コード例 #1
0
ファイル: Boid.cpp プロジェクト: chernandez7/Boids
// Applies the three laws to the flock of boids
void Boid::flock(vector<Boid> v)
{
	Pvector sep = Separation(v);
	Pvector ali = Alignment(v);
	Pvector coh = Cohesion(v);
	// Arbitrarily weight these forces
	sep.mulScalar(SepW);
	ali.mulScalar(AliW); // Might need to alter weights for different characteristics
	coh.mulScalar(CohW);
	// Add the force vectors to acceleration
	applyForce(sep);
	applyForce(ali);
	applyForce(coh);
}
コード例 #2
0
ファイル: Small.cpp プロジェクト: guorenxu/AIFlockingGameSim
void Small::Update(int mousex, int mousey)
{
	//XMVECTOR playerlocation = {playerx, playery, 0, 0};

	//float displacement = XMVectorGetX(XMVector2Length(playerlocation - Location));

	//if (displacement <= 130.0f)
	//{
		//Separation(0.000f);
		//Cohesion(0.000f);
		//Alignment(0.0f);
		//Chase(0.03f);
	//}
	//else
	//{
	if (Flocking)
	{
		Separation(0.04f);
		Cohesion(0.01f);
		Alignment(0.01f);
	}
	else
	{
		//Wander
	}

	if (Chasing)
	{
		Chase(0.05f);
	}

	BorderRestrict();

	if (Chasing)
	{	
		Location += (Direction * 3.3f);
	}

	PointingTwoLocation = Location + (Direction * 10.0f);
}
コード例 #3
0
//---------------------- CalculateWeightedSum ----------------------------
//
//  this simply sums up all the active behaviors X their weights and 
//  truncates the result to the max available steering force before 
//  returning
//------------------------------------------------------------------------
ofVec3f SteeringBehaviors::CalculateWeightedSum()
{

	if (On(wall_avoidance))
	{
		m_SteeringForce += WallAvoidance(m_Vehicle->GameWorld()->getWalls()) * m_WeightObstacleAvoidance;
	}

	if (On(obstacle_avoidance))
	{
		m_SteeringForce += ObstacleAvoidance( m_Vehicle->GameWorld()->getObstacles() ) * m_WeightObstacleAvoidance;
	}

	if (On(seek))
	{
			m_SteeringForce += Seek(m_Vehicle->Target()->Pos()) * m_WeightSeek;
	}

	if (On(flee))
	{
			m_SteeringForce += Flee(m_Vehicle->Target()->Pos()) * m_WeightFlee;
	}

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

	if (!isSpacePartioningOn())
	{
		if (On(separation))
		{
			m_SteeringForce += Separation(m_Vehicle->rGroup()) * m_WeightSeparation;
		}

		if (On(alignment))
		{
			m_SteeringForce += Alignment(m_Vehicle->rGroup()) * m_WeightAlignment;
		}

		if (On(cohesion))
		{
			m_SteeringForce += Cohesion(m_Vehicle->rGroup()) * m_WeightCohesion;
		}
	}
	else
	{
		if (On(separation))
		{
			m_SteeringForce += SeparationPlus(m_Vehicle->rGroup()) * m_WeightSeparation;
		}

		if (On(alignment))
		{
			m_SteeringForce += AlignmentPlus(m_Vehicle->rGroup()) * m_WeightAlignment;
		}

		if (On(cohesion))
		{
			m_SteeringForce += CohesionPlus(m_Vehicle->rGroup()) * m_WeightCohesion;
		}
	}

	if (On(repulsion))
	{
		//need to retag the guys!
		m_SteeringForce += Repulsion(m_Vehicle->oGroup()) * m_WeightRepulsion;
	}


	if (On(wander))
	{
		m_SteeringForce += Wander() * m_WeightWander;
	}

	if (On(follow_path))
	{
		m_SteeringForce += FollowPath() * m_WeightFollowPath;
	}

	m_SteeringForce.limit(m_Vehicle->MaxForce());

	return m_SteeringForce;
}
コード例 #4
0
//---------------------- 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;

}
コード例 #5
0
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_;
}
コード例 #6
0
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;
}