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:
Orkun ÇAKILKAYA 2026-09-28 00:47:47 +03:00
parent d83eabfdf1
commit 074189b73e
8 changed files with 93 additions and 7 deletions

View file

@ -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