def sweep_collision(self, collidee, v, debug=False): """ self (collider) moving by v, collidee stationery based on http://bit.ly/3grWzs """ u_0 = [2, 2, 2] u_1 = [1, 1, 1] for i in xrange(3): if fops.lte(self.maxs[i], collidee.mins[i]) and fops.gt(v[i], 0): d = collidee.mins[i] - self.maxs[i] u_0[i] = d / v[i] elif fops.lte(collidee.maxs[i], self.mins[i]) and fops.lt(v[i], 0): d = collidee.maxs[i] - self.mins[i] u_0[i] = d / v[i] elif not(fops.lte(self.maxs[i], collidee.mins[i]) or fops.gte(self.mins[i], collidee.maxs[i])): u_0[i] = 0 if fops.gte(collidee.maxs[i], self.mins[i]) and fops.gt(v[i], 0): d = collidee.maxs[i] - self.mins[i] u_1[i] = d / v[i] elif fops.gte(self.maxs[i], collidee.mins[i]) and fops.lt(v[i], 0): d = collidee.mins[i] - self.maxs[i] u_1[i] = d / v[i] u0 = max(u_0) if u0 == 2 or fops.gte(u0, 1.0): col = False else: col = fops.lte(u0, min(u_1)) return col, u0
def sweep_collision(self, collidee, v, debug=False): """ self (collider) moving by v, collidee stationery based on http://bit.ly/3grWzs """ u_0 = [2, 2, 2] u_1 = [1, 1, 1] for i in xrange(3): if fops.lte(self.maxs[i], collidee.mins[i]) and fops.gt(v[i], 0): d = collidee.mins[i] - self.maxs[i] u_0[i] = d / v[i] elif fops.lte(collidee.maxs[i], self.mins[i]) and fops.lt(v[i], 0): d = collidee.maxs[i] - self.mins[i] u_0[i] = d / v[i] elif not (fops.lte(self.maxs[i], collidee.mins[i]) or fops.gte(self.mins[i], collidee.maxs[i])): u_0[i] = 0 if fops.gte(collidee.maxs[i], self.mins[i]) and fops.gt(v[i], 0): d = collidee.maxs[i] - self.mins[i] u_1[i] = d / v[i] elif fops.gte(self.maxs[i], collidee.mins[i]) and fops.lt(v[i], 0): d = collidee.mins[i] - self.maxs[i] u_1[i] = d / v[i] u0 = max(u_0) if u0 == 2 or fops.gte(u0, 1.0): col = False else: col = fops.lte(u0, min(u_1)) return col, u0
def action(self): b_obj = self.blackboard.bot_object self.status = self._check_status(b_obj) if self.status != Status.running: return on_ladder = self.blackboard.bot_is_on_ladder(b_obj) in_water = self.blackboard.bot_is_in_water(b_obj) if on_ladder or in_water: elev = self.target_state.platform_y - b_obj.y if fops.gt(elev, 0): self.jump(b_obj) self.move(b_obj) elif fops.lt(elev, 0): self.move(b_obj) else: if on_ladder: self.sneak(b_obj) self.move(b_obj) elif self.blackboard.bot_is_standing(b_obj): elev = self.target_state.platform_y - b_obj.y if fops.lte(elev, 0): self.move(b_obj) elif fops.gt(elev, 0): if self.start_state.base_in(b_obj.aabb): self.jump(b_obj) self.move(b_obj) else: self.move(b_obj)
def collides_on_axes(self, bb, x=False, y=False, z=False): if not (x or y or z): raise Exception("axes not set in collides_on_axes") if x: if fops.lte(self.max_x, bb.min_x) or \ fops.gte(self.min_x, bb.max_x): return False if y: if fops.lte(self.max_y, bb.min_y) or \ fops.gte(self.min_y, bb.max_y): return False if z: if fops.lte(self.max_z, bb.min_z) or \ fops.gte(self.min_z, bb.max_z): return False return True
