I'm working on what should be a very simple movement algorithm that takes in a vector of D3DXVECTOR3
s and moves the AI to each point. The problem is that if I pass it more than one point, the AI seems to get stuck at a point equal to the average of the points.
The points are (x, z):
10, 10
10, 20
30, 30
60, 20
maxSpeed is 10 just for testing.
void Obj::MoveToLocation(D3DXVECTOR3 newLocation, float deltaTime)
{
D3DXVECTOR3 directionToTarget = newLocation - location;
D3DXVec3Normalize(&directionToTarget, &directionToTarget);
location += maxSpeed * directionToTarget * deltaTime;
}
void Obj::Patrol(std::vector<D3DXVECTOR3> locations, float deltaTime)
{
hasArrived = false;
for (int i = 0; i < locations.size(); ++i)
{
if (!hasArrived)
MoveToLocation(locations[i], deltaTime);
if ((location.x <= locations[i].x + radius.x) && (location.x >= locations[i].x - radius.x) &&
(location.z <= locations[i].z + radius.z) && (location.z >= locations[i].z - radius.z))
{
hasArrived = true;
}
}
}
I'm just looking for some tips on how I can get this working. I'm at a loss right now even though this seems like an extremely simple problem.
void Obj::MoveToLocation(D3DXVECTOR3 newLocation, float deltaTime)
{
D3DXVECTOR3 directionToTarget = newLocation - location;
if (D3DXVec3Length(&directionToTarget) <= maxSpeed * deltaTime)
{
// If this step would take us past the destination, just stop there
// instead.
location = newLocation;
}
else
{
D3DXVec3Normalize(&directionToTarget, &directionToTarget);
location += maxSpeed * directionToTarget * deltaTime;
}
}
// Call this once to set the patrol route
void Obj::Patrol(std::vector<D3DXVECTOR3> locations)
{
patrolRoute = locations;
patrolIndex = 0; // Maybe pick the closest point instead?
}
// Call this each time the object should move (once per frame/turn)
void Obj::UpdatePatrol(float deltaTime)
{
if (patrolRoute == NULL || patrolRoute.empty())
{
return;
}
if (patrolIndex >= patrolRoute.size())
{
// Start again from the beginning
patrolIndex -= patrolRoute.size();
}
// Move towards the next location
D3DXVECTOR3 nextLocation = patrolRoute[patrolIndex];
MoveToLocation(nextLocation, deltaTime);
float dx = location.x - nextLocation.x;
float dz = location.z - nextLocation.z;
if ((dx <= radius.x) && (dx >= -radius.x) &&
(dz <= radius.z) && (dz >= -radius.z))
{
// We have reached it. Select the next destionation.
patrolIndex++;
}
}