Exemple #1
0
/*
 * Move to specified value
 * In: Joint, value
 * Returns PWM value
 */
u32 moveTo(Joint joint, u32 value) {
	//Variables
	int diff;
	u32 limit;

	//Make sure value is smaller than upper limit
	limit = getUpperPwmLimit(joint);
	if (value > limit) {
		value = limit;
	}

	//Make sure value is bigger than lower limit
	limit = getLowerPwmLimit(joint);
	if (value < limit) {
		value = limit;
	}

	//Move
	do {
		diff = moveTowards(joint, value);
	} while (diff != 0);

	//Return
	return value;
}
Exemple #2
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	void CWall::update(float mFT)
	{
		speed.update(mFT);
		curve.update(mFT);

		float radius{hexagonGame.getRadius() * 0.65f};
		int pointsOnCenter{0};

		for(auto& vp : vertexPositions)
		{
			if(abs(vp.x - centerPos.x) < radius && abs(vp.y - centerPos.y) < radius) pointsOnCenter++;
			else
			{
				moveTowards(vp, centerPos, speed.speed * 5.f * mFT);
				rotateRadiansAroundCenter(vp, centerPos, curve.speed / 60.f * mFT);
			}
		}

		if(pointsOnCenter > 3) getEntity().destroy();
	}
/**
 * @brief AgentCluster::move Takes care of moving an Agent to its next location.
 * @param agent Agent to move.
 */
void AgentCluster::move(Agent *agent) {
    std::vector<Agent*> neighbors =  agentsWithinForagingRange(agent);    //bestAgentInRange(agent);   //best agent in range.
    if (neighbors.size() != 0) {    //has neighbors
        Agent* bestNeighbor = neighbors[0];
        for (unsigned int i = 1; i < neighbors.size(); i++) {
            Agent* candidate = neighbors[i];
            if (candidate->happiness > bestNeighbor->happiness)
                bestNeighbor = candidate;
        }
        if (bestNeighbor->happiness > agent->happiness) {   //found a better neighbor we should move towards
            moveTowards(agent, bestNeighbor);
        } else {    //otherwise, just move randomly :(
            moveRandomly(agent);
        }
    } else {    //all alone...
        std::vector<ClusterItem*> items = dataWithinForagingRange(agent);

        if (items.size() != 0) {    //alone, but with data?
            //Find the average position vector and move in that direction
            double avgX = 0;
            double avgY = 0;
            for (unsigned int i = 0; i < items.size(); i++) {
                ClusterItem* item = items[i];
                avgX += item->x - agent->x;
                avgY += item->y - agent->y;
            }
            avgX /= (double)items.size();
            avgY /= (double)items.size();
            double magnitude = randomDouble(0.1, 1);

            agent->x += avgX * magnitude;
            agent->y += avgY * magnitude;
        } else {                    //alone AND no data?
            moveRandomly(agent);
        }
    }
}
Exemple #4
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void Entity::moveTowards(Position pos)
{
	moveTowards(pos, speed);
}
Exemple #5
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void Entity::moveTowards(Direction dir)
{
	moveTowards(position.getNeighbor(dir), speed);
}
Exemple #6
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void SimulatedSub::moveTowards(float targetx, float targety, float targetz) {
    QVector3D targetPosition = QVector3D(targetx, targety, targetz);
    logger->debug("Moving to position: " + std::to_string(targetx) + ", " + std::to_string(targety) + ", " + std::to_string(targetz));
    moveTowards(targetPosition);
}