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DM810 Computer Game Programming II: AI Lecture 2 Movement Marco Chiarandini Department of Mathematics & Computer Science University of Southern Denmark Representations Kinematic Movement Outline Steering Behaviors 1. Representations


  1. DM810 Computer Game Programming II: AI Lecture 2 Movement Marco Chiarandini Department of Mathematics & Computer Science University of Southern Denmark

  2. Representations Kinematic Movement Outline Steering Behaviors 1. Representations 2. Kinematic Movement Seeking Wandering 3. Steering Behaviors 2

  3. Representations Kinematic Movement Outline Steering Behaviors 1. Representations 2. Kinematic Movement Seeking Wandering 3. Steering Behaviors 3

  4. Representations Kinematic Movement Movement Steering Behaviors Movement of characters around the level (not about movement of faces) Input : geometric data about the state of the world + current position of character + other physical properties Output : geometric data representing movement (velocity, accelerations) For most games, characters have only two states: stationary + running Running: Kinematic movement: constant velocity, no acceleration nor slow down. Steering behavior: dynamic movement with accelerations. Takes into account current velocity of the character and outputs acceleration (eg, Craig Reynolds, flocking) Examples: Kinematic algorithm from A to B returns direction. Dynamic/steering algorithm from A to B returns acceleration and deceleration 4

  5. Representations Kinematic Movement Static Representations Steering Behaviors Characters represented as points, center of mass (collision detection, obstacle avoidance need also size but mostly handled outside of movement algorithms). In 2D: x, z orthonormal basis of 2D space 2D movement takes place in x, z � ( x, z ) coordinates Orientation value θ : counterclockwise angle, in radiants from positive z -axis struct Static: position # a 2D vector orientation # single floating point value then rendered in 3D ( θ determines the rotation matrix) 5

  6. Representations Kinematic Movement Static Representations Steering Behaviors In 3D movement is more complicated: orientation implies 3 parameters May be needed in flight simulators But often one dim is gravity and rotation about the upright direction is enough, the rest can be handled by animations) Hybrid model: In 2 1 2 D full 3D position (includes possibility for jumps) orientation as a single value huge simplification in math in change of a small loss in flexibility 6

  7. Representations Kinematic Movement Orientation in Vector Form Steering Behaviors from angle θ to unit length vector in the direction that the character is facing � sinθ � θ = cosθ 7

  8. Representations Kinematic Movement Kinematic Representations Steering Behaviors Kinematic algorithms: position + orientation + velocity 2 1 2D 2 D linear velocity v v x , v z components v x , v y , v z components angular velocity θ ′ π/ s π/ s struct Kinematic: position # 2 or 3D vector orientation # single floating point value velocity # 2 or 3D vector rotation # single floating point value Steering algorithms: return linear acceleration a and angular acceleration θ ′′ struct SteeringOutput: linear # 2D or 3D vector angular # single floating point value 8

  9. Representations Kinematic Movement Independent facing Steering Behaviors Characters mostly face the direction of movement. Hence steering algs often ignore rotation. To avoid abrupt changes orientation is moved proportionally towards moving direction: 9

  10. Representations Kinematic Movement Kinematic Representations Steering Behaviors Updates (classical mechanics) v ( t ) = r ′ ( t ) a ( t ) = r ′′ ( t ) v t + 1 = 2 a t 2 = a t r v θ ′ t + 1 θ = 2 θ ′′ t 2 θ ′ = θ ′′ t struct Kinematic: struct Kinematic: position position orientation orientation velocity velocity rotation rotation def update(steering, time): def update(steering, time): position += velocity * time + 0.5 * position += velocity * time steering.linear * time * time orientation += rotation * time orientation += rotation * time + 0.5 * velocity += steering.linear * time steering.angular * time * time orientation += steering.angular * time velocity += steering.linear * time orientation += steering.angular * time Velocities expressed as m / s thus support for variable frame rate. Eg.: If v = 1m / s and the frame duration is 20ms ➨ x = 20mm 10