def calculate_axis_offset(self, collidee, d, axis): for i in xrange(3): if i == axis: continue if fops.lte(self.maxs[i], collidee.mins[i]) or \ fops.gte(self.mins[i], collidee.maxs[i]): return d if d < 0 and fops.lte(collidee.maxs[axis], self.mins[axis]): dout = collidee.maxs[axis] - self.mins[axis] if fops.gt(dout, d): d = dout elif d > 0 and fops.gte(collidee.mins[axis], self.maxs[axis]): dout = collidee.mins[axis] - self.maxs[axis] if fops.lt(dout, d): d = dout return d
def _tick(self): if self.cancelled: self.status = Status.failure return b_obj = self.bot.bot_object self.status = self.check_status(b_obj) if self.status != Status.running: return on_ladder = self.bot.is_on_ladder(b_obj) in_water = self.bot.is_in_water(b_obj) if on_ladder or in_water: elev = self.target_state.platform_y - b_obj.y if fops.gt(elev, 0): self.jump(b_obj) self.move(b_obj) elif fops.lt(elev, 0): self.move(b_obj) else: if on_ladder: self.sneak(b_obj) self.move(b_obj) elif self.bot.is_standing(b_obj): elev = self.target_state.platform_y - b_obj.y if fops.lte(elev, 0): self.move(b_obj) elif fops.gt(elev, 0): if self.start_state.base_in(b_obj.aabb): self.jump(b_obj) self.move(b_obj) else: self.move(b_obj)
def intersection_on_axes(self, bb, x=False, y=False, z=False, debug=False): if not (x or y or z): raise Exception("axes not set in collides_on_axes") truth = 0 if x: truth += 1 if y: truth += 1 if z: truth += 1 if truth != 2: raise Exception("set exactly two axes to True in collides_on_axes") if x: if fops.lte(self.max_x, bb.min_x) or \ fops.gte(self.min_x, bb.max_x): return None else: min_x = self.min_x if self.min_x > bb.min_x else bb.min_x max_x = self.max_x if self.max_x < bb.max_x else bb.max_x else: min_x = self.min_x max_x = self.max_x if y: if fops.lte(self.max_y, bb.min_y) or \ fops.gte(self.min_y, bb.max_y): return None else: min_y = self.min_y if self.min_y > bb.min_y else bb.min_y max_y = self.max_y if self.max_y < bb.max_y else bb.max_y else: min_y = self.min_y max_y = self.max_y if z: if fops.lte(self.max_z, bb.min_z) or \ fops.gte(self.min_z, bb.max_z): return None else: min_z = self.min_z if self.min_z > bb.min_z else bb.min_z max_z = self.max_z if self.max_z < bb.max_z else bb.max_z else: min_z = self.min_z max_z = self.max_z return AABB(min_x, min_y, min_z, max_x, max_y, max_z)
def sweep_collision(self, collidee, v, debug=False): """ self moving by v, collidee stationery based on http://bit.ly/3grWzs """ u_0 = [2, 2, 2] u_1 = [1, 1, 1] dists = [None, None, None] for i in xrange(3): if fops.lte(self.maxs[i], collidee.mins[i]) and fops.gt(v[i], 0): d = collidee.mins[i] - self.maxs[i] dists[i] = d u_0[i] = d / v[i] elif fops.lte(collidee.maxs[i], self.mins[i]) and fops.lt(v[i], 0): d = collidee.maxs[i] - self.mins[i] dists[i] = d u_0[i] = d / v[i] elif fops.eq(v[i], 0) and \ not(fops.lte(self.maxs[i], collidee.mins[i]) or fops.gte(self.mins[i], collidee.maxs[i])): u_0[i] = 0 elif not(fops.lte(self.maxs[i], collidee.mins[i]) or fops.gte(self.mins[i], collidee.maxs[i])): u_0[i] = 0 if fops.gte(collidee.maxs[i], self.mins[i]) and fops.gt(v[i], 0): d = collidee.maxs[i] - self.mins[i] u_1[i] = d / v[i] elif fops.gte(self.maxs[i], collidee.mins[i]) and fops.lt(v[i], 0): d = collidee.mins[i] - self.maxs[i] u_1[i] = d / v[i] if max(u_0) == 2: u0 = None col = False else: u0 = max(u_0) u1 = min(u_1) if fops.gte(u0, 1.0): col = False else: col = fops.lte(u0, u1) return col, u0
