0000000000000000
12 13 0000000000000000

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Name: Level2_AITest
ID: 86300248
Type: 5

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@ -530,7 +530,6 @@
Scripts:
- Type: SHADE_Scripting.UI.FadeInOnActive
Enabled: true
alpha: 0
- EID: 19
Name: Options Canvas
IsActive: false
@ -1236,7 +1235,6 @@
Scripts:
- Type: SHADE_Scripting.UI.FadeInOnActive
Enabled: true
alpha: 0
- EID: 46
Name: Credits Canvas
IsActive: false
@ -1461,7 +1459,6 @@
Scripts:
- Type: SHADE_Scripting.UI.FadeInOnActive
Enabled: true
alpha: 0
- EID: 441
Name: Level Select Buttons
IsActive: true

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IsActive: true
NumberOfChildren: 0
Components:
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Rotate: {x: -1.48352981, y: 1.5, z: 0.5}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Scripts: ~
- EID: 1
Name: Floor
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 12.8000002, y: 1, z: 12.8000002}
IsActive: true
Renderable Component:
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Material: 126223465
IsActive: true
Scripts: ~
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Name: Light
IsActive: true
NumberOfChildren: 0
Components:
Light Component:
Position: {x: 0, y: 0, z: 0}
Type: Directional
Direction: {x: 0, y: -1, z: 1}
Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295
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Casting Shadows: false
IsActive: true
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Components:
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Renderable Component:
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Material: 126223465
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Collision Tag: 0
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Friction: 0.400000006
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Name: Wall
IsActive: true
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Components:
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Renderable Component:
Mesh: 142652392
Material: 126223465
IsActive: true
Collider Component:
Colliders:
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Collision Tag: 0
Type: Box
Half Extents: {x: 2.5, y: 1, z: 1.60000002}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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IsActive: true
Renderable Component:
Mesh: 142652392
Material: 126223465
IsActive: true
Collider Component:
Colliders:
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Collision Tag: 0
Type: Box
Half Extents: {x: 2.5, y: 1, z: 1.60000002}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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Rotate: {x: -0, y: 1.57079601, z: -0}
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IsActive: true
Renderable Component:
Mesh: 142652392
Material: 126223465
IsActive: true
Collider Component:
Colliders:
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Collision Tag: 0
Type: Box
Half Extents: {x: 2.5, y: 1, z: 1.60000002}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall
IsActive: true
NumberOfChildren: 0
Components:
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IsActive: true
Renderable Component:
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Material: 126223465
IsActive: true
Collider Component:
Colliders:
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Collision Tag: 0
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Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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Name: Wall
IsActive: true
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Components:
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IsActive: true
Renderable Component:
Mesh: 142652392
Material: 126223465
IsActive: true
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Type: Box
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Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 11
Name: TestAI
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 5, y: 5, z: 5}
IsActive: true
Renderable Component:
Mesh: 140639624
Material: 131956078
IsActive: true
Navigation Component:
Target: {x: 0, y: 0, z: 0}
Forward: {x: 0, y: 0, z: 0}
Recalculate Path: true
Unreachable Target: false
Acceptance threshold: 1
IsActive: true
Scripts:
- Type: SHADE_Scripting.Gameplay.AIBehaviour.AIRework.NavigationTestScript
Enabled: true
endPoint: 12
speed: 3
- EID: 12
Name: EndPoint
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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Name: Camera
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Rotate: {x: -1.48352981, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Camera Component:
Position: {x: 0, y: 0, z: 0}
Pitch: -85
Yaw: 0
Roll: 0
Width: 1920
Near: 0.00999999978
Far: 10000
Perspective: true
FOV: 90
IsActive: true
Scripts: ~

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@ -0,0 +1,3 @@
Name: NavigationTest
ID: 100246336
Type: 5

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@ -0,0 +1,107 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class AILineOfSight:Script
{
public GameObject player;
public float range = 2.0f;
[Tooltip("Angle between player and forward to be within sight")]
public float angle = 30.0f;
[Tooltip("For debug")]
public float angleBetween = 0.0f;
[Tooltip("For debug")]
public float distance = 0.0f;
public float heightLimit = 1.0f;
public Vector3 rayOffset;
public bool withinRange;
public bool withinSight;
public Vector3 lastFoundPos;
public float lastFoundTimer = 0.0f;
protected override void update()
{
if (player == GameObject.Null)
return;
Transform transform = GetComponent<Transform>();
Transform playerTransform = player.GetComponent<Transform>();
Collider playerCollider = player.GetComponent<Collider>();
withinRange = false;
withinSight = false;
if(transform && playerTransform && playerCollider)
{
Vector3 pos = transform.GlobalPosition + rayOffset;
Vector3 playerPos = playerTransform.GlobalPosition ;
Vector3 d = playerPos - pos;
distance = d.GetMagnitude();
if(distance < range)
{
Vector3 fwdHorizontal = transform.Forward;
fwdHorizontal.y = 0;
fwdHorizontal.Normalise();
Vector3 dHorizontal = d;
dHorizontal.y = 0;
float dot = Vector3.Dot(fwdHorizontal, dHorizontal);
angleBetween = SHADE.Math.Rad2Deg * MathF.Acos(dot / (dHorizontal.GetMagnitude()));
if (angleBetween < angle && playerPos.y < pos.y + heightLimit)
{
withinRange = true;
withinSight = true;
Ray sightRay = new Ray(pos, d.GetNormalised());
List<RaycastHit> hitResults = Physics.Raycast(sightRay, distance,false, (ushort)65535);
foreach(RaycastHit hit in hitResults)
{
if (hit.Hit && hit.Other != player)
{
Debug.Log("AI LOS: HIT OTHER");
withinSight = false;
break;
}
}
}
}
if (withinSight == true)
{
lastFoundPos = playerTransform.GlobalPosition;
lastFoundTimer = 0.0f;
}
else
{
lastFoundTimer += Time.DeltaTimeF;
}
}
}
}
}

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@ -0,0 +1,3 @@
Name: AILineOfSight
ID: 152074687
Type: 9

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@ -0,0 +1,3 @@
Name: BaseState
ID: 167091082
Type: 9

