我正在研究一个非常简单的移动算法,该算法接收D3DXVECTOR3
s的向量并将AI移动到每个点。问题是,如果我将其传递超过一个点,AI似乎会卡在与点数平均值相等的点上。
点是(x,z):
10,10
10,20
30,30
60,20
maxSpeed仅用于测试。
void Obj::MoveToLocation(D3DXVECTOR3 newLocation, float deltaTime)
{
D3DXVECTOR3 directionToTarget = newLocation - location;
D3DXVec3Normalize(&directionToTarget, &directionToTarget);
location += maxSpeed * directionToTarget * deltaTime;
}
void Obj::Patrol(std::vector<D3DXVECTOR3> locations, float deltaTime)
{
hasArrived = false;
for (int i = 0; i < locations.size(); ++i)
{
if (!hasArrived)
MoveToLocation(locations[i], deltaTime);
if ((location.x <= locations[i].x + radius.x) && (location.x >= locations[i].x - radius.x) &&
(location.z <= locations[i].z + radius.z) && (location.z >= locations[i].z - radius.z))
{
hasArrived = true;
}
}
}
我只是在寻找一些有关如何使其正常工作的提示。我现在感到很茫然,尽管这似乎是一个非常简单的问题。
答案 0 :(得分:0)
void Obj::MoveToLocation(D3DXVECTOR3 newLocation, float deltaTime)
{
D3DXVECTOR3 directionToTarget = newLocation - location;
if (D3DXVec3Length(&directionToTarget) <= maxSpeed * deltaTime)
{
// If this step would take us past the destination, just stop there
// instead.
location = newLocation;
}
else
{
D3DXVec3Normalize(&directionToTarget, &directionToTarget);
location += maxSpeed * directionToTarget * deltaTime;
}
}
// Call this once to set the patrol route
void Obj::Patrol(std::vector<D3DXVECTOR3> locations)
{
patrolRoute = locations;
patrolIndex = 0; // Maybe pick the closest point instead?
}
// Call this each time the object should move (once per frame/turn)
void Obj::UpdatePatrol(float deltaTime)
{
if (patrolRoute == NULL || patrolRoute.empty())
{
return;
}
if (patrolIndex >= patrolRoute.size())
{
// Start again from the beginning
patrolIndex -= patrolRoute.size();
}
// Move towards the next location
D3DXVECTOR3 nextLocation = patrolRoute[patrolIndex];
MoveToLocation(nextLocation, deltaTime);
float dx = location.x - nextLocation.x;
float dz = location.z - nextLocation.z;
if ((dx <= radius.x) && (dx >= -radius.x) &&
(dz <= radius.z) && (dz >= -radius.z))
{
// We have reached it. Select the next destionation.
patrolIndex++;
}
}