def inside_plane_to(self, bb, aabb_center, debug=False): center = (aabb_center[0], aabb_center[2]) lines = [] lines.append(Line(bb.min_x, bb.min_z, self.min_x, self.min_z, 'min min', debug=debug)) lines.append(Line(bb.max_x, bb.min_z, self.max_x, self.min_z, 'max min', debug=debug)) lines.append(Line(bb.max_x, bb.max_z, self.max_x, self.max_z, 'max max', debug=debug)) lines.append(Line(bb.min_x, bb.max_z, self.min_x, self.max_z, 'min max', debug=debug)) this_center = (self.posx, self.posz) ds = [(line.distance_to(this_center), line) for line in lines] lsorted = sorted(ds, key=lambda el: el[0]) line1 = lsorted[-1][1] line2 = lsorted[-2][1] width = line1.distance_parallel(line2) # / 3.0 * 2 is_inside = fops.lte(line1.distance_to( center), width) and fops.lte(line2.distance_to(center), width) return is_inside
def _tick(self): b_obj = self.bot.bot_object self.status = self.check_status(b_obj) if self.status != Status.running: return col_distance, col_bb = self.world.grid.min_collision_between(b_obj.aabb, self.target_space.bb_stand, horizontal=True, max_height=True) if self.bot.is_on_ladder(b_obj) or self.bot.is_in_water(b_obj): elev = self.target_space.bb_stand.min_y - b_obj.aabb.min_y if fops.gt(elev, 0): self.jump(b_obj) self.move(b_obj) elif fops.lt(elev, 0): if col_distance is None: self.move(b_obj) else: self.move(b_obj) elif self.bot.is_standing(b_obj): if col_distance is None: self.move(b_obj) else: elev = self.target_space.bb_stand.min_y - b_obj.aabb.min_y if fops.lte(elev, 0): self.move(b_obj) elif fops.gt(elev, 0) and fops.lte(elev, config.MAX_STEP_HEIGHT): self.move(b_obj) elif fops.gt(elev, config.MAX_STEP_HEIGHT) and fops.lt(elev, config.MAX_JUMP_HEIGHT): ticks_to_col = col_distance / self.bot.current_motion(b_obj) ticks_to_jump = math.sqrt(2 * elev / config.G) * 20 if ticks_to_col < ticks_to_jump: self.jump(b_obj) self.move(b_obj) else: raise Exception("move elevation error %s with collision %s" % (elev, col_distance)) else: self.move(b_obj)
def collision_distance(self, collidee, axis=None, direction=None): for i in xrange(3): if i == axis: continue if fops.lte(self.maxs[i], collidee.mins[i]) or \ fops.gte(self.mins[i], collidee.maxs[i]): return None p = None if direction < 0: if fops.eq(self.mins[axis], collidee.maxs[axis]): p = 0 elif fops.gt(self.mins[axis], collidee.maxs[axis]): p = self.mins[axis] - collidee.maxs[axis] else: if fops.eq(collidee.mins[axis], self.maxs[axis]): p = 0 elif fops.gt(collidee.mins[axis], self.maxs[axis]): p = collidee.mins[axis] - self.maxs[axis] return p
def collides(self, bb): for i in xrange(3): if fops.lte(self.maxs[i], bb.mins[i]) or fops.gte( self.mins[i], bb.maxs[i]): return False return True
def vertical_center_in(self, center): return fops.lte(self.x, center.x) and fops.lte(center.x, (self.x + 1)) and fops.lte(self.z, center.z) and fops.lte(center.z, (self.z + 1))
def vertical_center_in(self, center): return fops.lte(self.x, center.x) and fops.lte( center.x, (self.x + 1)) and fops.lte( self.z, center.z) and fops.lte(center.z, (self.z + 1))
