Beispiel #1
0
        protected static bool BlockedFrom(GameActor actor, Vector3 toward, float closest)
        {
            Vector3 from = actor.WorldCollisionCenter;

            Vector3 ray = toward - from;
            float   len = ray.Length();

            if (len > closest)
            {
                ray /= len;
                ray *= closest;
            }
            toward = from + ray;

            SimWorld.Terra.Terrain.HitBlock hitBlock = new Boku.SimWorld.Terra.Terrain.HitBlock();

            Vector2 minMaxZ = new Vector2(0.0f, Single.MaxValue);

            float height = actor.Movement.Altitude - SimWorld.Terra.Terrain.GetTerrainAndPathHeight(actor.Movement.Position);

            Vector4 maxStep = new Vector4(
                height + actor.Chassis.WaistOffset, // max single step up
                Single.MinValue,                    // max step down
                -1.0f,                              // water depth at which transition land to water occurs (-1 to ignore)
                -1.0f);                             // water depth at which transition water to land occurs (-1 to ignore)

            switch (actor.Domain)
            {
            case GameActor.MovementDomain.Air:
                minMaxZ.X = -1.0f;
                break;

            case GameActor.MovementDomain.Land:
                maxStep.Z = 1.0f;
                break;

            case GameActor.MovementDomain.Water:
                maxStep.X = Single.MaxValue;
                maxStep.W = 1.0f;
                break;
            }

            if (SimWorld.Terra.Terrain.Blocked(from, toward, minMaxZ, maxStep, ref hitBlock, actor.Movement.Altitude))
            {
                if (Vector3.DistanceSquared(from, hitBlock.Position) < closest * closest)
                {
                    actor.AddLOSLine(from, hitBlock.Position, new Vector4(1.0f, 0.0f, 0.0f, 1.0f));
                    return(true);
                }
                actor.AddLOSLine(from, hitBlock.Position, new Vector4(1.0f, 1.0f, 0.0f, 1.0f));
            }
            else
            {
                actor.AddLOSLine(from, toward, new Vector4(0.0f, 1.0f, 0.0f, 1.0f));
            }

            return(false);
        } // end of BlockedFrom()
        /// <summary>
        /// Look ahead on non-guided missiles to see if any more land is coming up.
        /// If not, then just die.
        /// </summary>
        /// <param name="from"></param>
        /// <param name="dir2D"></param>
        /// <returns></returns>
        private bool CheckForMoreLand(Vector3 from, Vector2 dir2D)
        {
            if (!checkedForLand && !Homing)
            {
                float   distance = DesiredSpeed * (float)(DeathTime - Time.GameTimeTotalSeconds);
                Vector3 end      = new Vector3(from.X + dir2D.X * distance,
                                               from.Y + dir2D.Y * distance,
                                               from.Z);


                Terrain.HitBlock hitBlock = new Boku.SimWorld.Terra.Terrain.HitBlock();

                Vector2 minMaxZ = new Vector2(-1.0f, 0.1f);
                Vector4 maxStep = new Vector4(
                    float.MaxValue, // max single step up
                    float.MinValue, // max step down
                    -1.0f,          // water depth at which transition land to water occurs (-1 to ignore)
                    -1.0f);         // water depth at which transition water to land occurs (-1 to ignore)

                SimWorld.Terra.Terrain.Blocked(
                    from,
                    end,
                    minMaxZ,
                    maxStep,
                    ref hitBlock,
                    missile.Movement.Altitude);

                checkedForLand = true;

                if (hitBlock.Max <= 0)
                {
                    DeathTime = Time.GameTimeTotalSeconds + 0.25f;
                }

                return(hitBlock.Max > 0);
            }
            return(true);
        }
        private void UpdateMovement(GameThing thing, float secs)
        {
            Movement movement = thing.Movement;

            // Update target position if homing on a moving object.
            if (Homing)
            {
                targetPosition = targetObject.WorldCollisionCenter;

                GameActor.AddMissileLine(thing, targetObject);
            }

            Vector3 collisionCenter = Vector3.Transform(CruiseMissile.XmlActor.CollisionCenter, movement.LocalMatrix);

            // Pick the reference point we'll use to calculate new orientation and position.
            Vector3 referencePosition = targetPosition;
            Vector3 referenceVector   = referencePosition - collisionCenter;

            if (referenceVector == Vector3.Zero)
            {
                // We're at the target, just bail otherwise we end up with NaNs.
                return;
            }

            Vector3 referenceVectorUnit   = Vector3.Normalize(referenceVector);
            Vector2 referenceVectorUnit2D = new Vector2(referenceVectorUnit.X, referenceVectorUnit.Y);

            if (referenceVectorUnit2D.LengthSquared() > 0.00001f)
            {
                referenceVectorUnit2D.Normalize();
            }

            float lookAheadTime       = Homing ? 0.7f : 0.33f;
            float lookAheadDistance   = lookAheadTime * Speed;
            float distanceToTarg2D    = new Vector2(referenceVector.X, referenceVector.Y).Length();
            bool  targetPastLookAhead = true;

            if (lookAheadDistance > distanceToTarg2D)
            {
                lookAheadDistance   = distanceToTarg2D;
                targetPastLookAhead = false;
            }

            // If flying nap-of-the-earth, avoid upcoming terrain changes unless
            // the target is closer than the look ahead distance.
            if (TerrainFollowing)
            {
                Vector3 lookAheadPoint = collisionCenter
                                         + new Vector3(referenceVectorUnit2D, 0) * lookAheadDistance;
                lookAheadPoint.Z = targetPosition.Z;
                ///
                Terrain.HitBlock hitBlock = new Boku.SimWorld.Terra.Terrain.HitBlock();