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@ -0,0 +1,105 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Reflection.PortableExecutable;
using System.Text;
using System.Threading.Tasks;
using SHADE;
using SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class HomeOwnerAI:Script
{
public float idleDuration = 1.0f;
public float timeoutDuration = 2.0f;
public GameObject patrolPointParent;
public float patrolSpeed = 2.0f;
public float chaseSpeed = 3.0f;
public float alertCooldown = 0.0f;
public GameObject player;
[NonSerialized]
public IEnumerable<Transform> patrolPointPool;
protected override void awake()
{
StateMachine machine = GetScript<StateMachine>();
if(machine)
{
Dictionary<Type, BaseState> dictionary = new Dictionary<Type, BaseState>();
dictionary.Add(typeof(IdleState), new IdleState(machine));
dictionary.Add(typeof(PatrolState), new PatrolState(machine));
dictionary.Add(typeof(TimeoutState), new TimeoutState(machine));
dictionary.Add(typeof(ChaseState), new ChaseState(machine));
dictionary.Add(typeof(AlertState), new AlertState(machine));
machine.InitStateMachine(dictionary);
}
patrolPointPool = patrolPointParent.GetComponentsInChildren<Transform>();
}
protected override void update()
{
if(alertCooldown > 0.0f)
{
alertCooldown -= Time.DeltaTimeF;
}
else
{
alertCooldown = 0.0f;
}
RigidBody rigid = GetComponent<RigidBody>();
if(rigid)
{
rigid.AngularVelocity = Vector3.Zero;
}
}
public bool ShouldTransitAlert()
{
AILineOfSight los = GetScript<AILineOfSight>();
if (los)
{
if (los.withinSight && alertCooldown <= 0.0f)
{
return true;
}
}
return false;
}
public void RotateToPlayer()
{
//Transform playerTransform = player.GetComponent<Transform>();
////Rotate to face player.
//Transform aiTransform = GetComponent<Transform>();
//if(playerTransform && aiTransform)
//{
// Vector3 direction = playerTransform.GlobalPosition - aiTransform.GlobalPosition;
// Quaternion currentRotation = aiTransform.LocalRotation;
// Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(direction.x, direction.z), 0.0f);
// aiTransform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, 5.0f * (float)Time.FixedDeltaTime);
//}
}
}
}

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@ -0,0 +1,3 @@
Name: HomeOwnerAI
ID: 162553450
Type: 9

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@ -0,0 +1,52 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SHADE;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class NavigationTestScript :Script
{
public GameObject endPoint;
public float speed = 1.0f;
float timer = 0.0f;
protected override void start()
{
Navigation nav = GetComponent<Navigation>();
Transform endTransform = endPoint.GetComponent<Transform>();
if (endTransform)
nav.MoveTo(endTransform.GlobalPosition);
}
protected override void update()
{
timer += Time.DeltaTimeF;
Navigation nav = GetComponent<Navigation>();
Transform transform = GetComponent<Transform>();
if (timer >= 1.0f)
{
timer = 0.0f;
Transform endTransform = endPoint.GetComponent<Transform>();
if (endTransform)
nav.MoveTo(endTransform.GlobalPosition);
}
if (nav && transform)
{
transform.LocalPosition = transform.LocalPosition + ( nav.GetForward() * Time.DeltaTimeF * speed);
}
}
}
}

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@ -0,0 +1,3 @@
Name: NavigationTestScript
ID: 162476480
Type: 9

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@ -0,0 +1,40 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SHADE;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class RotateToVelocity : Script
{
public float rotationPerSecond = 2.0f;
protected override void update()
{
RigidBody rigid = GetComponent<RigidBody>();
Transform transform = GetComponent<Transform>();
if(rigid && transform)
{
Vector3 vel = rigid.LinearVelocity;
if(vel.GetSqrMagnitude() > 1.0f)
{
Quaternion currentRotation = transform.LocalRotation;
Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(vel.x, vel.z), 0.0f);
transform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationPerSecond * (float)Time.FixedDeltaTime);
}
}
}
}
}

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@ -0,0 +1,3 @@
Name: RotateToVelocity
ID: 163814533
Type: 9

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@ -0,0 +1,3 @@
Name: StateMachine
ID: 165140157
Type: 9

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@ -0,0 +1,22 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public abstract class AIBaseState: BaseState
{
protected HomeOwnerAI ai;
public AIBaseState(StateMachine stateMachine): base(stateMachine, "")
{
stateName = "AI Base State";
ai = stateMachine.GetScript<HomeOwnerAI>();
}
}
}

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@ -0,0 +1,3 @@
Name: AIBaseState
ID: 160233845
Type: 9

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@ -0,0 +1,42 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public class AlertState: AIBaseState
{
const float alertDuration = 2.0f;
float alertTimer = alertDuration;
public AlertState(StateMachine machine): base(machine)
{
stateName = "Alert";
}
public override void OnEnter()
{
alertTimer = alertDuration;
}
public override void update()
{
alertTimer -= Time.DeltaTimeF;
if (alertTimer <= 0.0f)
{
machine.SetState(typeof(ChaseState));
}
}
public override void fixedUpdate()
{
}
}
}

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@ -0,0 +1,3 @@
Name: AlertState
ID: 159828775
Type: 9

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@ -0,0 +1,77 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public class ChaseState :AIBaseState
{
float giveUpDuration = 10.0f;
float giveUpTimer = 0.0f;
public ChaseState(StateMachine machine): base(machine)
{
stateName = "Chase";
}
public override void OnEnter()
{
giveUpTimer = giveUpDuration;
}
public override void update()
{
Navigation nav = machine.GetComponent<Navigation>();
AILineOfSight los = ai.GetScript<AILineOfSight>();
if(los && nav)
{
Transform playerTransform = los.player.GetComponent<Transform>();
if (los.withinSight)
{
nav.MoveTo(playerTransform.GlobalPosition);
}
else
{
nav.MoveTo(los.lastFoundPos);
giveUpTimer -= Time.DeltaTimeF;
}
if(los.lastFoundTimer>= 10.0f || giveUpTimer <= 0.0f)
{
machine.SetState(typeof(TimeoutState));
}
RigidBody rigid = machine.GetComponent<RigidBody>();
if(rigid)
{
if (los.withinSight)
rigid.LinearVelocity = nav.GetForward() * ai.chaseSpeed;
else
rigid.LinearVelocity = nav.GetForward() * ai.patrolSpeed;
}
if(nav.ReachedTarget())
{
giveUpTimer -= Time.DeltaTimeF;
ai.RotateToPlayer();
}
}
}
public override void fixedUpdate()
{
}
}
}

