游戏人工智能之操纵行为Steering behaviors—避墙avoidance wall

游戏人工智能之操纵行为Steering behaviors—避墙avoidance wall

游戏人工智能中,操纵行为是很重要的一部分基础,很多地方需要用到。基本的操纵行为有靠近Seek、远离Flee、抵达Arrive、追逐Pursuit、逃离Evade、随机徘徊Wander、路径跟随Path Following、避开障碍Collision Avoidance、绕开墙Wall Avoidance、插入Interpose、隐藏Hide以及群体操控行为—聚集cohesion、分离separation、对齐alignment等等,并由这些基本的操纵行为可以组合出很多复杂的行为。
(1)今天首先谈谈避墙操纵行为的原理与实现。请看以下这幅图:

1.png (17.15 KB, 下载次数: 7)

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2016-4-14 09:20 上传


•其中,主角有三个触角(在unity里面,可以很方便的使用射线),用来探测和墙是否相交以及和碰撞有关的信息。从图可以看出,如果主角的前向触角长度一定,射线嵌入墙壁越深,则墙壁给角色的反作用力会越大,且方向应该为墙的法向量方向。故我们可以大致认为 操控力 = 大小为触须前端穿透墙的距离,方向为墙的法线方向
以下demo实现中,实现了角色对四堵墙的避开,具体效果如下:

capture-3.gif (17.46 MB, 下载次数: 5)

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2016-4-14 10:03 上传



(2)具体实现概述:(加了很多调试代码,便于观察)
    A、此为计算操纵力的函数,可以每隔一段时间检查更新,我这里是放在update里面。
     
[C#] 纯文本查看 复制代码
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[/align][align=left] private Vector3 Force()[/align][align=left]    {
         Vector3 force = new Vector3(0, 0, 0);
 
         RaycastHit hit1, hit2, hit3; //设定三根探针,记录三个碰撞点
 
         Vector3 tempOrin = transform.position;
         tempOrin.y = 2f; //抬高a little
 
         Vector3 leftSome = transform.forward*4 - transform.right*2;
         Vector3 rightSome = transform.forward*4 + transform.right*2;
//画出三根探针或触角
         Debug.DrawLine(tempOrin, tempOrin + transform.forward*spinLength, Color.red);
         Debug.DrawLine(tempOrin, tempOrin + leftSome, Color.green);
         Debug.DrawLine(tempOrin, tempOrin + rightSome, Color.green);
//三根探针进行射线检测
         bool isHit1 = Physics.Raycast(tempOrin, leftSome, out hit1,spinLength);
         bool isHit2 = Physics.Raycast(tempOrin, transform.forward, out hit2, spinLength);
         bool isHit3 = Physics.Raycast(tempOrin, rightSome, out hit3, spinLength);
 
         if (isHit2 || isHit3 || isHit1) //计算嵌入墙的深度,三者的和即为返回操控力的大小
         {
             float mg1 =0,mg2 = 0,mg3 = 0;
             if (isHit2)
             {
                mg2 = spinLength - Vector3.Magnitude(hit2.point - tempOrin);
             }
             if (isHit3)
             {
                 mg3 = spinLength - Vector3.Magnitude(hit3.point - tempOrin);
             }
             if (isHit1)
             {
                 mg1 = spinLength - Vector3.Magnitude(hit1.point - tempOrin);
             }
 
             float mg = mg3 + mg1 + mg2;
             if ((hit2.collider != null && hit2.collider.gameObject.name == "wall0" )||
                 (hit1.collider != null &&hit1.collider.gameObject.name == "wall0" )||
                 (hit3.collider != null &&hit3.collider.gameObject.name == "wall0" )
                 )
             {
                 Vector3 normal = new Vector3(0, 0, -1);
                 force += normal*mg;
                 Debug.DrawLine(hit2.point, hit2.point + mg*force, Color.green);
                 Debug.DrawLine(hit1.point, hit1.point + mg * force, Color.green);
                 Debug.DrawLine(hit3.point, hit3.point + mg * force, Color.green);
 
             }
             if ((hit2.collider != null && hit2.collider.gameObject.name == "wall1" )||
                  (hit1.collider != null && hit1.collider.gameObject.name == "wall1" ) ||
                  (hit3.collider != null && hit3.collider.gameObject.name == "wall1" )
                )
             {
                 Vector3 normal = new Vector3(0, 0, 1);
                 force += normal*mg;
                 Debug.DrawLine(hit2.point, hit2.point + mg * force, Color.green);
                 Debug.DrawLine(hit1.point, hit1.point + mg * force, Color.green);
                 Debug.DrawLine(hit3.point, hit3.point + mg * force, Color.green);
             }
             if ((hit2.collider != null && hit2.collider.gameObject.name == "wall2" ) ||
                 (hit1.collider != null && hit1.collider.gameObject.name == "wall2" ) ||
                 (hit3.collider != null && hit3.collider.gameObject.name == "wall2" )
                 )
             {
                 Vector3 normal = new Vector3(1, 0, 0);
                 force += normal*mg;
                 Debug.DrawLine(hit2.point, hit2.point + mg * force, Color.green);
                 Debug.DrawLine(hit1.point, hit1.point + mg * force, Color.green);
                 Debug.DrawLine(hit3.point, hit3.point + mg * force, Color.green);
             }
             if ((hit2.collider != null && hit2.collider.gameObject.name == "wall3" ) ||
                 (hit1.collider != null && hit1.collider.gameObject.name == "wall3" ) ||
                 (hit3.collider != null && hit3.collider.gameObject.name == "wall3" )
                  )
             {
                 Vector3 normal = new Vector3(-1, 0, 0);
                 force += normal*mg;
                 Debug.DrawLine(hit2.point, hit2.point + mg * force, Color.green);
                 Debug.DrawLine(hit1.point, hit1.point + mg * force, Color.green);
                 Debug.DrawLine(hit3.point, hit3.point + mg * force, Color.green);
             }         
 
         } //end of isHit123
         return force;
     } //end of Force
在update中,只仅仅根据其速度与加速度更新其位置与转向
[C#] 纯文本查看 复制代码
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private void Update()
  {
      Vector3 force = Force();
      force.y = 0f; //将Y轴方向上的力清零
     
      force.y = 0f;
      Vector3 acc = force/mass;
      velocity += acc*Time.deltaTime;
      transform.position += velocity*Time.deltaTime;
 
      if (velocity.sqrMagnitude > 0.01) //完成平滑转向,转向速度方向
      {
          Vector3 newForward = Vector3.Slerp(transform.forward, velocity, Time.deltaTime);
          newForward.y = 0;
          transform.forward = newForward;
      }
  }
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