Vector2D B020612E_Steering::CalculatePrioritised()
{
	Vector2D force;

	if (On(STEERING_OBSTACLEAVOIDANCE))
	{
		force = ObstacleAvoidance(ObstacleManager::Instance()->GetObstacles()) * 10.0f;

		if (!AccumulateForce(_pSteeringForce, force))
			return _pSteeringForce;
	}
	if (On(STEERING_FLEE))
	{
		force = Flee(_pTank->GetClick()) * 1.0f;
		
		if (!AccumulateForce(_pSteeringForce, force))
			return _pSteeringForce;
	}
	if (On(STEERING_SEEK))
	{
		force = Seek(_pTank->GetClick()) * 1.0f;

		if (!AccumulateForce(_pSteeringForce, force))
			return _pSteeringForce;
	}
	if (On(STEERING_WANDER))
	{
		force = Wander() * 1.0f;

		if (!AccumulateForce(_pSteeringForce, force))
			return _pSteeringForce;
	}
	if (On(STEERING_ARRIVE))
	{
		force = Arrive(_pTank->GetClick(), _pDeceleration) * 1.0f;

		if (!AccumulateForce(_pSteeringForce, force))
			return _pSteeringForce;
	}

	return _pSteeringForce;
}
Exemple #2
0
		Vector2 TikiSteering::CalculatePrioritized()
		{
			Vector2 force = Vector2::Zero;

 			if (On(separation))
 			{
 				force = Separation() * weightSeparation;
 
 				if (!AccumulateForce(steeringForce, force))
 					return steeringForce;
 			}

			if(On(seek))
			{
				force = Seek(target) * weightSeek;

				if (!AccumulateForce(steeringForce, force)) 
					return steeringForce;
			}

			if (On(arrive))
			{
				force = Arrive(target, deceleration) * weightArrive;

				if (!AccumulateForce(steeringForce, force)) 
					return steeringForce;
			}

			if (On(wander))
			{
				force = Wander() * weightWander;

				if (!AccumulateForce(steeringForce, force)) 
					return steeringForce;
			}


			return steeringForce;
		}
Exemple #3
0
Vector3 SteeringBehaviors::Calculate() {
	this->_steeringForce.zero();
	Vector3 force;

  if(On(obstacle_avoidance)) {
    double weightObstacleAvoidance = 10;
    force = ObstacleAvoidance(((Agent*)this->_vehicle)->world->obstacles) *
              weightObstacleAvoidance;

		if (!AccumulateForce(_steeringForce, force)) return _steeringForce;
  }

	if(On(flee)) {
		
		force = Flee(_vehicle->target);

		if (!AccumulateForce(_steeringForce, force)) return _steeringForce;
	}

	if(On(seek)) {
		force = Seek(_vehicle->target);

		if (!AccumulateForce(_steeringForce, force)) return _steeringForce;
	}

	if(On(arrive)) {
		force = Arrive(_vehicle->target, _deceleration);

		if (!AccumulateForce(_steeringForce, force)) return _steeringForce;
	}

	if(On(pursue)) {
		force = Pursue(this->evador1);

		if (!AccumulateForce(_steeringForce, force)) return _steeringForce;
	}

	if(On(evade)) {
		force = Evade(this->pursuer1);

		if (!AccumulateForce(_steeringForce, force)) return _steeringForce;
	}

	if(On(wander)) {
		force = Wander();
		
		if(!AccumulateForce(_steeringForce, force)) return _steeringForce;
	}

	return _steeringForce;
};
Vector2D S013010C_Aaron_Smith_Steering::Calculate(float deltaTime)
{
	Vector2D force;
	Vector2D totalForce;
	if (mIsObstacleAvoiding)
	{
		force = ObstacleAvoidance() * mObstacleAvoidanceWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;
	}

	if (mIsWallAvoided)
	{
		force = WallAvoidance() * mWallAvoidWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;
	}

	if (mIsWandering)
	{
		force = Wander(deltaTime) * mSeekWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;
	}

	if (mIsPursuing)
	{
		force = Pursuing() * mPursuitWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;

	}
	if (mIsSeeking)
	{
		force = Seek(mTank->GetTarget()) * mSeekWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;

	}
	if (mIsArriving)
	{
		force = Arrive(mTank->GetTarget(), Deceleration::NORMAL) * mArriveWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;
	}
	if (mIsFleeing)
	{
		force = Flee(mTank->GetTarget()) * mFleeWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;
	}

	return totalForce;

	//if (isFleeing) Flee(mTank->GetTarget());
	
	

	//Vector2D totalForce;


	

