Add Move To node to BT

This commit is contained in:
Wojtek Figat
2023-08-31 14:02:03 +02:00
parent 5d2fae5896
commit f43f17a783
4 changed files with 294 additions and 0 deletions

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@@ -321,6 +321,7 @@
<s:Boolean x:Key="/Default/UserDictionary/Words/=raycast/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=raycasting/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=raycasts/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=reachability/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=readback/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Reimports/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=reimported/@EntryIndexedValue">True</s:Boolean>

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@@ -4,6 +4,7 @@
#include "BehaviorKnowledge.h"
#include "BehaviorTreeNodes.h"
#include "Engine/Engine/Time.h"
#include "Engine/Profiler/ProfilerCPU.h"
Behavior::Behavior(const SpawnParams& params)
: Script(params)
@@ -15,6 +16,8 @@ Behavior::Behavior(const SpawnParams& params)
void Behavior::StartLogic()
{
PROFILE_CPU();
// Ensure to have tree loaded on begin play
CHECK(Tree && !Tree->WaitForLoaded());
BehaviorTree* tree = Tree.Get();
@@ -30,6 +33,7 @@ void Behavior::StopLogic(BehaviorUpdateResult result)
{
if (_result != BehaviorUpdateResult::Running || result == BehaviorUpdateResult::Running)
return;
PROFILE_CPU();
_accumulatedTime = 0.0f;
_totalTime = 0;
_result = result;
@@ -37,6 +41,7 @@ void Behavior::StopLogic(BehaviorUpdateResult result)
void Behavior::ResetLogic()
{
PROFILE_CPU();
const bool isActive = _result == BehaviorUpdateResult::Running;
if (isActive)
StopLogic();
@@ -61,6 +66,7 @@ void Behavior::OnLateUpdate()
{
if (_result != BehaviorUpdateResult::Running)
return;
PROFILE_CPU();
const BehaviorTree* tree = Tree.Get();
if (!tree || !tree->Graph.Root)
{

