示例#1
0
float Vector2::AngleBetween(Vector2 rhs)	const
{ 
	Vector2 perp = Vector2(rhs.y, -rhs.x);
	float len1 = GetLength();
	float len2 = rhs.GetLength();

	float angle = acos(Dot(rhs));

	if (rhs.Dot(perp) > 0)
		return angle;
	else return -angle;
}
示例#2
0
		GLColorBuffer GLDepthOfFieldFilter::Blur(GLColorBuffer buffer,
													
												 GLColorBuffer coc,
												 Vector2 offset,
												 int divide) {
			SPADES_MARK_FUNCTION();
			// do gaussian blur
			GLProgram *program = blurProgram;
			IGLDevice *dev = renderer->GetGLDevice();
			GLQuadRenderer qr(dev);
			int w = buffer.GetWidth();
			int h = buffer.GetHeight();
			int w2 = w / divide;
			int h2 = h / divide;
			
			static GLProgramAttribute blur_positionAttribute("positionAttribute");
			static GLProgramUniform blur_textureUniform("texture");
			static GLProgramUniform blur_cocUniform("cocTexture");
			static GLProgramUniform blur_offset("offset");
			program->Use();
			blur_positionAttribute(program);
			blur_textureUniform(program);
			blur_cocUniform(program);
			blur_offset(program);
			
			blur_cocUniform.SetValue(1);
			dev->ActiveTexture(1);
			dev->BindTexture(IGLDevice::Texture2D, coc.GetTexture());
			
			blur_textureUniform.SetValue(0);
			dev->ActiveTexture(0);
			
			qr.SetCoordAttributeIndex(blur_positionAttribute());
			
			// x-direction
			float len = offset.GetLength();
			float sX = 1.f / (float)w, sY = 1.f / (float)h;
			while(len > .5f){
				GLColorBuffer buf2 = renderer->GetFramebufferManager()->CreateBufferHandle(w2, h2, false);
				dev->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
				dev->BindTexture(IGLDevice::Texture2D, buffer.GetTexture());
				blur_offset.SetValue(offset.x * sX, offset.y * sY);
				qr.Draw();
				buffer = buf2;
				
				offset *= .125f;
				len *= .125f;
			}
			
			return buffer;
		}
示例#3
0
文件: Game.cpp 项目: m1h4/Xetrix
bool UpdateGame(void)
{
	Matrix2 orientation(gameShip.m_orientation);

	Vector2 gravity(0.0f,-0.004f);

	//gameShip.AddBodyForce(gravity);

	float k = 0.001f;

	if(debugSpring1)
	{
		Vector2 force = gameSpring1 - (gameShip.m_position + orientation * gameAnchor1);
		gameShip.AddBodyForce(force * k,gameShip.m_position + orientation * gameAnchor1);
	}
	
	if(debugSpring2)
	{
		Vector2 force = gameSpring2 - (gameShip.m_position + orientation * gameAnchor2);
		gameShip.AddBodyForce(force * k,gameShip.m_position + orientation * gameAnchor2);
	}

	if(HIWORD(GetAsyncKeyState(VK_LEFT)))
	{
		gameShip.m_rearEngineOrientation += GetElapsedTime() / 50.0f;
		gameShip.m_frontEngineOrientation += GetElapsedTime() / 50.0f;
	}

	if(HIWORD(GetAsyncKeyState(VK_RIGHT)))
	{
		gameShip.m_rearEngineOrientation -= GetElapsedTime() / 50.0f;
		gameShip.m_frontEngineOrientation -= GetElapsedTime() / 50.0f;
	}

	if(HIWORD(GetAsyncKeyState('B')))
	{
		gameShip.m_mainEngineOrientation += GetElapsedTime() / 50.0f;
	}

	if(HIWORD(GetAsyncKeyState('N')))
	{
		gameShip.m_mainEngineOrientation -= GetElapsedTime() / 50.0f;
	}

