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#if MODULE_ENTITIES
using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
namespace Pathfinding.ECS {
[BurstCompile]
public partial struct JobAlignAgentWithMovementDirection : IJobEntity {
public float dt;
public void Execute (ref LocalTransform transform, in MovementSettings movementSettings, in MovementState movementState, in AgentCylinderShape shape, in AgentMovementPlane movementPlane, in MovementControl movementControl, ref ResolvedMovement resolvedMovement) {
if (math.lengthsq(movementControl.targetPoint - resolvedMovement.targetPoint) > 0.001f && resolvedMovement.speed > movementSettings.follower.speed * 0.1f) {
// If the agent is moving, align it with the movement direction
var desiredDirection = movementPlane.value.ToPlane(movementControl.targetPoint - transform.Position);
var actualDirection = movementPlane.value.ToPlane(resolvedMovement.targetPoint - transform.Position);
float desiredAngle;
if (math.lengthsq(desiredDirection) > math.pow(movementSettings.follower.speed * 0.1f, 2)) {
desiredAngle = math.atan2(desiredDirection.y, desiredDirection.x);
} else {
// If the agent did not desire to move at all, use the agent's current rotation
desiredAngle = movementPlane.value.ToPlane(transform.Rotation) + math.PI*0.5f;
}
// The agent only moves if the actual movement direction is non-zero
if (math.lengthsq(actualDirection) > math.pow(movementSettings.follower.speed * 0.1f, 2)) {
var actualAngle = math.atan2(actualDirection.y, actualDirection.x);
resolvedMovement.targetRotationOffset = AstarMath.DeltaAngle(desiredAngle, actualAngle);
return;
}
}
{
// Decay the rotation offset
// var da = AstarMath.DeltaAngle(movementState.rotationOffset, 0);
// resolvedMovement.targetRotationOffset += da * dt * 2.0f;
resolvedMovement.targetRotationOffset = AstarMath.DeltaAngle(0, resolvedMovement.targetRotationOffset) * (1 - dt * 2.0f);
}
}
}
}
#endif
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