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@ -0,0 +1,3 @@
Name: ChaseState
ID: 166357249
Type: 9

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@ -0,0 +1,47 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SHADE;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public class IdleState: AIBaseState
{
float timer = 0.0f;
public IdleState(StateMachine machine): base(machine)
{
stateName = "Idle";
}
public override void OnEnter()
{
timer = 0.0f;
}
public override void update()
{
timer += Time.DeltaTimeF;
if(timer >= ai.idleDuration)
{
machine.SetState(typeof(PatrolState));
}
if(ai.ShouldTransitAlert())
{
machine.SetState(typeof(AlertState));
}
}
public override void fixedUpdate()
{
}
}
}

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@ -0,0 +1,3 @@
Name: IdleState
ID: 164902316
Type: 9

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@ -0,0 +1,88 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public class PatrolState: AIBaseState
{
Random rand;
Vector3 lastFramePos;
float stuckTimer ;
public PatrolState(StateMachine machine) : base(machine)
{
stateName = "Patrol";
rand = new Random();
}
public override void OnEnter()
{
Navigation nav = machine.GetComponent<Navigation>();
Transform transform = machine.GetComponent<Transform>();
if (nav && transform)
{
int index = rand.Next(0, ai.patrolPointPool.Count() - 1);
Transform dest = ai.patrolPointPool.ElementAt(index);
if (dest)
{
nav.MoveTo(dest.GlobalPosition);
Debug.Log("Moving to" + dest.GlobalPosition.ToString());
}
lastFramePos = transform.GlobalPosition;
stuckTimer = 0.0f;
}
}
public override void update()
{
Navigation nav = machine.GetComponent<Navigation>();
Transform transform = machine.GetComponent<Transform>();
RigidBody rigid = machine.GetComponent<RigidBody>();
if(nav && transform && rigid)
{
rigid.LinearVelocity = nav.GetForward() * ai.patrolSpeed;
Vector3 d = lastFramePos - transform.GlobalPosition;
if (d.GetSqrMagnitude() < 0.001f)
{
stuckTimer += Time.DeltaTimeF;
}
if (nav.ReachedTarget())
{
machine.SetState(typeof(IdleState));
}
lastFramePos = transform.GlobalPosition;
}
if(stuckTimer >= 0.5f)
{
machine.SetState(typeof(IdleState));
}
if (ai.ShouldTransitAlert())
{
machine.SetState(typeof(AlertState));
}
}
public override void fixedUpdate()
{
}
}
}

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@ -0,0 +1,3 @@
Name: PatrolState
ID: 155844701
Type: 9

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@ -0,0 +1,47 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SHADE;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public class TimeoutState : AIBaseState
{
float timer = 0.0f;
float alertCooldown = 10.0f;
public TimeoutState(StateMachine machine) : base(machine)
{
stateName = "Timeout";
}
public override void OnEnter()
{
timer = 0.0f;
}
public override void update()
{
timer += Time.DeltaTimeF;
if (timer >= ai.timeoutDuration)
{
machine.SetState(typeof(PatrolState));
}
}
public override void fixedUpdate()
{
}
public override void OnExit()
{
ai.alertCooldown = alertCooldown;
}
}
}

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@ -0,0 +1,3 @@
Name: TimeoutState
ID: 167077719
Type: 9

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@ -35,6 +35,7 @@
#include "Scripting/SHScriptEngine.h"
#include "UI/SHUISystem.h"
#include "Animation/SHAnimationSystem.h"
#include "Navigation/SHNavigationSystem.h"
// Components
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
@ -89,6 +90,7 @@ namespace Sandbox
SHSystemManager::CreateSystem<SHAudioSystem>();
SHSystemManager::CreateSystem<SHCameraSystem>();
SHSystemManager::CreateSystem<SHUISystem>();
SHSystemManager::CreateSystem<SHNavigationSystem>();
//std::system("FontCompiler.exe ../../Assets/Fonts/SegoeUI.ttf");
//std::system("FontCompiler.exe ../../Assets/Fonts/ALGER.ttf");
@ -127,7 +129,9 @@ namespace Sandbox
#ifdef SHEDITOR
SHSystemManager::RegisterRoutine<SHPhysicsDebugDrawSystem, SHPhysicsDebugDrawSystem::PhysicsDebugDraw>();
SHSystemManager::RegisterRoutine<SHNavigationSystem, SHNavigationSystem::NavigationSystemGenerateRoutine>();
#endif
SHSystemManager::RegisterRoutine<SHNavigationSystem, SHNavigationSystem::UpdateNavigationRoutine>();
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>();
SHSystemManager::RegisterRoutine<SHDebugDrawSystem, SHDebugDrawSystem::ProcessPointsRoutine>();

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@ -15,4 +15,5 @@
#include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"
#include "AudioSystem/SHAudioListenerComponent.h"
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderableComponent.h"
#include "Graphics/MiddleEnd/Particles/SHParticleEmitterComponent.h"
#include "Graphics/MiddleEnd/Particles/SHParticleEmitterComponent.h"
#include "Navigation/SHNavigationComponent.h"

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@ -27,6 +27,7 @@
#include "AudioSystem/SHAudioListenerComponent.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"
#include "Graphics/MiddleEnd/Particles/SHParticleEmitterComponent.h"
#include "Navigation/SHNavigationComponent.h"
#include "Camera/SHCameraSystem.h"
#include "FRC/SHFramerateController.h"
@ -193,6 +194,10 @@ namespace SHADE
{
DrawComponent(particleComponent);
}
if (auto navigationComponent = SHComponentManager::GetComponent_s<SHNavigationComponent>(eid))
{
DrawComponent(navigationComponent);
}
ImGui::Separator();
// Render Scripts
SHScriptEngine* scriptEngine = static_cast<SHScriptEngine*>(SHSystemManager::GetSystem<SHScriptEngine>());
@ -219,6 +224,7 @@ namespace SHADE
DrawAddComponentWithEnforcedComponentButton<SHTextRenderableComponent, SHTransformComponent>(eid);
DrawAddComponentWithEnforcedComponentButton<SHAnimatorComponent, SHTransformComponent, SHRenderable>(eid);
DrawAddComponentWithEnforcedComponentButton<SHAudioListenerComponent, SHTransformComponent>(eid);
DrawAddComponentWithEnforcedComponentButton<SHNavigationComponent, SHTransformComponent>(eid);
//DrawAddComponentWithEnforcedComponentButton<SHParticleEmitterComponent, SHTransformComponent>(eid);
ImGui::EndMenu();