	if(HIWORD(GetAsyncKeyState(VK_UP)))
	{
		Matrix2 rotation(gameShip.m_frontEngineOrientation + gameShip.m_orientation);
		gameShip.AddBodyForce(rotation * Vector2(0.0f,0.002f),gameShip.m_position + orientation * gameShip.m_frontEnginePosition);
		gameEmitter.AddParticle(rotation * -Vector2(randf() / 60.0f,0.1f),gameShip.m_position + Vector2(randf(),randf())/50.0f + orientation * gameShip.m_frontEnginePosition);
	}

	if(HIWORD(GetAsyncKeyState(VK_SPACE)))
	{
		Matrix2 rotation(gameShip.m_mainEngineOrientation + gameShip.m_orientation);
		gameShip.AddBodyForce(rotation * Vector2(0.0f,0.004f),gameShip.m_position + orientation * gameShip.m_mainEnginePosition);
		gameEmitter.AddParticle(rotation * -Vector2(randf() / 60.0f,0.1f),gameShip.m_position + Vector2(randf(),randf())/50.0f + orientation * gameShip.m_mainEnginePosition);
		gameEmitter.AddParticle(rotation * -Vector2(randf() / 60.0f,0.1f),gameShip.m_position + Vector2(randf(),randf())/50.0f + orientation * gameShip.m_mainEnginePosition);
	}

	if(HIWORD(GetAsyncKeyState(VK_UP)))
	{
		Matrix2 rotation(gameShip.m_rearEngineOrientation + gameShip.m_orientation);
		gameShip.AddBodyForce(rotation * Vector2(0.0f,0.001f),gameShip.m_position + orientation * gameShip.m_rearEnginePosition);
		gameEmitter.AddParticle(rotation * -Vector2(randf() / 60.0f,0.1f),gameShip.m_position + Vector2(randf(),randf())/50.0f + orientation * gameShip.m_rearEnginePosition);
	}
	
	gameShip.UpdateBody();
	gameEmitter.UpdateParticles();

	for(unsigned long i = 0; i < gameMissles.GetSize(); ++i)
	{
		Matrix2 orientation(gameMissles[i]->m_orientation);

		gameMissles[i]->AddBodyForce(gravity);

		Vector2 target = Matrix2(-gameMissles[i]->m_orientation) * (gameMissles[i]->m_target - gameMissles[i]->m_position);

		bool left = false,right = false;

		if(gameMissles[i]->m_life > 50.0f)
		{
			if(target.x > -0.1f && target.x < 0.1f && target.y > 0)
				left = right = true;
			else if(target.x < 0)
				right = true;
			else
				left = true;
		}
		
		if(left)
		{
			gameMissles[i]->AddBodyForce(orientation * Vector2(0.0f,0.008f),gameMissles[i]->m_position + orientation * gameMissles[i]->m_engines[0]);
			gameEmitter.AddParticle(orientation * -Vector2(randf() / 60.0f,0.1f),gameMissles[i]->m_position + Vector2(randf(),randf())/50.0f + orientation * gameMissles[i]->m_engines[0]);
			gameEmitter.AddParticle(orientation * -Vector2(randf() / 60.0f,0.1f),gameMissles[i]->m_position + Vector2(randf(),randf())/50.0f + orientation * gameMissles[i]->m_engines[0]);
		}

		if(right)
		{
			gameMissles[i]->AddBodyForce(orientation * Vector2(0.0f,0.008f),gameMissles[i]->m_position + orientation * gameMissles[i]->m_engines[1]);
			gameEmitter.AddParticle(orientation * -Vector2(randf() / 60.0f,0.1f),gameMissles[i]->m_position + Vector2(randf(),randf())/50.0f + orientation * gameMissles[i]->m_engines[1]);
			gameEmitter.AddParticle(orientation * -Vector2(randf() / 60.0f,0.1f),gameMissles[i]->m_position + Vector2(randf(),randf())/50.0f + orientation * gameMissles[i]->m_engines[1]);
		}

		gameMissles[i]->UpdateBody();
		gameMissles[i]->m_life += GetElapsedTime();