                Vector2 minMaxZ = new Vector2(-1.0f, Single.MaxValue);
                Vector4 maxStep = new Vector4(
                    float.MaxValue, // max single step up
                    float.MinValue, // max step down
                    -1.0f,          // water depth at which transition land to water occurs (-1 to ignore)
                    -1.0f);         // water depth at which transition water to land occurs (-1 to ignore)

                SimWorld.Terra.Terrain.Blocked(
                    collisionCenter,
                    lookAheadPoint,
                    minMaxZ,
                    maxStep,
                    ref hitBlock,
                    missile.Movement.Altitude);

                float maxHeightAhead = hitBlock.Max;

                if (maxHeightAhead > 0)
                {
                    lookAheadPoint.Z = maxHeightAhead + EditHeight;
                    if (Homing)
                    {
                        lookAheadPoint.Z = Math.Max(lookAheadPoint.Z, targetPosition.Z);
                    }
                    checkedForLand = false;
                }
                else
                {
                    /// Check if any more terrain is coming up. If not, we'll
                    /// early terminate.
                    CheckForMoreLand(collisionCenter, referenceVectorUnit2D);
                }

                // Pick the best height value
                float waterHeight = Terrain.GetWaterHeight(lookAheadPoint);
                if (StayOverWater)
                {
                    lookAheadPoint.Z = Math.Max(lookAheadPoint.Z, waterHeight + EditHeight);
                    maxHeightAhead   = Math.Max(maxHeightAhead, waterHeight);
                }
                if (waterHeight > 0)
                {
                    CheckRipples(thing, collisionCenter, CruiseMissile.XmlActor.CollisionRadius, waterHeight);
                }

                // Update the look-ahead vector with the new height
                Vector3 lookAheadVectorUnit = new Vector3(
                    referenceVectorUnit2D, lookAheadPoint.Z - collisionCenter.Z);
                lookAheadVectorUnit.Normalize();

                /// We need to pitch up to follow the terrain if:
                /// a) We aren't homing
                /// b) We are homing but:
                ///  i) We are still far off from our target
                ///  ii) We are close but would smack into the terrain if we
                ///      bee-line toward it.
                bool adjustPitch = !Homing ||
                                   targetPastLookAhead ||
                                   (referencePosition.Z < maxHeightAhead);
                if (adjustPitch)
                {
                    // Use the look-ahead vector as our desired flight direction.
                    referenceVector     = lookAheadVectorUnit * 50f;
                    referencePosition   = collisionCenter + referenceVector;
                    referenceVectorUnit = lookAheadVectorUnit;
                }
            }

            // Update yaw
            float deltaTurn = 0;

            if (referenceVectorUnit2D.LengthSquared() > 0.00001f)
            {
                float desiredTurn = (float)(Math.Acos(referenceVectorUnit2D.X) * Math.Sign(referenceVectorUnit2D.Y));
                deltaTurn  = GetShorterAngle(desiredTurn - GetShorterAngle(turnAngle));
                deltaTurn  = MathHelper.Clamp(deltaTurn, -MaxRotationRate * secs, MaxRotationRate * secs);
                turnAngle += deltaTurn;
            }

            // Update roll
            rollAngle = MyMath.Lerp(rollAngle, -deltaTurn / MaxRotationRate / secs, secs * 10f);

            // Update pitch
            float desiredPitch = (float)(Math.Atan2(referenceVectorUnit.Z, new Vector2(referenceVectorUnit.X, referenceVectorUnit.Y).Length()));
            float deltaPitch   = GetShorterAngle(desiredPitch - GetShorterAngle(pitchAngle));

            if (Speed > 0)
            {
                float posMaxPitch = Homing ? MaxPitchRate * 2.0f : MaxPitchRate * 5.0f;
                float negMaxPitch = Homing ? MaxPitchRate * 0.5f : MaxPitchRate * 0.5f;

                /// Speed of 0 means this is our first frame and we haven't accelerated up yet.
                /// Go ahead and start off pitched toward the right direction.
                float maxPitch = ((pitchAngle < 0) && (deltaPitch < 0) ? negMaxPitch : posMaxPitch);
                maxPitch  *= secs;
                deltaPitch = MathHelper.Clamp(deltaPitch, -maxPitch, maxPitch);
            }
            pitchAngle += deltaPitch;

            // Build our new local rotation matrix
            Matrix rotation = Matrix.CreateFromQuaternion(
                Quaternion.CreateFromAxisAngle(Vector3.Backward, turnAngle) *
                Quaternion.CreateFromAxisAngle(Vector3.Down, pitchAngle) *
                Quaternion.CreateFromAxisAngle(Vector3.Right, rollAngle));

            // Find our new position along our rotated forward axis.
            Vector3 velocity = rotation.Right * Speed;
            Vector3 position = movement.Position + velocity * secs;

            // Update the velocity.  This isn't currently used by the chassis
            // but is needed for the collision testing to work correctly.
            movement.Velocity = velocity;

            // Set our new rotation and translation.
            movement.LocalMatrix = rotation * Matrix.CreateTranslation(position);

            // Adjust from our actual to desired speed.
            if (Speed < DesiredSpeed)
            {
                Speed = MyMath.Clamp <float>(Speed + secs * 10f, Speed, DesiredSpeed);
            }
            else if (Speed > DesiredSpeed)
            {
                Speed = MyMath.Clamp <float>(Speed - secs * 2f, DesiredSpeed, Speed);
            }
        }