sorry for asking too often. I have a problem on Andrew Gotow's Car AI. The Problem is The AI did not avoid player / car in front of them or they just go ahead and hit the player / car in front of them. When hit a car or any obstacle, They stop accelerating or stop working.
Please help me. I can't figure it out how to make the AI shouldn't hit the obstacle
this is the code i use. Thanks for any help
function GotNewWaypoint(newWay : Vector3, newRot : Quaternion){
wpObj.transform.position = newWay;
wpObj.transform.rotation = newRot;// wpObj is a triggered box collider that sets GotNewWaypoint function everytime AI hits the collider
}
function NavigateTowardsWaypoint(){ // Runs in Update function
var relativePosition : Vector3;
var hit : RaycastHit;
if(!alternativeWaypointer){
relativePosition = transform.InverseTransformPoint(Vector3(wpObj.transform.position.x,transform.position.y,wpObj.transform.position.z));
}else{// turn on alternative position if Spherecast hits object
relativePosition = transform.InverseTransformPoint(Vector3(raycaster*wpObj.transform.position.x,transform.position.y,wpObj.transform.position.z)); // move wpObj on axis x a bit so the AI shouldn't hit the obstacle
}
if(Physics.SphereCast(transform.position,40,transform.forward,hit,30)){
if(hit.transform != this.transform){
if(hit.collider.tag == "Player" || hit.collider.tag == "Opponent" || hit.collider.tag == "Environtment"){
alternativeWaypointer = true;
raycaster = -Vector3.Normalize(hit.point).x * 5;
}else alternativeWaypointer = false;
}
}
inputSteer = relativePosition.x / relativePosition.magnitude;//used for ai's handling control. usually it's 1 or -1
if(Mathf.Abs(inputSteer) < .5){
inputTorque = relativePosition.z / relativePosition.magnitude; //corner is not too tight, accelerate
}else{
inputTorque = 0.0; // corner is too tight, stop accelerating
}
}
From what I can gather, your AI has a test to see if it will collide with something. The result of this test appears to be assigned to the variable alternativeWaypointer
allowing for the following if statement:
if(!alternativeWaypointer){
relativePosition = computePosition(trajectory);
}else{
relativePosition = computePosition(adjustTrajectory(trajectory));
}
It's possible that your adjust trajectory logic isn't working. Perhaps this can be tested? In lieu of this, a likely problem is that your adjusted trajectory isn't sufficiently adjusted to avoid the collision. We can solve this by creating a series of hypothetical trajectories and then picking the best candidate.
alternativeWaypointer = isCollisionLikely(trajectory);
if(!alternativeWaypointer) {
relativePosition = computePosition(trajectory);
} else {
/* generate alternative trajectories, adjustments range from minimal to extreme */
List<Trajectory> alternatives = adjustTrajectoryList(trajectory, MINIMAL, EXTREME);
/* Of these, pick one and run with it */
Trajectory preferred = leastLikelyCollisionTrajectory(alternatives);
relativePosition = computePosition(preferred);
}
You could use your existing logic to pick a preferred trajectory. It won't be the most sophisticated thing in the world, but it would be a starting point:
Trajectory leastLikelyCollistionTrajectory(List<Trajectory> options) {
/* iterate from minimal adjustment to extreme */
foreach(Trajectory t in options) {
if(!isCollisionLikely(t)) {
return t; /* return the first trajectory that seems ok */
}
}
/* otherwise resort to the most extreme and hope */
return options.last();
}
I've mixed pseudo code with a bit of java in an attempt to make it clearer. Does this look like it would solve your problem?