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@ -0,0 +1,78 @@
#include "SHpch.h"
#include "SHNavigationComponent.h"
namespace SHADE
{
uint16_t NavigationGridIndex::numColumns = 8;
SHNavigationComponent::SHNavigationComponent()
:target{ 0.0f }, path{}, threshold{ 0.1f }, recalculatePath{ false }, unreachableTarget{ false }, forward{0.0f}, tolerance{0}
{
}
SHVec3 SHNavigationComponent::GetTarget() const noexcept
{
return target;
}
SHVec3 SHNavigationComponent::GetForward() const noexcept
{
return forward;
}
bool SHNavigationComponent::GetRecalculatePath() const noexcept
{
return recalculatePath;
}
bool SHNavigationComponent::GetUnreachableTarget() const noexcept
{
return unreachableTarget;
}
bool SHNavigationComponent::ReachedTarget() const noexcept
{
return path.empty();
}
void SHNavigationComponent::SetTarget(SHVec3 value) noexcept
{
recalculatePath = true;
target = value;
}
void SHNavigationComponent::EmptySetForward(SHVec3 value) noexcept
{
}
void SHNavigationComponent::EmptySetBool(bool value) noexcept
{
}
}//namespace SHADE
RTTR_REGISTRATION
{
using namespace SHADE;
using namespace rttr;
registration::class_<SHNavigationComponent>("Navigation Component")
.property("Target", &SHNavigationComponent::GetTarget, &SHNavigationComponent::SetTarget)
.property("Forward", &SHNavigationComponent::GetForward, &SHNavigationComponent::EmptySetForward)
.property("Recalculate Path", &SHNavigationComponent::GetRecalculatePath, &SHNavigationComponent::EmptySetBool)
.property("Unreachable Target", &SHNavigationComponent::GetUnreachableTarget, &SHNavigationComponent::EmptySetBool)
.property("Tolerance", &SHNavigationComponent::tolerance)
.property("Acceptance threshold", &SHNavigationComponent::threshold)
;
}

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@ -0,0 +1,123 @@
#pragma once
#include <rttr/registration>
#include "ECS_Base/Components/SHComponent.h"
#include "Math/Vector/SHVec2.h"
#include "Math/Vector/SHVec3.h"
#include <queue>
#include "SH_API.h"
namespace SHADE
{
struct NavigationGridIndex
{
uint16_t row;
uint16_t column;
static uint16_t numColumns;
bool operator==(NavigationGridIndex const& rhs) const noexcept
{
return row == rhs.row && column == rhs.column;
}
bool operator!=(NavigationGridIndex const& rhs) const noexcept
{
return row != rhs.row || column != rhs.column;
}
bool operator<(NavigationGridIndex const& rhs) const noexcept
{
return (row * numColumns + column) < (rhs.row * numColumns + rhs.column);
}
};
#define NullGridIndex 9999;
class SH_API SHNavigationComponent final: public SHComponent
{
private:
//Target to move to
SHVec3 target;
//Direction to mvoe towards to get to the target position.
SHVec3 forward;
//The path to follow to reach the target.
std::queue<NavigationGridIndex> path;
//The flag to check against to indicate whether to recalculate path
bool recalculatePath;
//The flag to set if the target is unreachable.
bool unreachableTarget;
public:
friend class SHNavigationSystem;
//The distance threshold that indicates when the entity has reached the navigation grid.
float threshold;
//Number of grid cells surrounding colliding cells to also mark as colliding.
uint16_t tolerance;
SHNavigationComponent();
virtual ~SHNavigationComponent() = default;
/********************************************************************
* \brief
* Getter for the target position. This should be in world position.
* \return
* SHVec3
********************************************************************/
SHVec3 GetTarget() const noexcept;
/********************************************************************
* \brief
* Getter for the forward vector. This shows the direction to move
* in order to reach the target.
* \return
* SHVec3
********************************************************************/
SHVec3 GetForward() const noexcept;
bool GetRecalculatePath() const noexcept;
bool GetUnreachableTarget() const noexcept;
bool ReachedTarget() const noexcept;
/********************************************************************
* \brief
* Setter for the target variable. Also sets recalculatePath boolean
* to true.
* \param value
* The target world location. The y-axis will be ignored.
* \return
* void
********************************************************************/
void SetTarget(SHVec3 value) noexcept;
/********************************************************************
* \brief
* An empty setter so we can see this variable in inspector but
* can't set it.
* \param value
* value to set to.
* \return
* void
********************************************************************/
void EmptySetForward(SHVec3 value) noexcept;
void EmptySetBool(bool value) noexcept;
RTTR_ENABLE()
protected:
};
}

