File: IPathController.cpp

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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "IPathController.hpp"
#include "Sim/Units/Unit.h"
#include "System/myMath.h"

float GMTDefaultPathController::GetDeltaSpeed(
	unsigned int pathID,
	float targetSpeed, // unsigned
	float currentSpeed, // unsigned
	float maxAccRate, // unsigned
	float maxDecRate, // unsigned
	bool wantReverse,
	bool isReversing
) const {
	// Sign(0) is negative which we do not want
	const int  targetSpeedSign = Sign(int(!wantReverse) * 2 - 1);
	const int currentSpeedSign = Sign(int(!isReversing) * 2 - 1);

	// if reversing, target and current are swapped
	const float speeds[] = {targetSpeed * targetSpeedSign, currentSpeed * currentSpeedSign};

	// all possible cases
	//   tar=[6,+1] && cur=[4,+1] --> dif=+2, delta= accRate*+1 (fwd-acc from +4 to +6)
	//   tar=[4,+1] && cur=[6,+1] --> dif=-2, delta=-decRate*+1 (fwd-dec from +6 to +4)
	//   tar=[6,-1] && cur=[4,-1] --> dif=+2, delta= accRate*-1 (rev-acc from -4 to -6)
	//   tar=[4,-1] && cur=[6,-1] --> dif=-2, delta=-decRate*-1 (rev-dec from -6 to -4)
	//   tar=[4,-1] && cur=[4,+1] --> dif=-8, delta=-decRate*+1 (fwd-dec from +5 to 0, rev-acc from 0 to -5)
	//   tar=[4,+1] && cur=[4,-1] --> dif=-8, delta=-decRate*-1 (rev-dec from -5 to 0, fwd-acc from 0 to +5)
	//
	const float rawSpeedDiff = speeds[isReversing] - speeds[1 - isReversing];
	const float absSpeedDiff = std::max(rawSpeedDiff, -rawSpeedDiff);

	// need to clamp, rates can be much larger than |speedDiff|
	const float modAccRate = std::min(absSpeedDiff, maxAccRate);
	const float modDecRate = std::min(absSpeedDiff, maxDecRate);
	const float deltaSpeed = mix(modAccRate, -modDecRate, (rawSpeedDiff < 0.0f));

	// no acceleration changes if not on ground
	//
	// note: not 100% correct, depends on MoveDef::speedModClass
	// ships should always use (1 - IsInWater()), hovercraft
	// should use (1 - IsInWater()) but only when over water,
	// tanks should also test if IsInWater() && !IsOnGround()
	return ((deltaSpeed * currentSpeedSign) * (1 - owner->IsInAir()));
}

#if 1
short GMTDefaultPathController::GetDeltaHeading(
	unsigned int pathID,
	short newHeading,
	short oldHeading,
	float maxTurnRate
) const {
	short deltaHeading = newHeading - oldHeading;

	if (deltaHeading > 0) {
		deltaHeading = std::min(deltaHeading, short( maxTurnRate));
	} else {
		deltaHeading = std::max(deltaHeading, short(-maxTurnRate));
	}

	// no orientation changes if not on ground
	return (deltaHeading * (1 - owner->IsInAir()));
}
#endif



static float TurnAccelerationSign(float turnBrakeDist, short curDeltaHeading, short newDeltaHeading) {
	const bool b0 = (turnBrakeDist >= std::abs(curDeltaHeading));
	const bool b1 = (std::abs(newDeltaHeading) <= std::abs(curDeltaHeading));
	const bool b2 = (Sign(curDeltaHeading) != Sign(newDeltaHeading));

	return (mix(1.0f, -1.0f, b0 && (b1 || b2)));
}

short GMTDefaultPathController::GetDeltaHeading(
	unsigned int pathID,
	short newHeading,
	short oldHeading,
	float maxTurnSpeed,
	float maxTurnAccel,
	float turnBrakeDist,
	float* curTurnSpeed
) const {
	// negative --> RH turn, positive --> LH turn
	// add lookahead term to avoid micro-overshoots
	const short curDeltaHeading = newHeading - short(oldHeading + (*curTurnSpeed) * (maxTurnAccel / maxTurnSpeed));

	const float minTurnAccel = std::min(float(std::abs(curDeltaHeading)), maxTurnAccel);
	const float rawTurnAccel = Clamp(Sign(curDeltaHeading) * maxTurnAccel, -minTurnAccel, minTurnAccel);
	const float newTurnSpeed = Clamp((*curTurnSpeed) + rawTurnAccel * (1 - owner->IsInAir()), -maxTurnSpeed, maxTurnSpeed);

	// predict the new angular difference
	const short newDeltaHeading = newHeading - short(oldHeading + newTurnSpeed);

	// flip acceleration sign when overshooting
	const float modTurnAccel = rawTurnAccel * TurnAccelerationSign(turnBrakeDist, curDeltaHeading, newDeltaHeading);

	(*curTurnSpeed) += (modTurnAccel * (1 - owner->IsInAir()));
	(*curTurnSpeed) = Clamp((*curTurnSpeed) * 0.99f, -maxTurnSpeed, maxTurnSpeed);

	return (*curTurnSpeed);
}

bool GMTDefaultPathController::IgnoreTerrain(const MoveDef& md, const float3& pos) const {
	return (owner->IsInAir());
}