		if(gameMissles[i]->m_spring)
		{
			Vector2 force = *gameMissles[i]->m_spring - gameMissles[i]->m_position;
			gameMissles[i]->AddBodyForce(force * k);
		}

		if(gameMissles[i]->m_life > 1500.0f || target.GetLength() < 0.4f)
		{
			for(unsigned long j = 0; j < 256; ++j)
				gameEmitter.AddParticle(Vector2Normalize(Vector2(randf(),randf())) * randf() / 6.0f,gameMissles[i]->m_position);

			delete gameMissles[i];
			gameMissles.Erase(i);

			--i;
		}
	}

	return true;
}
示例#4
0
bool AIDeerBehavior::Update( float dt )
{
	if ( Behavior::Update(dt) )
		return true;

	DeerActor* dActor = dynamic_cast<DeerActor*>(this->zActor);

	//static float testInterval = 0; //Just for debugging.
	//testInterval += dt;
	this->zIntervalCounter += dt;
	//this->zIntervalCounter += dt;
	this->zFearIntervalCounter += dt;
	//this->zAlertnessIntervalCounter += deltaTime;
	
	int nrOfPredators = 0;
	bool nearbyPredatorsExist = false;
		
	//Perform checking for entities here.
	float shortestDistance = 99999;

	float finalDistance = 0;

	int maximumNodesTest = 5;

	//Determine closest threat/target
	
	//std::set<Actor*> aSet = this->GetTargets();

	for(auto i = this->zNearDynamicActors.cbegin(); i != this->zNearDynamicActors.cend(); i++)//for(auto i = aSet.cbegin(); i != aSet.cend(); i++)
	{
		finalDistance = (dActor->GetPosition().GetXZ() - (*i)->GetPosition().GetXZ()).GetLength();

		if( finalDistance < this->zMinimumDistance && !dynamic_cast<DeerActor*>((*i)) && dynamic_cast<BioActor*>((*i)) && dynamic_cast<BioActor*>((*i))->IsAlive() ) 
		{
			dynamic_cast<BioActor*>(*i)->zValid = true;
			if(finalDistance < shortestDistance)
			{
				shortestDistance = finalDistance;
				this->zMainActorTarget = (*i); //Decide which is the biggest threat here, i.e. the main target. For the moment, proximity is the deciding factor. Could use some more complexity.
			}
			nrOfPredators++;
		}
		else if( BioActor* bioActor = dynamic_cast<BioActor*>(*i) )
		{
			bioActor->zValid = false;
		}
	}

	
	//for(int i = 0; i < this->GetCurrentTargets(); i++)
	//{
	//	xDistance = dActor->GetPosition().x - this->zTargets[i].position.x; //Math, could use optimization, I think.
	//	//yDistance = this->GetPosition().y - this->zTargets[i].position.y;
	//	zDistance = dActor->GetPosition().z - this->zTargets[i].position.z;
	//	finalDistance = sqrt(xDistance * xDistance + zDistance * zDistance);
	//	if( finalDistance < this->zMinimumDistance && this->zTargets[i].kind != DEER) 
	//	{
	//		this->zTargets[i].valid = true;
	//		if(finalDistance < shortestDistance)
	//		{
	//			shortestDistance = finalDistance;
	//			this->zMainTarget = this->zTargets[i]; //Decide which is the biggest threat here, i.e. the main target. For the moment, proximity is the deciding factor. Could use some more complexity.
	//		}
	//		nrOfPredators++;
	//	}
	//	else
	//	{
	//		this->zTargets[i].valid = false;
	//	}
	//}
	if(nrOfPredators > 0)
	{
		nearbyPredatorsExist = true;
	}
	else
	{
		nearbyPredatorsExist = false;
	}

	//Time to assess threats.

	if( dActor->GetHealth() < this->GetPreviousHealth() ) //In theory, used to check if the animal has been attacked.
	{
		this->SetFearLevel( this->GetFearLevel() + this->zFearAtDamageDone);
	}
	this->SetPreviousHealth( dActor->GetHealth() );
	
	if(this->zFearIntervalCounter > this->zFearInterval) //Basically, each amount of fearinterval seconds the fear increases or decreases.
	{
		this->zFearIntervalCounter = 0;
		
		if(nearbyPredatorsExist)
		{
			//Getting values and such, comparing animal health against that of other entities, types and more.

