【发布时间】:2013-02-09 16:00:25
【问题描述】:
抱歉问得太频繁了。我对 Andrew Gotow 的汽车 AI 有疑问。问题是 AI 没有避开他们前面的玩家/汽车,或者他们只是继续前进并撞到他们前面的玩家/汽车。当撞到汽车或任何障碍物时,它们会停止加速或停止工作。
请帮助我。我不知道如何让 AI 不应该撞到障碍物
这是我使用的代码。感谢您的帮助
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
}
}
【问题讨论】:
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你的代码很难一眼看懂。你能用一些cmets注释它吗?大概在某个地方,如果碰撞概率达到某个阈值,您正试图通过调整航向来预测碰撞。你的代码在哪里?
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@deau 我已经添加了一个 cmets。此代码附加在 AI Car 的根目录中。每次 SphereCast 撞到某物时,我都会尝试在 x 轴 (wpObj) 上稍微移动航路点,因此 AI 不应撞到它们面前的任何障碍物。但无论如何,他们只是撞到了他们面前的障碍物。但有时它会起作用,AI 不会互相撞击(如果他们身边有障碍物)
标签: unity3d artificial-intelligence unityscript raycasting racing