	/*for (Vector2D vec : mSteeringForces)
	{
		totalForce += vec;
	}
	mSteeringForces.clear();
	
	return totalForce;*/
}
//---------------------- CalculatePrioritized ----------------------------
//
//  this method calls each active steering behavior in order of priority
//  and acumulates their forces until the max steering force magnitude
//  is reached, at which time the function returns the steering force 
//  accumulated to that  point
//------------------------------------------------------------------------
ofVec3f SteeringBehaviors::CalculatePrioritized() {
	ofVec3f force;
	
	if (On(wall_avoidance))
	{
		force = WallAvoidance(m_Vehicle->GameWorld()->getWalls()) * m_WeightObstacleAvoidance;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}
	
	if (On(obstacle_avoidance))
	{
		force = ObstacleAvoidance(m_Vehicle->GameWorld()->getObstacles()) * m_WeightObstacleAvoidance;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}

	if (On(flee))
	{
		force = Flee(m_Vehicle->Target()->Pos()) * m_WeightFlee;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}

	if (On(repulsion))
	{
		//need to retage the guys!
		force = Repulsion(m_Vehicle->oGroup()) * m_WeightRepulsion;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}

	if (!isSpacePartioningOn())
	{
		if (On(separation))
		{
			force = Separation(m_Vehicle->rGroup()) * m_WeightSeparation;
			if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
		}

		if (On(alignment))
		{
			force = Alignment(m_Vehicle->rGroup()) * m_WeightAlignment;
			if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
		}

		if (On(cohesion))
		{
			force = Cohesion(m_Vehicle->rGroup()) * m_WeightCohesion;
			if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
		}
	}
	else
	{
		if (On(separation))
		{
			force = SeparationPlus(m_Vehicle->rGroup()) * m_WeightSeparation;
			if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
		}

		if (On(alignment))
		{
			force = AlignmentPlus(m_Vehicle->rGroup()) * m_WeightAlignment;
			if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
		}

		if (On(cohesion))
		{
			force = CohesionPlus(m_Vehicle->rGroup()) * m_WeightCohesion;
			if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
		}
	}

	if (On(seek))
	{
		force = Seek(m_Vehicle->Target()->Pos()) * m_WeightSeek;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;

	}

	if (On(arrive))
	{
		force = Arrive(m_Vehicle->Target()->Pos(), normal) * m_WeightArrive;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}

	if (On(wander))
	{
		force = Wander() * m_WeightWander;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}

	if (On(follow_path))
	{
		force = FollowPath() * m_WeightFollowPath;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}

	return m_SteeringForce;

}
Vector2D SteeringBehavior::CalculatePrioritized() {
  Vector2D force;

  //if (On(wall_avoidance))
  //{
  //  force = WallAvoidance(m_pVehicle->World()->Walls()) *
  //    m_dWeightWallAvoidance;

  //  if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  //}

  //if (On(obstacle_avoidance))
  //{
  //  force = ObstacleAvoidance(m_pVehicle->World()->Obstacles()) *
  //    m_dWeightObstacleAvoidance;

  //  if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  //}

  //if (On(evade))
  //{
  //  assert(m_pTargetAgent1 && "Evade target not assigned");

  //  force = Evade(m_pTargetAgent1) * m_dWeightEvade;

  //  if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  //}

  if (On(flee))
  {
    force = Flee(vehicle_->GetGameWorld()->Agents()) * m_dWeightFlee;

    if (!AccumulateForce(steering_force_, force)) return steering_force_;
  }


  // The next three can be combined for flocking behavior (wander is
  // Also a good behavior to add into this mix)
  if (On(separation)) {
    force = Separation(vehicle_->GetGameWorld()->Agents()) * m_dWeightSeparation;
    if (!AccumulateForce(steering_force_, force)) return steering_force_;
  }

  if (On(alignment)) {
    force = Alignment(vehicle_->GetGameWorld()->Agents()) * m_dWeightAlignment;
    if (!AccumulateForce(steering_force_, force)) return steering_force_;
  }

  if (On(cohesion)) {
    force = Cohesion(vehicle_->GetGameWorld()->Agents()) * m_dWeightCohesion;
    if (!AccumulateForce(steering_force_, force)) return steering_force_;
  }

  //if (On(seek))
  //{
  //  force = Seek(m_pVehicle->World()->Crosshair()) * m_dWeightSeek;

  //  if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  //}


  //if (On(arrive))
  //{
  //  force = Arrive(m_pVehicle->World()->Crosshair(), m_Deceleration) * m_dWeightArrive;