			//calculate current fear level:
			float fear = 0;
			//- for each dangerous entity detected, add some fear, fear could be based on type. Deers are afraid of humans for example.
			fear += this->zExtraFearWithNumberOfPlayers * nrOfPredators;
			
			if(shortestDistance < this->zTooCloseInDistance) //The target is too close. Could expand this to incorporate more than one target.
			{
				fear += zExtraFearWithCloseProximity;
			}

			//std::set<Actor*> aSet = this->GetTargets();
			for(auto i = this->zNearDynamicActors.cbegin(); i != this->zNearDynamicActors.cend(); i++)//for(auto i = aSet.cbegin(); i != aSet.cend(); i++)
			{
				if(dynamic_cast<BioActor*>((*i)))
				{
					if(dynamic_cast<BioActor*>((*i))->zValid == true)
					{
						//Do a mathematical check, see if anyone is right in front of the deer. But... how? http://www.youtube.com/watch?v=gENVB6tjq_M
						Vector3 actorPosition = dActor->GetPosition();
						float dotProduct = dActor->GetDir().GetDotProduct( (*i)->GetPosition() - actorPosition );
						if(dotProduct > this->zFieldOfView)//This sight is relatively wide, since it is a deer. If this is true, then the deer sees a player.
						{
							//Which means, it is even more afraid.
							fear += zExtraFearAtSight;
						}
						if(dynamic_cast<BioActor*>((*i))->GetVelocity() > this->zThreatMovementSpeedThreshold)
						{
							fear += this->zExtraFearAtThreatMovementSpeed;
						}

						if(dynamic_cast<BioActor*>((*i))->GetHealth() != 0) // No dbz here!
						{
							fear -= (dActor->GetHealth() / dynamic_cast<BioActor*>((*i))->GetHealth()) / nrOfPredators; //If the animal is faced with a very weak player(s), it gets some confidence. This is reduced with each player present.
						}
					}
				}	
			}			
			this->SetFearLevel( this->GetFearLevel() + fear * this->zConfidenceKoef); //5 is unrelated to the movementNoise. Probably not good enough math. The theory is that the animal is constantly getting more afraid.
		}
		else //No threat detected. Calming down.
		{
			this->SetFearLevel( this->GetFearLevel() - this->zFearDecrease);
		}
	}

	//Change state of mind.
	if(this->GetFearLevel() == 0.0f && !nearbyPredatorsExist)
	{
		this->SetMentalState(CALM);
		//this->SetScale(Vector3(0.01f, 0.01f, 0.01f));
	}
	else if(this->GetFearLevel() > 0.0f && this->GetFearLevel() <= this->zSupspiciousToAggressiveThreshold)
	{
		this->SetMentalState(SUSPICIOUS);
		//this->SetScale(Vector3(0.03f, 0.03f, 0.03f));
	}
	else if(this->GetFearLevel() > this->zSupspiciousToAggressiveThreshold && this->GetFearLevel() <= zAggressiveToAfraidThreshold && nearbyPredatorsExist)
	{
		if(this->GetMentalState() != AGGRESSIVE)
		{
			this->zCurrentPath.clear();
			this->SetIfNeedPath(true);
			this->SetMentalState(AGGRESSIVE);
			//this->SetScale(Vector3(0.05f, 0.05f, 0.05f));
		}
	}
	else if(this->GetFearLevel() > zAggressiveToAfraidThreshold && this->GetFearLevel() <= this->GetFearMax())
	{
		if(this->GetMentalState() != AFRAID)
		{
			this->zCurrentPath.clear();
			this->SetIfNeedPath(true);
			this->SetMentalState(AFRAID);
			//this->SetScale(Vector3(3.09f, 3.09f, 3.09f));
		}
	}
	else
	{
		this->SetMentalState(SUSPICIOUS);
	}
	
