1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
|
#if MODULE_ENTITIES
using Unity.Entities;
using Unity.Mathematics;
namespace Pathfinding.ECS {
using Pathfinding;
using Pathfinding.Util;
/// <summary>
/// Desired movement for an agent.
/// This data will be fed to the local avoidance system to calculate the final movement of the agent.
/// If no local avoidance is used, it will be directly copied to <see cref="ResolvedMovement"/>.
///
/// See: <see cref="ResolvedMovement"/>
/// </summary>
public struct MovementControl : IComponentData {
/// <summary>The point the agent should move towards</summary>
public float3 targetPoint;
/// <summary>
/// The end of the current path.
///
/// This informs the local avoidance system about the final desired destination for the agent.
/// This is used to make agents stop if the destination is crowded and it cannot reach its destination.
///
/// If this is not set, agents will often move forever around a crowded destination, always trying to find
/// some way to get closer, but never finding it.
/// </summary>
public float3 endOfPath;
/// <summary>The speed at which the agent should move towards <see cref="targetPoint"/>, in meters per second</summary>
public float speed;
/// <summary>
/// The maximum speed at which the agent may move, in meters per second.
///
/// It is recommended to keep this slightly above <see cref="speed"/>, to allow the local avoidance system to move agents around more efficiently when necessary.
/// </summary>
public float maxSpeed;
/// <summary>
/// The index of the hierarchical node that the agent is currently in.
/// Will be -1 if the hierarchical node index is not known.
/// See: <see cref="HierarchicalGraph"/>
/// </summary>
public int hierarchicalNodeIndex;
/// <summary>
/// The desired rotation of the agent, in radians, relative to the current movement plane.
/// See: <see cref="NativeMovementPlane.ToWorldRotation"/>
/// </summary>
public float targetRotation;
/// <summary>
/// The desired rotation of the agent, in radians, over a longer time horizon, relative to the current movement plane.
///
/// The <see cref="targetRotation"/> is usually only over a very short time-horizon, usually a single simulation time step.
/// This variable is used to provide a hint of where the agent wants to rotate to over a slightly longer time scale (on the order of a second or so).
/// It is not used to control movement directly, but it may be used to guide animations, or rotation smoothing.
///
/// If no better hint is available, this should be set to the same value as <see cref="targetRotation"/>.
///
/// See: <see cref="NativeMovementPlane.ToWorldRotation"/>
/// </summary>
public float targetRotationHint;
/// <summary>
/// Additive modifier to <see cref="targetRotation"/>, in radians.
/// This is used by the local avoidance system to rotate the agent, without this causing a feedback loop.
/// This extra rotation will be ignored by the control system which decides how the agent *wants* to move.
/// It will instead be directly applied to the agent.
/// </summary>
public float targetRotationOffset;
/// <summary>The speed at which the agent should rotate towards <see cref="targetRotation"/> + <see cref="targetRotationOffset"/>, in radians per second</summary>
public float rotationSpeed;
/// <summary>
/// If true, this agent will ignore other agents during local avoidance, but other agents will still avoid this one.
/// This is useful for example for a player character which should not avoid other agents, but other agents should avoid the player.
/// </summary>
public bool overrideLocalAvoidance;
}
}
#endif
|