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@ -0,0 +1,671 @@
#include "SHpch.h"
#include "SHNavigationSystem.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Physics/System/SHPhysicsSystem.h"
#include "Math/Geometry/SHAABB.h"
#include "Input/SHInputManager.h"
#include "Editor/SHEditor.h"
#include "Scene/SHSceneManager.h"
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
#include <vector>
#include <stack>
#include <map>
#include <list>
#define DRAW_NAVIGATION_DATA
#define DRAW_NAVIGATION_PATH
namespace SHADE
{
void SHNavigationSystem::Init()
{
auto id = ComponentFamily::GetID<SHNavigationComponent>();
SHComponentManager::CreateComponentSparseSet<SHNavigationComponent>();
SystemID i = SystemFamily::GetID<SHNavigationSystem>();
}
void SHNavigationSystem::Exit()
{
}
uint16_t SHNavigationSystem::GetIndex(uint16_t row, uint16_t col) noexcept
{
size_t rowOffset = numRows / NumGridDataTypeBits;
return row * rowOffset + (col / NumGridDataTypeBits );
}
bool SHNavigationSystem::GetNavigationData(uint16_t row, uint16_t col) noexcept
{
size_t index = GetIndex(row, col);
GridDataType bitMask = 1 << (col % NumGridDataTypeBits);
if ( index < navigationGrid.size())
{
return navigationGrid[index] & bitMask;
}
else
{
return true;
}
}
bool SHNavigationSystem::GetNavigationData(NavigationGridIndex index) noexcept
{
return GetNavigationData(index.row, index.column);
}
SHVec2 SHNavigationSystem::GetGridSize() noexcept
{
return SHVec2{size.x / numCols, size.z / numRows};
}
NavigationGridIndex SHNavigationSystem::GetNavigationGridIndex(SHVec3 const& worldPosition) noexcept
{
NavigationGridIndex result;
SHVec3 topleft{ origin.x - (size.x / 2.0f), origin.y, origin.z - (size.z / 2.0f) };
SHVec3 pos = worldPosition - topleft;
SHVec2 gridSize = GetGridSize();
result.row = (pos.z )/ gridSize.y;
result.column = (pos.x )/ gridSize.x;
return result;
}
SHVec3 SHNavigationSystem::GetGridWorldPos(NavigationGridIndex index) noexcept
{
SHVec3 result{0.0f};
SHVec3 topleft{ origin.x - (size.x / 2.0f), origin.y, origin.z - (size.z / 2.0f) };
SHVec2 gridSize = GetGridSize();
result.x = (index.column * gridSize.x);
result.z = (index.row * gridSize.y) ;
result += topleft;
return result;
}
void SHNavigationSystem::GenerateNavigationGridData(SHVec3 origin, SHVec3 size, uint16_t nr, uint16_t nc) noexcept
{
if (size.x <= 0.0f || size.y <= 0.0f || size.z <= 0.0f || nr == 0 || nc == 0 )
{
return;
}
this->origin = origin;
this->size = size;
numRows = nr;
numCols = nc;
navigationGrid.clear();
GridDataType temp = 0;
for (size_t r = 0; r < numRows; ++r)
{
for (size_t c = 0; c < numCols; ++c)
{
GridDataType bitmask = 1 << (c % NumGridDataTypeBits);
auto physics = SHSystemManager::GetSystem<SHPhysicsSystem>();
//Does the AABB calculation
if (physics != nullptr)
{
//Get the top left position
SHVec3 topleft{ origin.x - (size.x / 2.0f), origin.y, origin.z - (size.z / 2.0f) };
SHVec2 halfGridSize = GetGridSize() * 0.5f;
//offset it by row and column and center it with half grid size.
topleft += SHVec3{ c * GetGridSize().x, 0.0f, r * GetGridSize().y} + SHVec3{halfGridSize.x,0.0f,halfGridSize.y};
//Get half extents.
SHVec3 halfExtents{ halfGridSize.x, size.y, halfGridSize.y };
SHAABB aabb{ topleft,halfExtents };
if (physics->TestAABBOverlap(aabb, (uint16_t)(SHCollisionTagMatrix::GetTag("Navigation")->GetMask())))
{
temp |= bitmask;
}
}
if ((c % NumGridDataTypeBits) == NumGridDataTypeBits - 1)
{
navigationGrid.push_back(temp);
temp = 0;
}
}
//if the number of column dont fit perfectly to the NumGridDataTypeBits. We push in what we have with the rest as 0s.
if (numCols % NumGridDataTypeBits != 0)
{
navigationGrid.push_back(temp);
temp = 0;
}
}
}
void SHNavigationSystem::NavigationSystemGenerateRoutine::Execute(double dt) noexcept
{
#ifdef SHEDITOR
SHVec3 navigationAreaSize{ 10.5f, 1.0f, 10.5f };
auto editor = SHSystemManager::GetSystem<SHEditor>();
if (editor->editorState != SHEditor::State::PLAY)
{
SHNavigationSystem* system = static_cast<SHNavigationSystem*>(GetSystem());
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::H))
{
system->GenerateNavigationGridData(SHVec3{ 0.0f }, navigationAreaSize, 80, 80);
}
auto debugDrawSystem = SHSystemManager::GetSystem<SHDebugDrawSystem>();
if (debugDrawSystem)
{
SHTransform trans;
trans.position = SHVec3{ 0.0f };
trans.scale = navigationAreaSize;
trans.ComputeTRS();
debugDrawSystem->DrawWireCube(trans.trs, SHColour::YELLOW, false);
#ifdef DRAW_NAVIGATION_DATA
for (uint16_t r = 0; r < system->numRows; ++r)
{
for (uint16_t c = 0; c < system->numCols; ++c)
{
if (system->GetNavigationData(r, c) == true)
{
SHVec3 topleft{ system->origin.x - (system->size.x / 2.0f), system->origin.y, system->origin.z - (system->size.z / 2.0f) };
SHVec2 halfGridSize = system->GetGridSize() * 0.5f;
//offset it by row and column and center it with half grid size.
topleft += SHVec3{ c * system->GetGridSize().x, 0.0f, r * system->GetGridSize().y } + SHVec3{ halfGridSize.x,0.0f,halfGridSize.y };
SHTransform t;
t.position = system->GetGridWorldPos({r,c});
t.scale = SHVec3{ halfGridSize.x * 2.0f, 1.0f, halfGridSize.y * 2.0f};
t.ComputeTRS();
debugDrawSystem->DrawCube(t.trs, SHColour::RED, true);
}
else
{
SHVec3 topleft{ system->origin.x - (system->size.x / 2.0f), system->origin.y, system->origin.z - (system->size.z / 2.0f) };
SHVec2 halfGridSize = system->GetGridSize() * 0.5f;
//offset it by row and column and center it with half grid size.
topleft += SHVec3{ c * system->GetGridSize().x, 0.0f, r * system->GetGridSize().y } + SHVec3{ halfGridSize.x,0.0f,halfGridSize.y };
SHTransform t;
t.position = system->GetGridWorldPos({ r,c });
t.scale = SHVec3{ halfGridSize.x * 2.0f, 1.0f, halfGridSize.y * 2.0f };
t.ComputeTRS();
debugDrawSystem->DrawCube(t.trs, SHColour::WHITE, true);
}
}
}
#endif
}
}
#endif
}
void SHNavigationSystem::UpdateNavigationRoutine::Execute(double dt) noexcept
{
SHNavigationSystem* system = static_cast<SHNavigationSystem*>(GetSystem());
auto& dense = SHComponentManager::GetDense<SHNavigationComponent>();
for (auto& comp : dense)
{
if (SHSceneManager::CheckNodeAndComponentsActive<SHNavigationComponent>(comp.GetEID()))
{
if (comp.recalculatePath)
system->GeneratePath(comp);
system->UpdateNavigationComponent(comp);
}
}
}
void SHNavigationSystem::UpdateNavigationComponent(SHNavigationComponent& comp) noexcept
{
if (comp.unreachableTarget == true || comp.path.empty())
{
comp.forward = SHVec3::Zero;
return; // no point continuing because target can't be reached / path is empty.
}
SHTransformComponent* transform = SHComponentManager::GetComponent_s<SHTransformComponent>(comp.GetEID());
if (transform)
{
NavigationGridIndex nxtPoint = comp.path.front();
SHVec3 nxtPointPos = GetGridWorldPos(nxtPoint);
SHVec3 direction = nxtPointPos - transform->GetWorldPosition();
direction.y = 0.0f;
if (direction.LengthSquared() <= comp.threshold * comp.threshold || direction.LengthSquared() <= GetGridSize().LengthSquared() * 0.5f)
{
comp.path.pop();
//Rerun this function
UpdateNavigationComponent(comp);
//return so we don't run the parts after this twice.
return;
}
comp.forward = SHVec3::Normalise(direction);
#ifdef DRAW_NAVIGATION_PATH
auto debugDrawSystem = SHSystemManager::GetSystem<SHDebugDrawSystem>();
auto queue = comp.path;
while (!queue.empty())
{
uint16_t r = queue.front().row;
uint16_t c = queue.front().column;
{
SHVec3 topleft{ origin.x - (size.x / 2.0f), origin.y, origin.z - (size.z / 2.0f) };
SHVec2 halfGridSize = GetGridSize() * 0.5f;
//offset it by row and column and center it with half grid size.
topleft += SHVec3{ c * GetGridSize().x, 0.0f, r * GetGridSize().y } + SHVec3{ halfGridSize.x,0.0f,halfGridSize.y };
SHTransform t;
t.position = GetGridWorldPos({ r,c });
t.scale = SHVec3{ halfGridSize.x * 2.0f, 1.0f, halfGridSize.y * 2.0f };
t.ComputeTRS();
debugDrawSystem->DrawCube(t.trs, SHColour::YELLOW, true);
}
queue.pop();
}
#endif
}
}
void SHNavigationSystem::GeneratePath(SHNavigationComponent& comp) noexcept
{
//Check that the entity has a transform.
if (SHComponentManager::HasComponent<SHTransformComponent>(comp.GetEID()) == false)
