import Vector from '../../math/Vector'; import Collision from '../../utils/Collision'; import RayConfiguration from '../utils/RayConfiguration'; import RaycastCollisionDetector from '../../utils/RaycastCollisionDetector'; import Limiter from '../Limiter'; import Steerable from '../Steerable'; import SteeringAcceleration from '../SteeringAcceleration'; import SteeringBehavior from '../SteeringBehavior'; /** * With the {@code RaycastObstacleAvoidance} the moving agent (the owner) casts one or more rays out in the direction of its * motion. If these rays collide with an obstacle, then a target is created that will avoid the collision, and the owner does a * basic seek on this target. Typically, the rays extend a short distance ahead of the character (usually a distance corresponding * to a few seconds of movement). *

* This behavior is especially suitable for large-scale obstacles like walls. *

* You should use the {@link RayConfiguration} more suitable for your game environment. Some basic ray configurations are provided * by the framework: {@link SingleRayConfiguration}, {@link ParallelSideRayConfiguration} and * {@link CentralRayWithWhiskersConfiguration}. There are no hard and fast rules as to which configuration is better. Each has its * own particular idiosyncrasies. A single ray with short whiskers is often the best initial configuration to try but can make it * impossible for the character to move down tight passages. The single ray configuration is useful in concave environments but * grazes convex obstacles. The parallel configuration works well in areas where corners are highly obtuse but is very susceptible * to the corner trap. *

* *

The corner trap

All the basic configurations for multi-ray obstacle avoidance can suffer from a crippling problem * with acute angled corners (any convex corner, in fact, but it is more prevalent with acute angles). Consider a character with * two parallel rays that is going towards a corner. As soon as its left ray is colliding with the wall near the corner, the * steering behavior will turn it to the left to avoid the collision. Immediately, the right ray will then be colliding the other * side of the corner, and the steering behavior will turn the character to the right. The character will repeatedly collide both * sides of the corner in rapid succession. It will appear to home into the corner directly, until it slams into the wall. It will * be unable to free itself from the trap. *

* The fan structure, with a wide enough fan angle, alleviates this problem. Often, there is a trade-off, however, between * avoiding the corner trap with a large fan angle and keeping the angle small to allow the character to access small passages. At * worst, with a fan angle near PI radians, the character will not be able to respond quickly enough to collisions detected on its * side rays and will still graze against walls. There are two approaches that work well and represent the most practical * solutions to the problem: *

* It seems that the most practical solution is to use adaptive fan angles, with one long ray cast and two shorter whiskers. * * @param Type of vector, either 2D or 3D, implementing the {@link Vector} interface * * @author davebaol */ class RaycastObstacleAvoidance> extends SteeringBehavior { /** The inputRay configuration */ protected rayConfiguration: RayConfiguration; /** The collision detector */ protected raycastCollisionDetector: RaycastCollisionDetector; /** The minimum distance to a wall, i.e. how far to avoid collision. */ protected distanceFromBoundary: number; private outputCollision: Collision; private minOutputCollision: Collision; /** * Creates a {@code RaycastObstacleAvoidance} behavior. * @param owner the owner of this behavior * @param rayConfiguration the ray configuration * @param raycastCollisionDetector the collision detector * @param distanceFromBoundary the minimum distance to a wall (i.e., how far to avoid collision). */ public constructor( owner: Steerable, rayConfiguration: RayConfiguration = null, raycastCollisionDetector: RaycastCollisionDetector = null, distanceFromBoundary: number = 0, ) { super(owner); this.rayConfiguration = rayConfiguration; this.raycastCollisionDetector = raycastCollisionDetector; this.distanceFromBoundary = distanceFromBoundary; this.outputCollision = new Collision(this.newVector(owner), this.newVector(owner)); this.minOutputCollision = new Collision(this.newVector(owner), this.newVector(owner)); } /** Returns the ray configuration of this behavior. */ public getRayConfiguration(): RayConfiguration { return this.rayConfiguration; } /** * Sets the ray configuration of this behavior. * @param rayConfiguration the ray configuration to set * @return this behavior for chaining. */ public setRayConfiguration (rayConfiguration: RayConfiguration): RaycastObstacleAvoidance { this.rayConfiguration = rayConfiguration; return this; } /** Returns the raycast collision detector of this behavior. */ public getRaycastCollisionDetector(): RaycastCollisionDetector { return this.raycastCollisionDetector; } /** * Sets the raycast collision detector of this behavior. * @param raycastCollisionDetector the raycast collision detector to set * @return this behavior for chaining. */ public setRaycastCollisionDetector(raycastCollisionDetector: RaycastCollisionDetector): RaycastObstacleAvoidance { this.raycastCollisionDetector = raycastCollisionDetector; return this; } /** Returns the distance from boundary, i.e. the minimum distance to an obstacle. */ public getDistanceFromBoundary(): number { return this.distanceFromBoundary; } /** * Sets the distance from boundary, i.e. the minimum distance to an obstacle. * @param distanceFromBoundary the distanceFromBoundary to set * @return this behavior for chaining. */ public setDistanceFromBoundary (distanceFromBoundary: number): RaycastObstacleAvoidance { this.distanceFromBoundary = distanceFromBoundary; return this; } // // Setters overridden in order to fix the correct return type for chaining // public setOwner(owner: Steerable): RaycastObstacleAvoidance { this.owner = owner; return this; } public setEnabled(enabled: boolean): RaycastObstacleAvoidance { this.enabled = enabled; return this; } /** * Sets the limiter of this steering behavior. The given limiter must at least take care of the maximum linear acceleration. * @return this behavior for chaining. */ public setLimiter(limiter: Limiter): RaycastObstacleAvoidance { this.limiter = limiter; return this; } protected calculateRealSteering(steering: SteeringAcceleration): SteeringAcceleration { const ownerPosition = this.owner.getPosition(); let minDistanceSquare = Infinity; // Get the updated rays const inputRays = this.rayConfiguration.updateRays(); // Process rays for (let i = 0, len = inputRays.length; i < len; i++) { // Find the collision with current ray const collided = this.raycastCollisionDetector.findCollision(this.outputCollision, inputRays[i]); if (collided) { const distanceSquare = ownerPosition.dst2(this.outputCollision.point); if (distanceSquare < minDistanceSquare) { minDistanceSquare = distanceSquare; // Swap collisions const tmpCollision = this.outputCollision; this.outputCollision = this.minOutputCollision; this.minOutputCollision = tmpCollision; } } } // Return zero steering if no collision has occurred if (minDistanceSquare === Infinity) return steering.setZero(); // Calculate and seek the target position steering.linear.copy(this.minOutputCollision.point) .scaleAndAdd(this.minOutputCollision.normal, this.owner.getBoundingRadius() + this.distanceFromBoundary) .sub(this.owner.getPosition()) .nor() .scale(this.getActualLimiter().getMaxLinearAcceleration()); // No angular acceleration steering.angular = 0; // Output steering acceleration return steering; } } export default RaycastObstacleAvoidance;