def collides(self, bb): for i in xrange(3): if fops.lte(self.maxs[i], bb.mins[i]) or fops.gte(self.mins[i], bb.maxs[i]): return False return True
def can_go_between(self, gs, update_to_bb_stand=False, debug=False): edge_cost = 0 bb_stand = self.bb_stand other_bb_stand = gs.bb_stand if bb_stand.horizontal_distance(other_bb_stand) > config.HORIZONTAL_MOVE_DISTANCE_LIMIT: if debug: print 'horizontal distance too far', bb_stand.horizontal_distance(other_bb_stand) return False if fops.gt(bb_stand.min_y, other_bb_stand.min_y): if (bb_stand.min_y - other_bb_stand.min_y) > 3: return False elev = bb_stand.min_y - other_bb_stand.min_y elev_bb = other_bb_stand.extend_to(dy=elev) bb_from = bb_stand bb_to = other_bb_stand.offset(dy=elev) elif fops.lt(bb_stand.min_y, other_bb_stand.min_y): if fops.lte(bb_stand.grid_y + 2, other_bb_stand.min_y): if debug: print 'over 2 high difference' return False elev = other_bb_stand.min_y - bb_stand.min_y in_water = self.grid.aabb_in_water(bb_stand) if in_water and \ other_bb_stand.grid_y > bb_stand.grid_y and \ fops.gt(other_bb_stand.min_y, other_bb_stand.grid_y) and \ not self.grid.aabb_in_water(bb_stand.shift(min_y=other_bb_stand.min_y)) and \ fops.gte(other_bb_stand.min_y - (bb_stand.grid_y + 1), config.MAX_WATER_JUMP_HEIGHT - 0.15): if debug: print 'water cannot go' return False if self.grid.aabb_on_ladder(bb_stand) and \ other_bb_stand.grid_y > bb_stand.grid_y and \ fops.gt(other_bb_stand.min_y, other_bb_stand.grid_y) and \ not self.grid.aabb_on_ladder(bb_stand.shift(min_y=other_bb_stand.min_y)) and \ fops.gte(other_bb_stand.min_y - (bb_stand.grid_y + 1), config.MAX_VINE_JUMP_HEIGHT - 0.2): if debug: print 'ladder cannot go' return False if fops.gt(elev, config.MAX_JUMP_HEIGHT) and not in_water: if debug: print 'too high' return False if fops.lte(elev, config.MAX_STEP_HEIGHT): elev = config.MAX_STEP_HEIGHT aabbs = self.grid.aabbs_in(bb_stand.extend_to(0, elev, 0)) for bb in aabbs: elev = bb_stand.calculate_axis_offset(bb, elev, 1) if fops.lt(bb_stand.min_y + elev, other_bb_stand.min_y): if debug: print 'cannot make step' return False elev_bb = bb_stand.extend_to(dy=elev) bb_from = bb_stand.offset(dy=elev) bb_to = other_bb_stand else: elev = 0 elev_bb = None bb_from = bb_stand bb_to = other_bb_stand if elev_bb is not None: if self.grid.aabb_collides(elev_bb): if debug: print 'elevation collision' return False if self.blocks_to_avoid(self.grid.blocks_in_aabb(elev_bb)): if debug: print 'elevation hitting avoid block' return False if self.grid.collision_between(bb_from, bb_to, debug=debug): if debug: print 'horizontal collision' return False if self.blocks_to_avoid(self.grid.passing_blocks_between(bb_from, bb_to)): if debug: print 'hitting avoid block' return False edge_cost += config.COST_DIRECT * bb_from.horizontal_distance(bb_to) if not (fops.lte(elev, config.MAX_STEP_HEIGHT) and fops.gte(elev, -config.MAX_STEP_HEIGHT)): edge_cost += config.COST_FALL * \ bb_from.horizontal_distance(bb_to) if elev < 0: edge_cost += config.COST_FALL * elev else: edge_cost += config.COST_JUMP self.edge_cost = edge_cost if update_to_bb_stand: gs.bb_stand = other_bb_stand return True