  //  if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  //}

  if (On(wander)) {
    force = Wander() * weight_wander_;
    if (!AccumulateForce(steering_force_, force)) return steering_force_;
  }

  if (On(pursuit))
  {
    //assert(target_agent_ && "pursuit target not assigned");

    force = Pursuit(target_agent_) * m_dWeightPursuit;

    if (!AccumulateForce(steering_force_, force)) return steering_force_;
  }

  /*
  if (On(offset_pursuit))
  {
    assert(m_pTargetAgent1 && "pursuit target not assigned");
    assert(!m_vOffset.isZero() && "No offset assigned");

    force = OffsetPursuit(m_pTargetAgent1, m_vOffset);

    if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  }

  if (On(interpose))
  {
    assert(m_pTargetAgent1 && m_pTargetAgent2 && "Interpose agents not assigned");

    force = Interpose(m_pTargetAgent1, m_pTargetAgent2) * m_dWeightInterpose;

    if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  }

  if (On(hide))
  {
    assert(m_pTargetAgent1 && "Hide target not assigned");

    force = Hide(m_pTargetAgent1, m_pVehicle->World()->Obstacles()) * m_dWeightHide;

    if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  }


  if (On(follow_path))
  {
    force = FollowPath() * m_dWeightFollowPath;

    if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  }*/

  return steering_force_;
}
Vec2 SteeringForce::Calculate()
{
    
    m_vSteeringForce  = Vec2::ZERO;
    Vec2 force;
    
    std::vector<Vehicle*> neighbors;
    
    if (On(allignment)||On(separation)||On(cohesion)) {
        
        if (m_pVehicle->isCellSpaceOn()) {
            
            CellSpacePartition<Vehicle*>* cellSpace = GameData::Instance()->getCellSpace();
            neighbors = cellSpace->getNeighbors();
            
        }else{
        auto data = GameData::Instance()->getEntityVector();
        
        neighbors = tagNeighbors(m_pVehicle,data,SearchRad);
        }
    }
    
    if (On(wall_avoidance)) {
        auto data = GameData::Instance()->getWallls();
        force = WallAvoidance(data);
        
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(obstacle_avoidance)) {
        
        auto data = GameData::Instance()->getObstacle();
        force = ObstacleAvoidance(data);
        
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    
    
    if (On(separation)) {
        
        force = Separation(neighbors);
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(cohesion)) {
        
        force = Cohesion(neighbors);
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(allignment)) {
        
        force = Alignment(neighbors);
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    
    
    if (On(hide)) {
        CCASSERT(m_pVehicle->getHideTarget()!=nullptr, "不存在躲避目标");
        auto data = GameData::Instance()->getEntityVector();
        force = Hide(m_pVehicle->getHideTarget(),data);
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(follow_path)) {
        force = PathFollow();
        
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    if (On(seek)) {
        
        force = Seek(m_pVehicle->getTarget());
        
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
        
    }
    
    if (On(flee)) {
        force = Flee(m_pVehicle->getTarget());
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(arrive)) {
        force = Arrive(m_pVehicle->getTarget(), fast);
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(offset_pursuit)) {
        force = OffsetPursuit(m_pVehicle->getLeader(), m_pVehicle->getOffsetToLeader());
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(pursuit)) {
        force = Pursuit(m_pVehicle->getEvaderv());
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    if (On(evade)) {
        force = Evade(m_pVehicle->getPursuer());
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(wander)) {
        force = Wander();
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(interpose)) {
        force = Interpose(m_pVehicle->getInterposeA(), m_pVehicle->getInterposeB());
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    return m_vSteeringForce;
}
//---------------------- CalculatePrioritized ----------------------------
//
//  this method calls each active steering behavior in order of priority
//  and acumulates their forces until the max steering force magnitude
//  is reached, at which time the function returns the steering force 
//  accumulated to that  point
//------------------------------------------------------------------------
Vector2D SteeringBehavior::CalculatePrioritized(float dt)
{
	//reset the steering force
	m_vSteeringForce.Zero();

	Vector2D force;

	if (On(bounds_avoidance))
	{
		force = BoundsAvoidance() * m_dWeightBoundsAvoidance;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(obstacle_avoidance))
	{
		force = ObstacleAvoidance() * m_dWeightObstacleAvoidance;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(flee))
	{
		assert(fleeTarget && "Flee target not assigned");
		force = Flee(fleeTarget->Pos()) * m_dWeightFlee;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(seek))
	{
		assert(seekTarget && "Seek target not assigned");
		force = Seek(seekTarget->Pos()) * m_dWeightSeek;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}


	if (On(arrive))
	{
		assert(seekTarget && "Arrive target not assigned");
		force = Arrive(seekTarget->Pos(), m_Deceleration) * m_dWeightArrive;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(wander))
	{
		force = Wander(dt) * m_dWeightWander;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(pursuit))
	{
		assert(pursuitTarget && "pursuit target not assigned");

		force = Pursuit(pursuitTarget) * m_dWeightPursuit;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(offset_pursuit))
	{
		assert (pursuitTarget && "pursuit target not assigned");

		force = OffsetPursuit(pursuitTarget, m_vOffset);

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(hide))
	{
		assert(hideTarget && "Hide target not assigned");

		force = Hide() * m_dWeightHide;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(forward)) {
		force = Forward() * m_dWeightForward;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	return m_vSteeringForce;
}