Example #1
0
void Boid::cohesion(deque<Boid*>& neighbours) {
	Vector2D vForce;
	float neighborCount = 0;
	Vector2D vCenterOfMass;
	deque<Boid*>::iterator itBoid;
	
	for(itBoid = neighbours.begin(); itBoid != neighbours.end(); ++itBoid) {
		if(*itBoid == this) continue;	
		
		vCenterOfMass.add((*itBoid)->getVelocity());
		++neighborCount;
	}
	
	if(neighborCount > 0) {
		vCenterOfMass.devide(neighborCount);
		
		if(vCenterOfMass.distanceToSQ(getVelocity()) > 5.0f * 5.0f) {
			Vector2D vel = vCenterOfMass;
			Vector2D pos = position;
			pos.normalize();
			
			vel.subtract(pos);
			vel.subtract(getVelocity());
			vel.scale(0.1);
			
			velocity.add(vel);
		}
	}
	
	
}
Example #2
0
 double PathToTarget(Vector2D * targ)
 {
     bool isLeft = false;
     double ang = AngleToTarget(targ);
     if (ang > 0) isLeft = true; // else false
     
     double theta;
     
     if (isLeft)
     {
         theta = position->getZ() + PI / 2.0;
     }
     else
     {
         theta = position->getZ() - PI / 2.0;
     }
     
     Vector2D * P = new Vector2D(position->getX(), position->getY());
     Vector2D * n = new Vector2D(r * cos(theta), r * sin(theta));
     
                 // R = targ - (P + n)
     Vector2D * G = P->add(n);
     Vector2D * R = targ->extract(G);
     Vector2D * ni = n->inv();
     
     double beta = R->angleTo(n->inv());
     double beta1 = ni->anticlockAngle(R);
     if (!isLeft) beta1 *= -1;
     double e = acos(r / R->norm());
     
     if (beta1 < 0)
         beta = 2 * PI - beta;
     
     /*
     if (beta1 > 0 && !isLeft)
         beta = 2 * PI - beta;
     */
      
     double eps = beta - e;
     double L = r * eps;
     
     double Rn = R->norm();
     double T = sqrt(Rn * Rn + r * r);
     return L + T;
 }
Example #3
0
Vector2D Physics2D::ReferenceFrame::position() const
{
	if(bodies.size() == 0)
		return customPosition;
	else if(bodies.size() == 1) //optimization for 1 body
		return bodies[0]->position;
	else
	{
		Vector2D centerOfMass;
		double totalMass = 0;
		for(unsigned i = 0; i < bodies.size(); i++)
		{
			const Body2D& b = *(bodies[i]);
			centerOfMass.add(b.position.times(b.mass));
			totalMass += b.mass;
		}

		if(totalMass != 0) // this is for safety: obviously a total mass of 0 is something wrong...
			centerOfMass.scale(1.0/totalMass);

		return centerOfMass;
	}
}
Example #4
0
Vector2D Physics2D::ReferenceFrame::velocity() const
{
	if(bodies.size() == 0)
		return customVelocity;
	else if(bodies.size() == 1) //optimization for 1 body
		return bodies[0]->velocity;
	else
	{
		Vector2D totalVelocity;
		double totalMass = 0;
		for(unsigned i = 0; i < bodies.size(); i++)
		{
			const Body2D& b = *(bodies[i]);
			totalVelocity.add(b.velocity.times(b.mass));
			totalMass += b.mass;
		}

		if(totalMass != 0) // this is for safety: obviously a total mass of 0 is something wrong...
			totalVelocity.scale(1.0/totalMass);

		return totalVelocity;
	}
}
void MultiDirectionalEar::renderFeedback(Object *object, Environment *environment) {
    if (object == environment->getPlayer()) {
        Vector2D windowPos = environment->getWindowPos(object->getPosition());        
        for (int i = 0; i < nearestObjects.size(); i++) {
            Object *nearestObject = nearestObjects[i];
            if (nearestObject->getVoice() && nearestObject->getVoiceInterval() <= 0.0) {
                nearestObject->resetVoiceInterval();
                Vector2D objectWindowPos = environment->getWindowPos(nearestObject->getPosition());
                Vector2D relativePos = objectWindowPos.add(windowPos.mult(-1.0));
                relativePos = relativePos.normalize();
                double pan = relativePos.getX();
                
                double nearestObjectDistance = windowPos.distanceTo(objectWindowPos);
                double gain = 1.0 - (nearestObjectDistance / 1000.0);
                if (gain < 0.0) {
                    gain = 0.0;
                }
                
                al_play_sample(nearestObject->getVoice(), gain, pan, 1.0, ALLEGRO_PLAYMODE_ONCE, NULL);
            }
        }                    
    }
}