	//Act based on state of mind.
	if(this->GetMentalState() == CALM) //Relaxed behaviour. No threat detected.
	{
		this->zCurrentDistanceFled = 0;
		this->zPanic = false;
		if(this->zIntervalCounter > this->zCalmActionInterval && this->GetIfNeedPath())
		{
			this->zIntervalCounter = 0;
			srand((unsigned int)time(0));
			this->zCalmActionInterval = (float)(rand() % this->zCalmRandomInterval + this->zCalmRandomAddition); 
			this->zCurrentPath.clear(); //Since a new path is gotten, and the old one might not have been completed, we clear it just in case.
			//this->zPathfinder.Pathfinding(this->GetPosition().z, this->GetPosition().x, this->GetPosition().x + rand() % 14 - 7, this->GetPosition().z + rand() % 14 - 7, this->zCurrentPath, 20); //Get a small path to walk, short and does not have to lead anywhere.
			this->zPathfinder.Pathfinding(dActor->GetPosition().x, dActor->GetPosition().z, dActor->GetPosition().x + rand() % zDistanceToWalkWhenCalm - zDistanceToWalkWhenCalm/2, dActor->GetPosition().z + rand() % zDistanceToWalkWhenCalm - zDistanceToWalkWhenCalm/2, this->zCurrentPath, maximumNodesTest);
			this->SetIfNeedPath(false);
		}
	}
	else if(this->GetMentalState() == SUSPICIOUS) //Might have heard something, is suspicious.
	{
		this->zCurrentDistanceFled = 0;
		this->zPanic = false;
		if(this->zIntervalCounter > this->zCalmActionInterval && this->GetIfNeedPath()) //The increase in time is supposed to represent listening, waiting for something to happen.
		{
			this->zIntervalCounter = 0;
			srand((unsigned int)time(0));
			this->zCalmActionInterval = (float)(rand() % this->zSupsiciousRandomInterval + this->zSupsiciousAddition);
			this->zCurrentPath.clear();
			//this->zPathfinder.Pathfinding(this->GetPosition().z, this->GetPosition().x, this->GetPosition().x + rand() % 8 - 4, this->GetPosition().z + rand() % 8 - 4, this->zCurrentPath, 20); //Get a small path to walk, quite short (since the animal is nervous) and does not have to lead anywhere.
			this->zPathfinder.Pathfinding(dActor->GetPosition().x, dActor->GetPosition().z, dActor->GetPosition().x + rand() % zDistanceToWalkWhenSuspicious - zDistanceToWalkWhenSuspicious/2, dActor->GetPosition().z + rand() % zDistanceToWalkWhenSuspicious - zDistanceToWalkWhenSuspicious/2, this->zCurrentPath, maximumNodesTest);
			this->SetIfNeedPath(false);
		}
	}
	else if(this->GetMentalState() == AGGRESSIVE) //Is outright trying to harm the target.
	{
		this->zCurrentDistanceFled = 0;
		this->zPanic = false;
		float lastDistance = (dActor->GetPosition().GetXZ() - this->zMainActorTarget->GetPosition().GetXZ()).GetLength();
		if( this->GetIfNeedPath() == true )
		{
			this->SetIfNeedPath(false);
			this->zCurrentPath.clear();
			if( !this->zPathfinder.Pathfinding(dActor->GetPosition().x, dActor->GetPosition().z, this->zMainActorTarget->GetPosition().x,  this->zMainActorTarget->GetPosition().z, this->zCurrentPath, maximumNodesTest) == false ) //Get the path, with the target that is to be attacked as the goal position. Depending on the animal, make the distance slightly large. //!this->zPathfinder.Pathfinding(this->GetPosition().z, this->GetPosition().x, this->zMainTarget.position.x, this->zMainTarget.position.z, this->zCurrentPath, 40) == false
			{
				this->SetIfNeedPath(true);
			}
			this->SetLastDistanceCheck( lastDistance );
		}
		if( this->zIntervalCounter > 1.5 && this->GetIfNeedPath() == false )
		{
			this->zIntervalCounter = 0;

