ludic.nav (18.5): a walker the crowd avoids and never moves
nav_crowd_add_fixed adds a walker with no steering, and nav_crowd_place puts it (snapped to the mesh) where the player is, with the velocity they have, each frame. The others plan round it by that velocity, and whatever it was pushed by is undone at the next placement. crowd_test: six walkers aimed through a standing player come no closer than 1.71 m and all get past, and the player stays where it was put. nav 16/16 on the Mac and the PC; DLL KERNEL32 only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
d83eabfdf1
commit
074189b73e
8 changed files with 93 additions and 7 deletions
|
|
@ -78,6 +78,7 @@ the PC (Git Bash, the LLVM installer's clang). `native/LICENSE-recastnavigation`
|
|||
its filters. `nav_crowd_add(kind, x, y, z, radius, height, speed, filter, separation)` adds a walker (snapped to
|
||||
the mesh, -1 off it), `nav_crowd_target` and `nav_crowd_speed` say where and how fast, and
|
||||
`nav_crowd_step(dt)` steps every crowd. `nav_crowd_read` puts a walker into `nav_agent_x/y/z/vx/vz`,
|
||||
and `nav_crowd_us()` is what the stepping has cost. The mechanic decides and the crowd moves, and
|
||||
and `nav_crowd_us()` is what the stepping has cost. `nav_crowd_add_fixed` adds a walker the crowd avoids
|
||||
but never steers (a player), which `nav_crowd_place` puts where it is, and how fast it goes, each frame. The mechanic decides and the crowd moves, and
|
||||
dropping a mesh drops its crowd first. On the test meadow, twenty walkers crossing head-on never come
|
||||
closer than their two radii, and a step costs about 12 us.
|
||||
|
|
|
|||
|
|
@ -27,6 +27,17 @@ export function nav_crowd_add(nav_st: NavState, kind: int, x: float, y: float, z
|
|||
if c == null { return -1 }
|
||||
return nvc_crowd_add(c, x, y, z, radius, height, speed, filter, separation)
|
||||
}
|
||||
# a walker the crowd avoids but never moves (a player): put where it is each frame with nav_crowd_place
|
||||
export function nav_crowd_add_fixed(nav_st: NavState, kind: int, x: float, y: float, z: float, radius: float, height: float) -> int {
|
||||
let c = nv_crowd(nav_st, kind)
|
||||
if c == null { return -1 }
|
||||
return nvc_crowd_add_fixed(c, x, y, z, radius, height)
|
||||
}
|
||||
# walker i put at (x, y, z) going (vx, vz); false off the mesh
|
||||
export function nav_crowd_place(nav_st: NavState, kind: int, i: int, x: float, y: float, z: float, vx: float, vz: float) -> bool {
|
||||
let c = nv_crowd(nav_st, kind)
|
||||
return c != null and i >= 0 and nvc_crowd_place(c, i, x, y, z, vx, vz) == 1
|
||||
}
|
||||
export function nav_crowd_remove(nav_st: NavState, kind: int, i: int) -> void {
|
||||
let c = nv_crowd(nav_st, kind)
|
||||
if c != null and i >= 0 { nvc_crowd_remove(c, i) }
|
||||
|
|
|
|||
BIN
packages/ludic.nav/lib/macos-arm64/libludicnav.dylib
(Stored with Git LFS)
BIN
packages/ludic.nav/lib/macos-arm64/libludicnav.dylib
(Stored with Git LFS)
Binary file not shown.
BIN
packages/ludic.nav/lib/windows-x64/ludicnav.dll
(Stored with Git LFS)
BIN
packages/ludic.nav/lib/windows-x64/ludicnav.dll
(Stored with Git LFS)
Binary file not shown.
BIN
packages/ludic.nav/lib/windows-x64/ludicnav.lib
(Stored with Git LFS)
BIN
packages/ludic.nav/lib/windows-x64/ludicnav.lib
(Stored with Git LFS)
Binary file not shown.