View File

@@ -8,7 +8,14 @@
#if USE_CSHARP
#include "Engine/Scripting/ManagedCLR/MClass.h"
#endif
#include "Engine/Engine/Engine.h"
#include "Engine/Engine/Time.h"
#include "Engine/Level/Actor.h"
#include "Engine/Navigation/NavMeshRuntime.h"
#include "Engine/Physics/Actors/RigidBody.h"
#include "Engine/Physics/Colliders/CapsuleCollider.h"
#include "Engine/Physics/Colliders/CharacterController.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Serialization/Serialization.h"
bool IsAssignableFrom(const StringAnsiView& to, const StringAnsiView& from)
@@ -329,6 +336,202 @@ BehaviorUpdateResult BehaviorTreeForceFinishNode::Update(const BehaviorUpdateCon
return Result;
}
bool BehaviorTreeMoveToNode::Move(Actor* agent, const Vector3& move) const
{
agent->AddMovement(move);
return false;
}
NavMeshRuntime* BehaviorTreeMoveToNode::GetNavMesh(Actor* agent) const
{
return NavMeshRuntime::Get();
}
void BehaviorTreeMoveToNode::GetAgentSize(Actor* agent, float& outRadius, float& outHeight) const
{
if (const auto* characterController = Cast<CharacterController>(agent))
{
// Character Controller is an capsule
outRadius = characterController->GetRadius();
outHeight = characterController->GetHeight() + 2 * outRadius;
return;
}
if (const auto* rigidBody = Cast<RigidBody>(agent))
{
// Rigid Body with a single Capsule collider (directed Up)
Array<Collider*, InlinedAllocation<16>> colliders;
rigidBody->GetColliders(colliders);
const auto* capsuleCollider = colliders.Count() == 1 ? (CapsuleCollider*)colliders[0] : nullptr;
if (capsuleCollider && (capsuleCollider->GetLocalOrientation() == Quaternion::Euler(0, 0, 90) || capsuleCollider->GetLocalOrientation() == Quaternion::Euler(0, 0, -90)))
{
outRadius = capsuleCollider->GetRadius();
outHeight = capsuleCollider->GetHeight() + 2 * outRadius;
return;
}
}
// Estimate actor bounds to extract capsule information
const BoundingBox box = agent->GetBox();
const BoundingSphere sphere = agent->GetSphere();
outRadius = sphere.Radius;
outHeight = box.GetSize().Y;
}
int32 BehaviorTreeMoveToNode::GetStateSize() const
{
return sizeof(State);
}
void BehaviorTreeMoveToNode::InitState(const BehaviorUpdateContext& context)
{
auto state = GetState<State>(context.Memory);
new(state)State();
state->Node = this;
state->Knowledge = context.Knowledge;
// Get agent to move
if (Agent.Path.HasChars())
state->Agent = Agent.Get(context.Knowledge);
else
state->Agent = context.Behavior->GetActor();
}
void BehaviorTreeMoveToNode::ReleaseState(const BehaviorUpdateContext& context)
{
auto state = GetState<State>(context.Memory);
if (state->HasTick)
Engine::Update.Unbind<State, &State::OnUpdate>(state);
state->~State();
}
BehaviorUpdateResult BehaviorTreeMoveToNode::Update(const BehaviorUpdateContext& context)
{
auto state = GetState<State>(context.Memory);
if (state->Agent == nullptr)
return BehaviorUpdateResult::Failed;
bool repath = !state->HasPath;
Vector3 goalLocation = state->GoalLocation;
if (repath || UseTargetGoalUpdate)
{
// Get current goal location
const Actor* target = Target.Get(context.Knowledge);
if (target)
goalLocation = target->GetPosition();
else
goalLocation = TargetLocation.Get(context.Knowledge);
repath |= Vector3::Distance(goalLocation, state->GoalLocation) > TargetGoalUpdateTolerance;
state->GoalLocation = goalLocation;
}
if (repath)
{
// Clear path
state->HasPath = false;
state->Path.Clear();
state->AgentOffset = Vector3::Zero;
state->UpVector = Float3::Up;
state->NavAgentRadius = 0;
// Find a new path
const Vector3 agentLocation = state->Agent->GetPosition();
if (UsePathfinding)
{
const NavMeshRuntime* navMesh = GetNavMesh(state->Agent);
if (!navMesh)
return BehaviorUpdateResult::Failed;
NavMeshPathFlags pathFlags;
if (!navMesh->FindPath(agentLocation, goalLocation, state->Path, pathFlags))
return BehaviorUpdateResult::Failed;
if (!UsePartialPath && EnumHasAnyFlags(pathFlags, NavMeshPathFlags::PartialPath))
return BehaviorUpdateResult::Failed;
state->UpVector = Float3::Transform(Float3::Up, navMesh->Properties.Rotation);
state->NavAgentRadius = navMesh->Properties.Agent.Radius;
// Place start and end on navmesh
navMesh->ProjectPoint(state->Path.First(), state->Path.First());
navMesh->ProjectPoint(state->Path.Last(), state->Path.Last());
// Calculate offset between path and the agent (aka feet offset)
state->AgentOffset = state->Path.First() - agentLocation;
}
else
{
// Dummy movement
state->Path.Resize(2);
state->Path.Get()[0] = agentLocation;
state->Path.Get()[1] = goalLocation;
}
// Start path following
state->HasPath = true;
state->TargetPathIndex = 1;
state->Result = BehaviorUpdateResult::Running;
// TODO: add path debugging in Editor (eg. via BT window)
// Register for ticking the path following logic at game update rate (BT usually use lower FPS due to performance)
if (!state->HasTick)
{
state->HasTick = true;
Engine::Update.Bind<State, &State::OnUpdate>(state);
}
}
return state->Result;
}
void BehaviorTreeMoveToNode::State::OnUpdate()
{
if (Result != BehaviorUpdateResult::Running)
return;
PROFILE_CPU();
// Get agent properties
const Vector3 agentLocation = Agent->GetPosition();
float movementSpeed;
if (!Node->MovementSpeed.TryGet(Knowledge, movementSpeed))
movementSpeed = 100;
float agentRadius = 30.0f, agentHeight = 100.0f;
Node->GetAgentSize(Agent, agentRadius, agentHeight);
// Test if agent reached the next path segment
Vector3 pathSegmentEnd = Path[TargetPathIndex];
const Vector3 agentLocationOnPath = agentLocation + AgentOffset;
const bool isLastSegment = TargetPathIndex + 1 == Path.Count();
float testRadius;
if (isLastSegment)
testRadius = agentRadius + Node->AcceptableRadius;
else
testRadius = agentRadius * 0.05f + Math::Max(agentRadius - NavAgentRadius, 0.0f); // 5% threshold of agent radius and diff between navmesh vs agent radius as threshold for path segments reaching
const float acceptableHeightPercentage = 1.05f;
const float testHeight = agentHeight * acceptableHeightPercentage;
const Vector3 toGoal = agentLocationOnPath - pathSegmentEnd;
const float toGoalHeightDiff = (toGoal * UpVector).SumValues();
if (toGoal.Length() <= testRadius && toGoalHeightDiff <= testHeight)
{
TargetPathIndex++;
if (TargetPathIndex == Path.Count())
{
// Goal reached!
Result = BehaviorUpdateResult::Success;
return;
}
pathSegmentEnd = Path[TargetPathIndex];
}
// Move agent
const float maxMove = movementSpeed * Time::Update.DeltaTime.GetTotalSeconds();
if (maxMove <= ZeroTolerance)
return;
const Vector3 move = Vector3::MoveTowards(agentLocationOnPath, pathSegmentEnd, maxMove) - agentLocationOnPath;
if (Node->Move(Agent, move))
{
// Move failed!
Result = BehaviorUpdateResult::Failed;
}
}
void BehaviorTreeInvertDecorator::PostUpdate(const BehaviorUpdateContext& context, BehaviorUpdateResult& result)
{
if (result == BehaviorUpdateResult::Success)