			if( lastDistance < this->GetLastDistanceCheck() / 2) // The animal has traveled towards its goal halfway, at this point, it is safe to asume the goal has moved.
			{
				this->zCurrentPath.clear();
				this->zPathfinder.Pathfinding(dActor->GetPosition().x, dActor->GetPosition().z,  this->zMainActorTarget->GetPosition().x,  this->zMainActorTarget->GetPosition().z, this->zCurrentPath, maximumNodesTest);
				//this->zPathfinder.Pathfinding(this->GetPosition().z, this->GetPosition().x, this->zMainTarget.position.x, this->zMainTarget.position.z, this->zCurrentPath, 40);
			}

			float distance;
			float shortestDistance = 99999;
			Actor* mostLikelyTarget = this->zMainActorTarget;

			//std::set<Actor*> aSet = this->GetTargets();
			for(auto i = this->zNearDynamicActors.cbegin(); i != this->zNearDynamicActors.cend(); i++)//for(auto i = aSet.cbegin(); i != aSet.cend(); i++)
			{
				if(dynamic_cast<BioActor*>((*i)))
				{
					if(dynamic_cast<BioActor*>((*i))->zValid == true)
					{
						distance = (dActor->GetPosition().GetXZ() - (*i)->GetPosition().GetXZ()).GetLength();
					
						if(distance < shortestDistance) //Something that is a larger threat is based on distance.
						{
							shortestDistance = distance;
							mostLikelyTarget = (*i);
						}
					}
				}
			}
			if(shortestDistance < this->GetLastDistanceCheck() / this->zNewTargetCloseByAFactorOf) // The animal has gotten closer to a larger threat, and is now following that target instead.
			{
				this->SetIfNeedPath(true);
				this->zMainActorTarget = mostLikelyTarget;
			}
		}
	}
	else if(this->GetMentalState() == AFRAID) //Is afraid, need to run.
	{
		//if( this->zIntervalCounter > 1.5 && this->GetIfNeedPath() == false )
		if(this->GetIfNeedPath() == true)
		{
			this->SetIfNeedPath(false);
			
			if(nearbyPredatorsExist && this->zIntervalCounter > 2.5)
			{
				this->zIntervalCounter = 0.0f;
				this->zDestination = this->ExaminePathfindingArea();
				
				//this->zCurrentPath.clear();
				//if(!this->zPathfinder.Pathfinding(dActor->GetPosition().x, dActor->GetPosition().z, this->zDestination.x, this->zDestination.z,this->zCurrentPath, maximumNodesTest) ) //!this->zPathfinder.Pathfinding(this->GetPosition().z, this->GetPosition().x, awayFromThreatX, awayFromThreatZ,this->zCurrentPath,80)
				//{
				//	this->SetIfNeedPath(true);
				//}
			}
			else if(this->zPanic == true)
			{
				//Get random direction and run there.
				float awayFromThreatX;
				float awayFromThreatZ;
				int directionX = rand() % 2; 
				int directionZ = rand() % 2; 
				if(directionX == 0)
				{
					awayFromThreatX = dActor->GetPosition().x + this->zFleeDistance;
				}
				else
				{
					awayFromThreatX = dActor->GetPosition().x - this->zFleeDistance;
				}
				if(directionZ == 0)
				{
					awayFromThreatZ = dActor->GetPosition().z + this->zFleeDistance;
				}
				else
				{
					awayFromThreatZ = dActor->GetPosition().z - this->zFleeDistance;
				}
				
				this->zDestination.x = awayFromThreatX;
				this->zDestination.z = awayFromThreatZ;