{
comp.unreachableTarget = true;
return;
}
std::list<NavigationNode> openList;
std::map<NavigationGridIndex, NavigationNode> closedList;
closedList.clear();
NavigationGridIndex::numColumns = numCols;
//Check if ending position is set to true in navigation data.
NavigationGridIndex endIndex = GetNavigationGridIndex(comp.target);
//if (GetNavigationData(endIndex) == true)
//{
// //Target position is unreachable.
// SHLOG_WARNING("Navigation System: GeneratePath() target position is unreachable EID: {}", comp.GetEID())
// comp.unreachableTarget = true;
// return;
//}
auto transform = SHComponentManager::GetComponent<SHTransformComponent>(comp.GetEID());
NavigationNode startingNode;
startingNode.index = GetNavigationGridIndex(transform->GetWorldPosition());
startingNode.parent.row = NullGridIndex;
startingNode.parent.column = NullGridIndex;
startingNode.h = std::numeric_limits<uint32_t>::max();
startingNode.g = 0;
startingNode.f = 0;
openList.push_back(startingNode);
NavigationNode endNode;
endNode.index.row = NullGridIndex;
endNode.index.column = NullGridIndex;
endNode.g = std::numeric_limits<uint32_t>::max();
endNode.h = std::numeric_limits<uint32_t>::max();
endNode.f = std::numeric_limits<uint32_t>::max();
while (!openList.empty())
{
NavigationNode currNode;
std::list<NavigationNode>::iterator lowestNode = openList.end();
uint32_t lowestFValue = std::numeric_limits<uint32_t>::max();
uint32_t lowestHValue = std::numeric_limits<uint32_t>::max();
for (std::list<NavigationNode>::iterator node = openList.begin(); node != openList.end(); ++node)
{
if (node->f < lowestFValue)
{
lowestNode = node;
lowestHValue = node->h;
lowestFValue = node->f;
}
if (node->f == lowestFValue && node->h < lowestHValue)
{
lowestNode = node;
lowestHValue = node->h;
}
}
currNode = *lowestNode;
openList.erase(lowestNode);
closedList.emplace(currNode.index, currNode);
if (currNode.index == endIndex)
{
endNode = currNode;
break;
}
//Add the surrounding 8 tiles into the open list
{
//Top
if (currNode.index.column > 0)
{
NavigationNode topNode;
topNode.index = currNode.index;
topNode.index.column -= 1;
topNode.parent = currNode.index;
topNode.g = currNode.g + 10;
topNode.h = HCostCalculation(topNode.index, endIndex);
topNode.f = topNode.g + topNode.h;
AddNodeToOpenList(topNode, openList, closedList, comp.tolerance);
//TopLeft
if (currNode.index.row > 0)
{
NavigationNode newNode;
newNode.index = currNode.index;
newNode.index.column -= 1;
newNode.index.row -= 1;
newNode.parent = currNode.index;
newNode.g = currNode.g + 14;
newNode.h = HCostCalculation(newNode.index, endIndex);
newNode.f = newNode.g + newNode.h;
AddNodeToOpenList(newNode, openList, closedList, comp.tolerance);
}
}
//Bottom
if (currNode.index.column < numCols - 1)
{
NavigationNode btmNode;
btmNode.index = currNode.index;
btmNode.index.column += 1;
btmNode.parent = currNode.index;
btmNode.g = currNode.g + 10;
btmNode.h = HCostCalculation(btmNode.index, endIndex);
btmNode.f = btmNode.g + btmNode.h;
AddNodeToOpenList(btmNode, openList, closedList, comp.tolerance);
//BottomRight
if (currNode.index.row < numRows - 1)
{
NavigationNode newNode;
newNode.index = currNode.index;
newNode.index.column += 1;
newNode.index.row += 1;
newNode.parent = currNode.index;
newNode.g = currNode.g + 14;
newNode.h = HCostCalculation(newNode.index, endIndex);
newNode.f = newNode.g + newNode.h;
AddNodeToOpenList(newNode, openList, closedList, comp.tolerance);
}
}
//Left
if (currNode.index.row > 0)
{
NavigationNode leftNode;
leftNode.index = currNode.index;
leftNode.index.row -= 1;
leftNode.parent = currNode.index;
leftNode.g = currNode.g + 10;
leftNode.h = HCostCalculation(leftNode.index, endIndex);
leftNode.f = leftNode.g + leftNode.h;
AddNodeToOpenList(leftNode, openList, closedList, comp.tolerance);
//BottomLeft
if (currNode.index.column < numCols - 1)
{
NavigationNode newNode;
newNode.index = currNode.index;
newNode.index.column += 1;
newNode.index.row -= 1;
newNode.parent = currNode.index;
newNode.g = currNode.g + 14;
newNode.h = HCostCalculation(newNode.index, endIndex);
newNode.f = newNode.g + newNode.h;
AddNodeToOpenList(newNode, openList, closedList, comp.tolerance);
}
}
//Right
if (currNode.index.row < numRows - 1)
{
NavigationNode rightNode;
rightNode.index = currNode.index;
rightNode.index.row += 1;
rightNode.parent = currNode.index;
rightNode.g = currNode.g + 10;
rightNode.h = HCostCalculation(rightNode.index, endIndex);
rightNode.f = rightNode.g + rightNode.h;
AddNodeToOpenList(rightNode, openList, closedList, comp.tolerance);
//TopRight
if (currNode.index.column > 0)
{
NavigationNode newNode;
newNode.index = currNode.index;
newNode.index.column -= 1;
newNode.index.row += 1;
newNode.parent = currNode.index;
newNode.g = currNode.g + 14;
newNode.h = HCostCalculation(newNode.index, endIndex);
newNode.f = newNode.g + newNode.h;
AddNodeToOpenList(newNode, openList, closedList, comp.tolerance);
}
}
}
}
//Check if there is a path.
if (endNode.g == std::numeric_limits<uint32_t>::max() || endNode.h == std::numeric_limits<uint32_t>::max() || endNode.f == std::numeric_limits<uint32_t>::max())
{
//SHLOG_WARNING("Navigation System: End Node not found after running through algo EID: {}", comp.GetEID())
//comp.unreachableTarget = true;
uint32_t lowestH = std::numeric_limits<uint32_t>::max();
for (std::map<NavigationGridIndex, NavigationNode>::iterator it = closedList.begin(); it != closedList.end(); ++it)
{
if (it->second.h < lowestH)
{
lowestH = it->second.h;
endNode = (it->second);
}
}
//return;
}
//Generate the path using end node.
std::stack<NavigationGridIndex> reversePath;
NavigationNode pathNode = endNode;
while (pathNode.index != startingNode.index)
{
reversePath.push(pathNode.index);
if (closedList.find(pathNode.parent) == closedList.end())
{
SHLOG_WARNING("Navigation System: GeneratePath() reverse path parent not in closed list EID: {}", comp.GetEID())
comp.unreachableTarget = true;
return;
}
pathNode = closedList.find(pathNode.parent)->second;
}
//Clear the queue.
while (!comp.path.empty())
{
comp.path.pop();
}
while (!reversePath.empty())
{
comp.path.push(reversePath.top());
reversePath.pop();
}
comp.recalculatePath = false;
comp.unreachableTarget = false;
}//End GeneratePath
bool SHNavigationSystem::AddNodeToOpenList(NavigationNode node, std::list<NavigationNode>& openList, std::map<NavigationGridIndex, NavigationNode>& closedList, uint16_t tolerance) noexcept
{
if (closedList.find(node.index) != closedList.end())
{
//Node is already in closed list.
return false;
}
//Check if the node is pointing to a non movable tile.
if (GetNavigationData(node.index) == true)
{
return false;
}
//Check that node surrounding this is also movable. (Controlled by tolerance).
for (uint16_t i = 0; i < tolerance; ++i)
{
NavigationGridIndex tolCheckIndex = node.index;
tolCheckIndex.row += i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.row -= i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.column += i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.column -= i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.row += i;
tolCheckIndex.column += i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.row -= i;
tolCheckIndex.column -= i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.row -= i;
tolCheckIndex.column += i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.row += i;
tolCheckIndex.column -= i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
}
//Check if node exist in open list already
for (auto& n : openList)
{
if (n.index == node.index )
{
if (n.f > node.f)
{
n = node;
}
return false;
}
}
openList.push_back(node);
return true;
}
uint32_t SHNavigationSystem::HCostCalculation(NavigationGridIndex first, NavigationGridIndex second) noexcept
{
uint16_t rDiff = (first.row > second.row)?first.row - second.row: second.row - first.row;
uint16_t cDiff = (first.column > second.column) ? first.column - second.column : second.column - first.column;
if (rDiff > cDiff)
{
return (cDiff * 14) + ((rDiff - cDiff) * 10);
}
else
{
return (rDiff * 14 )+ ((cDiff - rDiff) * 10);
}
}
}

