Esempio n. 1
0
void Particle::update(float timeSinceLastUpdate)
{
    const Point &position = getPosition();
    const Vector3D &velocity = getVelocity();

    // decrease lifetime
    _lifetime -= timeSinceLastUpdate;

    // compute new position
    float speed = sqrt( velocity.x*velocity.x + velocity.y*velocity.y + velocity.z*velocity.z );
    if ( speed < 0.1 )
    {
        setVelocity( Vector3D( 0.0, 0.0, 0.0 ) );
    }
    Point newPosition( position.x + velocity.x * timeSinceLastUpdate,
                      position.y + velocity.y * timeSinceLastUpdate + 0.5 * GRAVITATIONAL_ACCELARATION * timeSinceLastUpdate * timeSinceLastUpdate,
                      position.z + velocity.z * timeSinceLastUpdate );
    Vector3D newVelocity( velocity.x, velocity.y + GRAVITATIONAL_ACCELARATION * timeSinceLastUpdate, velocity.z );

    // reflect and slow down the particle, if it hits the ground
    if( newPosition.y < _radius)
    {
        newVelocity = Vector3D(newVelocity.x * 0.4, -newVelocity.y * 0.4, newVelocity.z * 0.4);
        newPosition = Point(newPosition.x, 0.0 + _radius, newPosition.z);
    }

    // update configuration
    setPosition( newPosition );
    setVelocity( newVelocity );

}
Esempio n. 2
0
void HRVOAgent::updateDesideredVelocity()
 {
   setup();
   _HRVOAgent->computeNewVelocity();
   CVector2 newVelocity(_HRVOAgent->newVelocity_.x(),_HRVOAgent->newVelocity_.y());
   desideredAngle=(newVelocity.Angle()-angle).SignedNormalize();
   desideredSpeed=abs(_HRVOAgent->newVelocity_);
 }
void PlatformsCharacterRbDemo::moveVerticalPlatform()
{
	const hkReal velAplitude = 3.0f; 
	const hkReal velOmega = 1.0f;

	hkVector4 newVelocity; newVelocity = m_verPlatform->getLinearVelocity();
	newVelocity(2) = velAplitude*cos(velOmega*m_time);
	m_verPlatform->setLinearVelocity(newVelocity);
}
DOUBLE2 MassProjList::HandleCircularCollision(DOUBLE2 otherCirclePos,DOUBLE2 otherCircleVelocity, double radius, double mass)
{
	DOUBLE2 velocity(0,0), newVelocity(0,0);
	velocity=otherCircleVelocity;
	for (int count=0; count < MAX_MASSPROJECTILES; ++count)
	{
		if (m_MassProjectilePtrArr[count] != nullptr)
		{
			newVelocity=m_MassProjectilePtrArr[count]->HandleCircularCollision(otherCirclePos,velocity ,radius, mass );
			if (newVelocity!=DOUBLE2(0,0))
				velocity= newVelocity;
		}

	}

	return velocity;

}
/**
 *	This function builds up a matrix describing the movement of the
 *	camera over dTime seconds.
 */
Matrix& CameraControl::calculateDeltaMatrix( float dTime )
{
    BW_GUARD;
    Matrix	m;

    deltaMatrix_.setIdentity();

    strafeRate_ += strafeRateVel_;

    strafeRate_ = strafeRate_ > 0.0f ? strafeRate_ : 0.0f;

    if (0)	// turning left
    {
        m.setRotateY( DEG_TO_RAD(60.f*dTime));
        deltaMatrix_.postMultiply(m);
    }

    if (0)	// turning right
    {
        m.setRotateY( -DEG_TO_RAD(60.f*dTime));
        deltaMatrix_.postMultiply(m);
    }

    if (0)	// rolling left
    {
        m.setRotateZ( -DEG_TO_RAD(60.f*dTime));
        deltaMatrix_.postMultiply(m);
    }

    if (0)	// rolling right
    {
        m.setRotateZ( DEG_TO_RAD(60.f*dTime));
        deltaMatrix_.postMultiply(m);
    }

    Vector3 newNudge( xNudge_ + xVel_, yNudge_ + yVel_, zNudge_ + zVel_ );
    newNudge *= strafeRate_;
    CameraControl::nudge( newNudge );


    // Update nudge and velocity.

