Ogre::Vector3 SteeringBehaviors::Calculate() { if(seekOn == true) mSteeringForce = Seek(mTarget); if(pursuitOn == true) mSteeringForce = Pursuit(mTargetAgent1); return mSteeringForce; }
Vector2D B020612E_Steering::CalculateWeightedSum() { //if (On(STEERING_OBSTACLEAVOIDANCE)) //_pSteeringForce += ObstacleAvoidance(); if (On(STEERING_WANDER)) _pSteeringForce += Wander() * 1.0f; if (On(STEERING_SEEK)) _pSteeringForce += Seek(_pTank->GetClick()) * 1.0f; if (On(STEERING_FLEE)) _pSteeringForce += Flee(_pTank->GetClick()) * 1.0f; if (On(STEERING_ARRIVE)) _pSteeringForce += Arrive(_pTank->GetClick(), _pDeceleration) * 1.0f; if (On(STEERING_PURSUIT)) _pSteeringForce += Pursuit(_pTank->GetMotion(), _pTank->GetMouseVelocity()) * 1.0f; //if (On(STEERING_PATHFOLLOWING)) // _pSteeringForce += FollowPath() * 0.5f; _pSteeringForce.Truncate(_pTank->GetMaxForce()); return _pSteeringForce; }
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; }
//---------------------- CalculateWeightedSum ---------------------------- // // this simply sums up all the active behaviors X their weights and // truncates the result to the max available steering force before // returning //------------------------------------------------------------------------ Vector2D SteeringBehavior::CalculateWeightedSum(float dt) { //reset the steering force m_vSteeringForce.Zero(); if (On(bounds_avoidance)) { Vector2D force = BoundsAvoidance() * m_dWeightBoundsAvoidance; /*if (!force.isZero()) { std::cout << "avoid wall: " << force << std::endl; }*/ m_vSteeringForce += force; } if (On(obstacle_avoidance)) { Vector2D force = ObstacleAvoidance() * m_dWeightObstacleAvoidance; /*if (!force.isZero()) { std::cout << "avoid obst: " << force << std::endl; }*/ m_vSteeringForce += force; } if (On(flee)) { assert(fleeTarget && "Flee target not assigned"); m_vSteeringForce += Flee(fleeTarget->Pos()) * m_dWeightFlee; } if (On(seek)) { assert(seekTarget && "Seek target not assigned"); m_vSteeringForce += Seek(seekTarget->Pos()) * m_dWeightSeek; } if (On(arrive)) { assert(seekTarget && "Arrive target not assigned"); m_vSteeringForce += Arrive(seekTarget->Pos(), m_Deceleration) * m_dWeightArrive; } if (On(wander)) { Vector2D force = Wander(dt) * m_dWeightWander; //std::cout << "wander: " << force << std::endl; m_vSteeringForce += force; } if (On(pursuit)) { assert(pursuitTarget && "pursuit target not assigned"); m_vSteeringForce += Pursuit(pursuitTarget) * m_dWeightPursuit; } if (On(offset_pursuit)) { assert (pursuitTarget && "pursuit target not assigned"); m_vSteeringForce += OffsetPursuit(pursuitTarget, m_vOffset) * m_dWeightOffsetPursuit; } if (On(hide)) { assert(hideTarget && "Hide target not assigned"); m_vSteeringForce += Hide() * m_dWeightHide; } if (On(forward)) { Vector2D force = Forward() * m_dWeightForward; m_vSteeringForce += force; } //m_vSteeringForce.Truncate(m_pMovingEntity->MaxForce()); 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; }