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@ -0,0 +1,98 @@
#pragma once
#include "ECS_Base/System/SHSystem.h"
#include "ECS_Base/System/SHSystemRoutine.h"
#include "SHNavigationComponent.h"
#include "Math/Vector/SHVec2.h"
#include "Math/Vector/SHVec3.h"
#include "SH_API.h"
namespace SHADE
{
struct SH_API NavigationNode
{
NavigationGridIndex index;
NavigationGridIndex parent;
uint32_t g;
uint32_t h;
uint32_t f;
};
class SH_API SHNavigationSystem final: public SHSystem
{
private:
using GridDataType = uint8_t;
const size_t NumGridDataTypeBits = sizeof(GridDataType) * CHAR_BIT;
std::vector<uint8_t> navigationGrid;
//Number of subdivision on the x axis
uint16_t numRows{0};
//Number of subdivision on the z axis
uint16_t numCols{0};
//The center of the navigation area.
SHVec3 origin{0.0f};
//Size of the navigation area
SHVec3 size{0.0f};
SHVec2 GetGridSize() noexcept;
uint16_t GetIndex(uint16_t row, uint16_t col) noexcept;
uint32_t HCostCalculation(NavigationGridIndex first, NavigationGridIndex second) noexcept; //TO DO
bool AddNodeToOpenList(NavigationNode node, std::list<NavigationNode>& openList, std::map<NavigationGridIndex, NavigationNode>& closedList, uint16_t tolerance) noexcept;
void UpdateNavigationComponent(SHNavigationComponent& comp) noexcept;
SHVec3 GetGridWorldPos(NavigationGridIndex index) noexcept;
public:
SHNavigationSystem() = default;
virtual ~SHNavigationSystem() = default;
virtual void Init();
virtual void Exit();
void GenerateNavigationGridData(SHVec3 origin, SHVec3 size, uint16_t numRow, uint16_t numCol) noexcept;
void GeneratePath(SHNavigationComponent& comp) noexcept;
bool GetNavigationData(uint16_t row, uint16_t col) noexcept;
bool GetNavigationData(NavigationGridIndex index) noexcept;
NavigationGridIndex GetNavigationGridIndex(SHVec3 const& worldPosition) noexcept;
class SH_API NavigationSystemGenerateRoutine final: public SHSystemRoutine
{
public:
NavigationSystemGenerateRoutine() : SHSystemRoutine("Navigation System Generate", true) {};
virtual void Execute(double dt)noexcept override final;
};
friend class NavigationSystemGenerateRoutine;
class SH_API UpdateNavigationRoutine final: public SHSystemRoutine
{
public:
UpdateNavigationRoutine() : SHSystemRoutine("Update Navigation Routine", false) {};
virtual void Execute(double dt)noexcept override final;
};
friend class UpdateNavigationRoutine;
};
}

