Vector2D CustomImplicitSurface2::closestNormalLocal(
    const Vector2D& otherPoint) const {
    Vector2D pt = closestPointLocal(otherPoint);
    Vector2D g = gradientLocal(pt);
    if (g.lengthSquared() > 0.0) {
        return g.normalized();
    } else {
        return g;
    }
}
Example #2
0
void PlanningProblem::solveInvalidGoalState()
{
    // TODO : make a strategy for handling this situation
    // strategy is to just displace goal point temporally to a valid point
    for(uint i=0; i<stat_obstacles.size(); i++) {
        Obstacle* ob = stat_obstacles[i];
        if(ob == NULL) continue;
        if(hasCollision(goal.goal_point, *ob)) {
            Vector2D diff = goal.goal_point.getPosition().to2D() - Vector2D(ob->transform.p);
            float displacement_ = agent->radius() + ob->shape->m_radius - diff.lenght();
            if(displacement_ > 0)
                goal.goal_point.setPosition( goal.goal_point.getPosition() +
                                             (diff.normalized() * displacement_ * 1.1).to3D());
            break;
        }
    }
}
Example #3
0
Vector2D Game::getCameraPosition() {
    Vector2D move = currentLevel->getPlayerObject()->getPosition() - oldCameraPosition;
    if (move.length() > cam_radius) {
        oldCameraPosition += move.normalized() * (move.length()-cam_radius);
    }
    
    if (oldCameraPosition.getX() + 320 > currentLevel->getWidth()) {
        oldCameraPosition.setX(currentLevel->getWidth() - 320);
    }
    if (oldCameraPosition.getX() < 320) {
        oldCameraPosition.setX(320);
    }
    if (oldCameraPosition.getY() + 240 > currentLevel->getHeight()) {
        oldCameraPosition.setY(currentLevel->getHeight() - 240);
    }
    if (oldCameraPosition.getY() < 240) {
        oldCameraPosition.setY(240);
    }
    // TODO use Display size etc
    
    return oldCameraPosition;
}
Example #4
0
 float Vector2D::getAngle(const Vector2D &other) const
 {
     float abs = acos(normalized() * other.normalized());
     abs = 180.0f * abs / M_PI;
     return x * other.y - y * other.x >= 0.0f ? abs : -abs;
 }