  11. Representations Kinematic Movement Netwon’s Physics Steering Behaviors Accelerations are determined by forces and inertia ( F = ma ) To model object inertia: object’s mass for the linear inertia moment of inertia (or inertia tensor in 3D) for angular acceleration. We could extend char data and movement algorithms with these, but mostly needed for physics games, eg, driving game. Actuation is a post-processing step that takes care of computing forces after steering has been decided to produce the desired change in velocity (poses feasibility problems) 11

  12. Representations Kinematic Movement Outline Steering Behaviors 1. Representations 2. Kinematic Movement Seeking Wandering 3. Steering Behaviors 12

  13. Representations Kinematic Movement Kinematic Movement Algorithms Steering Behaviors Input : static data Output : velocity (often: on/off full speed or being stationary + target direction) From v we calculate orientation using trigonometry: tan θ = sin θ θ = arctan( − v x /v z ) cos θ (sign because counterclockwise from z -axis) def getNewOrientation(currentOrientation, velocity): if velocity.length() > 0: return atan2(-static.x, static.z) else: return currentOrientation 13

  14. Representations Kinematic Movement Seeking Steering Behaviors Input : character’s and target’s static data Output : velocity along direction to target struct Static: struct KinematicSteeringOutput: position velocity orientation rotation class KinematicSeek: character # static data char. target # static data target maxSpeed def getSteering(): steering = new KinematicSteeringOutput() steering.velocity = target.position - character.position # direction steering.velocity.normalize() steering.velocity *= maxSpeed character.orientation = getNewOrientation(character.orientation, steering. velocity) steering.rotation = 0 return steering Performance in time and memory? O (1) 15

  15. Representations Kinematic Movement Steering Behaviors getNewOrientation can be taken out flee mode: steering.velocity = character.position - target.position problem: arrival must be stationary not wiggling back and forth use large radius of satisfaction to target use a range of movement speeds, and slow the character down as it reaches its target 16

  16. Representations Kinematic Movement Steering Behaviors class KinematicArrive: character target maxSpeed radius # satisfaction radius timeToTarget = 0.25 # time to target constant def getSteering(): steering = new KinematicSteeringOutput() steering.velocity = target.position - character.position # direction if steering.velocity.length() < radius: return None steering.velocity /= timeToTarget # set vel. wrt time to target if steering.velocity.length() > maxSpeed: steering.velocity.normalize() steering.velocity *= maxSpeed character.orientation = getNewOrientation(character.orientation, steering. velocity) steering.rotation = 0 return steering 17

  17. Representations Kinematic Movement Wander Steering Behaviors A kinematic wander behavior moves in the direction of the character’s current orientation with maximum speed. Orientation is changed by steering. class KinematicWander: character maxSpeed maxRotation # speed def getSteering(): steering = new KinematicSteeringOutput() steering.velocity = maxSpeed * character.orientation. asVector() steering.rotation = random(-1,1) * maxRotation return steering Demo 19

  18. Representations Kinematic Movement Outline Steering Behaviors 1. Representations 2. Kinematic Movement Seeking Wandering 3. Steering Behaviors 20

  19. Representations Kinematic Movement Steering, Intro Steering Behaviors movement algorithms that include accelerations present in driving games but always more in all games. range of different behaviors obtained by combination of fundamental behaviors: eg. seek and flee, arrive, and align. each behavior does a single thing, more complex behaviors obtained by higher level code often organized in pairs, behavior and its opposite (eg, seek and flee) Input : kinematic of the moving character + target information (moving char in chasing, representation of the geometry of the world in obstacle avoidance, path in path following behavior; group of targets in flocking – move toward the average position of the flock.) Output : steering, ie, accelerations 21

  20. Representations Kinematic Movement Variable Matching Steering Behaviors Match one or more of the elements of the character’s kinematic to a single target kinematic (additional properties that control how the matching is performed) To avoid incongruencies: individual matching algorithms for each element and then right combination later. (algorithms for combinations resolve conflicts) 22

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