View File

@ -243,6 +243,8 @@ namespace SHADE
AddComponentToComponentNode<SHToggleButtonComponent>(components, eid);
AddComponentToComponentNode<SHSliderComponent>(components, eid);
AddComponentToComponentNode<SHNavigationComponent>(components, eid);
AddComponentToComponentNode<SHTextRenderableComponent>(components, eid);
AddComponentToComponentNode<SHAnimatorComponent>(components, eid);
AddComponentToComponentNode<SHUIComponent>(components, eid);
@ -306,6 +308,9 @@ namespace SHADE
AddComponentID<SHButtonComponent>(componentIDList, componentsNode);
AddComponentID<SHToggleButtonComponent>(componentIDList, componentsNode);
AddComponentID<SHSliderComponent>(componentIDList, componentsNode);
AddComponentID<SHNavigationComponent>(componentIDList, componentsNode);
AddComponentID<SHTextRenderableComponent>(componentIDList, componentsNode);
AddComponentID<SHAnimatorComponent>(componentIDList, componentsNode);
AddComponentID<SHUIComponent>(componentIDList, componentsNode);
@ -394,6 +399,9 @@ namespace SHADE
SHSerializationHelper::InitializeComponentFromNode<SHButtonComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHToggleButtonComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHSliderComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHNavigationComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHTextRenderableComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHAnimatorComponent>(componentsNode, eid);

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@ -0,0 +1,63 @@
#include "SHpch.h"
#include "Navigation.hxx"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Navigation/SHNavigationSystem.h"
namespace SHADE
{
Navigation::Navigation(Entity entity)
:Component(entity)
{
}
float Navigation::Threshold::get()
{
return GetNativeComponent()->threshold;
}
void Navigation::Threshold::set(float val)
{
GetNativeComponent()->threshold = val;
}
Vector3 Navigation::Target::get()
{
return Convert::ToCLI(GetNativeComponent()->GetTarget());
}
void Navigation::Target::set(Vector3 val)
{
GetNativeComponent()->SetTarget(Convert::ToNative(val));
}
Vector3 Navigation::GetForward()
{
return Convert::ToCLI(GetNativeComponent()->GetForward());
}
bool Navigation::GetUnreachableTarget()
{
return GetNativeComponent()->GetUnreachableTarget();
}
void Navigation::MoveTo(Vector3 val)
{
GetNativeComponent()->SetTarget(Convert::ToNative(val));
auto system = SHSystemManager::GetSystem<SHNavigationSystem>();
if (system)
{
system->GeneratePath(*GetNativeComponent());
}
}
bool Navigation::ReachedTarget()
{
return GetNativeComponent()->ReachedTarget();
}
}

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@ -0,0 +1,36 @@
#pragma once
#include "Components/Component.hxx"
#include "Math/Vector3.hxx"
//External Dependencies
#include "Navigation/SHNavigationComponent.h"
namespace SHADE
{
public ref class Navigation : public Component<SHNavigationComponent>
{
internal:
Navigation(Entity entity);
public:
property float Threshold
{
float get();
void set(float val);
}
property Vector3 Target
{
Vector3 get();
void set(Vector3 val);
}
Vector3 GetForward();
bool GetUnreachableTarget();
bool ReachedTarget();
void MoveTo(Vector3 val);
};
}

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@ -52,7 +52,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Components\TrajectoryRenderable.hxx"
#include "Components\Animator.hxx"
#include "Components\ParticleEmitter.hxx"
#include "Components\Navigation.hxx"
namespace SHADE
@ -344,6 +344,7 @@ namespace SHADE
componentMap.Add(createComponentSet<SHTrajectoryRenderableComponent, TrajectoryRenderable>());
componentMap.Add(createComponentSet<SHAnimatorComponent, Animator>());
componentMap.Add(createComponentSet<SHParticleEmitterComponent, ParticleEmitter>());
componentMap.Add(createComponentSet<SHNavigationComponent, Navigation>());
}
/*---------------------------------------------------------------------------------*/