void GameMap::tagObstaclesWithinViewRange(BaseGameEntity* const entity, double range) { tagNeighbors(entity, _collision_areas, range); }
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; }