|
|
@ -18,6 +18,8 @@ extern function nvc_stage(size: int) -> pointer = "nav_stage"
|
|||
extern function nvc_crowd_new(h: pointer, max: int, max_radius: float) -> pointer = "nav_crowd_new"
|
||||
extern function nvc_crowd_free(c: pointer) -> void = "nav_crowd_free"
|
||||
extern function nvc_crowd_add(c: pointer, x: float, y: float, z: float, radius: float, height: float, speed: float, filter: int, separation: float) -> int = "nav_crowd_add"
|
||||
extern function nvc_crowd_add_fixed(c: pointer, x: float, y: float, z: float, radius: float, height: float) -> int = "nav_crowd_add_fixed"
|
||||
extern function nvc_crowd_place(c: pointer, i: int, x: float, y: float, z: float, vx: float, vz: float) -> int = "nav_crowd_place"
|
||||
extern function nvc_crowd_remove(c: pointer, i: int) -> void = "nav_crowd_remove"
|
||||
extern function nvc_crowd_target(c: pointer, i: int, x: float, y: float, z: float) -> int = "nav_crowd_target"
|
||||
extern function nvc_crowd_speed(c: pointer, i: int, speed: float) -> void = "nav_crowd_speed"
|
||||
|
|
|
|||
|
|
@ -46,6 +46,43 @@ NAV_SHIM int nav_crowd_add(void *p, float x, float y, float z, float radius, flo
|
|||
if (!ref) return -1;
|
||||
return c->crowd->addAgent(near, &ap);
|
||||
}
|
||||
// a walker the crowd avoids but does not steer (a player): placed by nav_crowd_place each frame
|
||||
NAV_SHIM int nav_crowd_add_fixed(void *p, float x, float y, float z, float radius, float height) {
|
||||
Crowd *c = static_cast<Crowd *>(p);
|
||||
dtCrowdAgentParams ap;
|
||||
memset(&ap, 0, sizeof(ap));
|
||||
ap.radius = radius;
|
||||
ap.height = height;
|
||||
ap.maxSpeed = 20.0f;
|
||||
ap.maxAcceleration = 1000.0f;
|
||||
ap.collisionQueryRange = radius * 12.0f;
|
||||
ap.pathOptimizationRange = radius * 30.0f;
|
||||
ap.separationWeight = 0.0f;
|
||||
ap.updateFlags = 0;
|
||||
float pos[3] = {x, y, z}, near[3];
|
||||
dtPolyRef ref = 0;
|
||||
c->nav->query->findNearestPoly(pos, c->nav->ext, c->crowd->getFilter(0), &ref, near);
|
||||
if (!ref) return -1;
|
||||
return c->crowd->addAgent(near, &ap);
|
||||
}
|
||||
// walker i put at (x, y, z) going (vx, vz), snapped to the mesh; 0 when it is off it (left where it was)
|
||||
NAV_SHIM int nav_crowd_place(void *p, int i, float x, float y, float z, float vx, float vz) {
|
||||
Crowd *c = static_cast<Crowd *>(p);
|
||||
dtCrowdAgent *a = c->crowd->getEditableAgent(i);
|
||||
if (!a || !a->active) return 0;
|
||||
float pos[3] = {x, y, z}, near[3];
|
||||
dtPolyRef ref = 0;
|
||||
c->nav->query->findNearestPoly(pos, c->nav->ext, c->crowd->getFilter(0), &ref, near);
|
||||
if (!ref) return 0;
|
||||
a->corridor.reset(ref, near);
|
||||
dtVcopy(a->npos, near);
|
||||
float v[3] = {vx, 0.0f, vz};
|
||||
dtVcopy(a->vel, v);
|
||||
dtVcopy(a->dvel, v);
|
||||
dtVcopy(a->nvel, v);
|
||||
a->desiredSpeed = dtVlen(v);
|
||||
return 1;
|
||||
}
|
||||
NAV_SHIM void nav_crowd_remove(void *p, int i) { static_cast<Crowd *>(p)->crowd->removeAgent(i); }
|
||||
|
||||
// send walker i toward (x, y, z), snapped to the mesh; 0 when the point is off it
|
||||
|
|
|
|||
|
|
@ -81,4 +81,39 @@ program CrowdTest {
|
|||
expect(not nav_crowd_read(nav_st, NAV_PERSON, a))
|
||||
expect_eq(nav_crowd_add(nav_st, NAV_PERSON, 5.0, 0.0, 5.0, 0.35, 1.8, 1.4, 0, 2.0), -1)
|
||||
}
|
||||
|
||||
test "a player standing in the way is walked round and never moved" (nav_st: mut NavState) {
|
||||
expect(nav_build(nav_st, NAV_PERSON, ground(40, 0), new NavConfig))
|
||||
expect(nav_crowd_start(nav_st, NAV_PERSON, 16, 0.6))
|
||||
let me = nav_crowd_add_fixed(nav_st, NAV_PERSON, 20.0, 0.0, 20.0, 0.4, 1.8)
|
||||
expect(me >= 0)
|
||||
let ids = new []int
|
||||
for i in 0 .. 6 {
|
||||
let id = nav_crowd_add(nav_st, NAV_PERSON, 4.0, 0.0, 19.0 + float(i % 3), 0.35, 1.8, 1.4, 0, 2.0)
|
||||
expect(nav_crowd_target(nav_st, NAV_PERSON, id, 36.0, 0.0, 19.0 + float(i % 3)))
|
||||
push(ids, id)
|
||||
}
|
||||
var worst = 1000.0
|
||||
for k in 0 .. 1800 {
|
||||
expect(nav_crowd_place(nav_st, NAV_PERSON, me, 20.0, 0.0, 20.0, 0.0, 0.0))
|
||||
nav_crowd_step(nav_st, 1.0 / 60.0)
|
||||
for i in 0 .. len(ids) {
|
||||
nav_crowd_read(nav_st, NAV_PERSON, ids[i])
|
||||
let dx = nav_agent_x(nav_st) - 20.0
|
||||
let dz = nav_agent_z(nav_st) - 20.0
|
||||
worst = Math.min(worst, Math.sqrt(dx * dx + dz * dz))
|
||||
}
|
||||
}
|
||||
nav_crowd_place(nav_st, NAV_PERSON, me, 20.0, 0.0, 20.0, 0.0, 0.0)
|
||||
nav_crowd_read(nav_st, NAV_PERSON, me)
|
||||
expect_near(nav_agent_x(nav_st), 20.0, 0.01)
|
||||
var past = 0
|
||||
for i in 0 .. len(ids) {
|
||||
nav_crowd_read(nav_st, NAV_PERSON, ids[i])
|
||||
if nav_agent_x(nav_st) > 34.0 { past += 1 }
|
||||
}
|
||||
print(`crowd: a walker came within {worst} m of the player (radii 0.75); {past} of 6 got past`)
|
||||
expect(worst > 0.65)
|
||||
expect_eq(past, 6)
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue