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D3DXVECTOR3s のベクトルを取り込んで AI を各ポイントに移動する、非常に単純な移​​動アルゴリズムに取り組んでいます。問題は、複数のポイントを渡すと、AI がポイントの平均に等しいポイントでスタックするように見えることです。

ポイントは (x, z):
10, 10
10, 20
30, 30
60, 20

maxSpeed は、テストのためだけに 10 です。

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;
        }
    }
}

これを機能させる方法についてのヒントを探しています。これは非常に単純な問題のように思えますが、今は途方に暮れています。

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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++;
    }
}
于 2012-09-24T22:38:52.413 に答える