float3
OpenSteer::SteerLibrary::
steerForTargetSpeed (const AbstractVehicle& v, 
					 const float targetSpeed)
{
    const float mf = v.maxForce ();
    const float speedError = targetSpeed - v.speed ();
    return float3_scalar_multiply(make_float3(v.forward ()), clip (speedError, -mf, +mf));
}
Beispiel #2
0
OpenSteer::Vec3 
OpenSteer::Obstacle::PathIntersection::
steerToAvoidIfNeeded (const AbstractVehicle& vehicle,
                      const float minTimeToCollision) const
{
    // if nearby intersection found, steer away from it, otherwise no steering
    const float minDistanceToCollision = minTimeToCollision * vehicle.speed();
    if (intersect && (distance < minDistanceToCollision))
    {
        // compute avoidance steering force: take the component of
        // steerHint which is lateral (perpendicular to vehicle's
        // forward direction), set its length to vehicle's maxForce
        Vec3 lateral = steerHint.perpendicularComponent (vehicle.forward ());
        if (lateral == Vec3::zero)
            lateral = vehicle.side ();
        return lateral.normalize () * vehicle.maxForce ();
    }
    else
    {
        return Vec3::zero;
    }
}