    float halfLife = cameraMass() * 0.1f;
    if ( halfLife > 0.0 )
    {
        float x = nudge().x == 0.0f ?
                  Math::decay( velocity().x, nudge().x, halfLife * 0.3f, dTime ) :
                  Math::decay( velocity().x, nudge().x, halfLife, dTime );
        float y = nudge().y == 0.0f ?
                  Math::decay( velocity().y, nudge().y, halfLife * 0.3f, dTime ) :
                  Math::decay( velocity().y, nudge().y, halfLife, dTime );
        float z = nudge().z == 0.0f ?
                  Math::decay( velocity().z, nudge().z, halfLife * 0.3f, dTime ) :
                  Math::decay( velocity().z, nudge().z, halfLife, dTime );
        Vector3 newVelocity( x, y, z );
        CameraControl::velocity( newVelocity );
    }
    else
    {
        CameraControl::velocity( nudge() );
    }


    // CameraControl::velocity( nudge() );

    // Update position.
    m.setTranslate( velocity() * dTime );
    deltaMatrix_.postMultiply( m );

    return deltaMatrix_;
}
void SteeringVehicle::update(const float currentTime, const float elapsedTime)
{
    SimpleVehicle::update(currentTime, elapsedTime);

    Vector3 pos = mCreature->getPosition();
	setPosition(pos);
    
    OgreNewt::Body* body = mCreature->getActor()->getPhysicalThing()->_getBody();
    //  Get the velocity vector
	mCurrentVelocity = body->getVelocity();
	//  enforce speed limit
	//  newVelocity = newVelocity.truncateLength(maxSpeed());
	//  update speed
	setSpeed(mCurrentVelocity.length());
	Vector3 newVelocity(mCurrentVelocity);

    //  regenerate local space(by default: align vehicle's forward axis with
    //  new velocity, but this behavior may be overridden by derived classes.)
    // use future orientation or not??
    Quaternion orientation(mController->getYaw(), Ogre::Vector3::UNIT_Y);
    Vector3 newUnitForward = orientation*Vector3::NEGATIVE_UNIT_Z;
    regenerateOrthonormalBasisUF(newUnitForward);

    // only process if mMovingCreature not NULL
    if (mController == NULL || mCreature->getQueryFlags() & QUERYFLAG_PLAYER)
    {
        mCurrentForce = Vector3::ZERO;
        return;
    }
    
    // calculate the result of the force    
    Vector3 result = mCurrentForce;// + mCurrentVelocity;
    
    mDebugSteer = mCurrentForce;

    // @todo remove this
    if (mCreature->getAu() <= 6)
        mCreature->modifyAu(20,true);

    AbstractMovement* mov_drehen = mController->getMovementFromId(CreatureController::MT_DREHEN);
    Real vel_drehen(0);
    Radian max_drehen = Degree(0);
    if (mov_drehen->calculateBaseVelocity(vel_drehen))
    {
        max_drehen = Degree(vel_drehen * 360 * elapsedTime);
    }

    Ogre::Quaternion future_orientation(mController->getYaw(), Ogre::Vector3::UNIT_Y);
    Ogre::Vector3 creatureDirection = future_orientation * Ogre::Vector3::NEGATIVE_UNIT_Z;
    Radian yaw(0);
    creatureDirection.y = result.y = 0;
    yaw = creatureDirection.getRotationTo(result, Ogre::Vector3::UNIT_Y).getYaw();
    if (yaw > Radian(0) && yaw > max_drehen)
        yaw = max_drehen;
    if (yaw < Radian(0) && yaw < -max_drehen)
        yaw = -max_drehen;

    Ogre::Vector3 direction(Ogre::Vector3::ZERO);
    Ogre::Vector3 rotation(0,yaw.valueRadians(),0);
    CreatureController::MovementType movement = CreatureController::MT_STEHEN;
    if (result != Ogre::Vector3::ZERO)
    {
        direction.z = -1;
        movement = CreatureController::MT_GEHEN;
    }

    mController->setMovement(movement, direction, rotation);
    LOG_DEBUG(Logger::AI, "SteeringVehicle: mController->setMovement " + 
        Ogre::StringConverter::toString(movement) + ", "
        + Ogre::StringConverter::toString(direction) + ", "
        + Ogre::StringConverter::toString(rotation));

	mCurrentForce = Ogre::Vector3::ZERO;
}