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@@ -7,6 +7,8 @@
#include "BehaviorKnowledgeSelector.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Core/Collections/BitArray.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Scripting/ScriptingObjectReference.h"
#include "Engine/Content/AssetReference.h"
#include "Engine/Level/Tags.h"
@@ -147,6 +149,7 @@ public:
void ReleaseState(const BehaviorUpdateContext& context) override;
BehaviorUpdateResult Update(const BehaviorUpdateContext& context) override;
private:
struct State
{
Array<byte> Memory;
@@ -170,6 +173,87 @@ public:
BehaviorUpdateResult Update(const BehaviorUpdateContext& context) override;
};
/// <summary>
/// Moves an actor to the specific target location. Uses pathfinding on navmesh.
/// </summary>
API_CLASS() class FLAXENGINE_API BehaviorTreeMoveToNode : public BehaviorTreeNode
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeMoveToNode, BehaviorTreeNode);
API_AUTO_SERIALIZATION();
// The agent actor to move. If not set, uses Behavior's parent actor.
API_FIELD(Attributes="EditorOrder(10)")
BehaviorKnowledgeSelector<Actor*> Agent;
// The agent movement speed. Default value is 100 units/second.
API_FIELD(Attributes="EditorOrder(15)")
BehaviorKnowledgeSelector<float> MovementSpeed;
// The target movement object.
API_FIELD(Attributes="EditorOrder(30)")
BehaviorKnowledgeSelector<Actor*> Target;
// The target movement location.
API_FIELD(Attributes="EditorOrder(35)")
BehaviorKnowledgeSelector<Vector3> TargetLocation;
// Threshold value between Agent and Target goal location for destination reach test.
API_FIELD(Attributes="EditorOrder(100), Limit(0)")
float AcceptableRadius = 5.0f;
// Threshold value for the Target actor location offset that will trigger re-pathing to find a new path.
API_FIELD(Attributes="EditorOrder(110), Limit(0)")
float TargetGoalUpdateTolerance = 4.0f;
// If checked, the movement will use navigation system pathfinding, otherwise direct motion to the target location will happen.
API_FIELD(Attributes="EditorOrder(120)")
bool UsePathfinding = true;
// If checked, the movement will start even if there is no direct path to the target (only partial).
API_FIELD(Attributes="EditorOrder(130)")
bool UsePartialPath = true;
// If checked, the target goal location will be updated while Target actor moves.
API_FIELD(Attributes="EditorOrder(140)")
bool UseTargetGoalUpdate = true;
public:
// Applies the movement to the agent. Returns true if cannot move.
virtual bool Move(Actor* agent, const Vector3& move) const;
// Returns the navmesh to use for the path-finding. Can query nav agent properties from the agent actor to select navmesh.
virtual class NavMeshRuntime* GetNavMesh(Actor* agent) const;
// Returns the agent dimensions used for path following (eg. goal reachability test).
virtual void GetAgentSize(Actor* agent, float& outRadius, float& outHeight) const;
public:
// [BehaviorTreeNode]
int32 GetStateSize() const override;
void InitState(const BehaviorUpdateContext& context) override;
void ReleaseState(const BehaviorUpdateContext& context) override;
BehaviorUpdateResult Update(const BehaviorUpdateContext& context) override;
protected:
struct State
{
bool HasPath = false; // True if has Path computed
bool HasTick = false; // True if OnUpdate is binded
Vector3 GoalLocation;
BehaviorTreeMoveToNode* Node;
BehaviorKnowledge* Knowledge;
ScriptingObjectReference<Actor> Agent;
Array<Vector3> Path;
Vector3 AgentOffset; // Offset between agent position and path position (aka feet offset)
float NavAgentRadius; // Size of the agent used to compute navmesh
Float3 UpVector; // Path Up vector (from navmesh orientation)
int32 TargetPathIndex; // Index of the next path point to go to
BehaviorUpdateResult Result; // Current result of the OnUpdate
void OnUpdate();
};
};
/// <summary>
/// Inverts node's result - fails if node succeeded or succeeds if node failed.
/// </summary>