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
Position Knowledge::AdjustKickPoint(Vector2D ballPos, Vector2D target, int kickSpeed)
{
    Position p;
    Vector2D dir = (ballPos - target).normalizedVector();
    dir.scale(ROBOT_RADIUS - (35 - kickSpeed));

    p.loc = ballPos + dir;
    p.dir = (-dir).dir().radian();

    return p;
}
Example #3
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;
	}
}
Example #4
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;
	}
}