				//this->zCurrentPath.clear();
				//if( !this->zPathfinder.Pathfinding(dActor->GetPosition().x, dActor->GetPosition().z, awayFromThreatX, awayFromThreatZ,this->zCurrentPath, maximumNodesTest) ) //!this->zPathfinder.Pathfinding(this->GetPosition().z, this->GetPosition().x, awayFromThreatX, awayFromThreatZ,this->zCurrentPath,80)
				//{
				//	this->SetIfNeedPath(true);
				//}
			}
			else //It has started to run, but still need to go further.
			{
				Vector3 direction = dActor->GetDir();

				direction.Normalize();

				this->zDestination.x += ( direction.x * this->zFleeDistance );
				this->zDestination.z += ( direction.z * this->zFleeDistance );
				
				//this->zCurrentPath.clear();
				//if( !this->zPathfinder.Pathfinding(dActor->GetPosition().x, dActor->GetPosition().z, this->zDestination.x, this->zDestination.z,this->zCurrentPath, maximumNodesTest) ) //!this->zPathfinder.Pathfinding(this->GetPosition().z, this->GetPosition().x, awayFromThreatX, awayFromThreatZ,this->zCurrentPath,80)
				//{
				//	this->SetIfNeedPath(true);
				//}
			}
		}
		else//It is already running.
		{
			//one or more entities should not collide with each other and stop. (I am not sure this is something to be handled here or elsewhere.	
		}
	}

	//Move the animal along path.
		this->zPreviousVelocity = dActor->GetVelocity();
		Vector3 oldPos = dActor->GetPosition();
		this->zPanic = false;
		
		//this->zPreviousPos = this->GetPosition();
	
		if(this->GetMentalState() == CALM && this->zCurrentPath.size() > 0 || this->GetMentalState() == SUSPICIOUS && this->zCurrentPath.size() > 0)
		{
			
			bool reachedNode = false;
			if( (dActor->GetPosition().x > this->zCurrentPath.back().x - 0.2 && dActor->GetPosition().x < this->zCurrentPath.back().x + 0.2) && ( dActor->GetPosition().z > this->zCurrentPath.back().y - 0.2 && dActor->GetPosition().z < this->zCurrentPath.back().y + 0.2 ) )
			{
				reachedNode = true;
			}

			if(reachedNode)
			{
				this->zCurrentPath.pop_back();
				//reachedNode = false;
			}
			/*double result = atan2( (this->zCurrentPath.back().y - this->GetPosition().z), (this->zCurrentPath.back().x - this->GetPosition().x) );

			result = result;
			this->SetDirection( Vector3( cos(result), 0.0f, sin(result) )); */

			if(this->zCurrentPath.size() > 0)
			{
				
			
				Vector3 goal(this->zCurrentPath.back().x, 0, this->zCurrentPath.back().y);
				Vector3 direction = goal - dActor->GetPosition();
				direction.Normalize();
				dActor->SetDir( direction ); 

				Vector2 testProperDirection;
				testProperDirection.x = dActor->GetDir().x;
				testProperDirection.y = dActor->GetDir().z;
				testProperDirection.Normalize();
				dActor->SetDir(Vector3(testProperDirection.x, 0.0f, testProperDirection.y));

			}
			/*if(dActor->GetVelocity() > this->zWalkingVelocity)
			{
				dActor->SetVelocity(this->zPreviousVelocity - 100 * dt);
			}
			else if(dActor->GetVelocity() < this->zWalkingVelocity)
			{
				dActor->SetVelocity(this->zPreviousVelocity + 100 * dt);
			}*/
			dActor->SetVelocity(this->zWalkingVelocity);
			
			//if(testInterval > 2.0) //Mainly for testing purposes.
			//{
			//	testInterval = 0;
			//	dActor->SetPosition(Vector3(this->zCurrentPath.back().x, 0, this->zCurrentPath.back().y) );
			//}
			dynamic_cast<BioActor*>(this->GetActor())->SetState(STATE_WALKING);
			dActor->SetPosition(dActor->GetPosition() + dActor->GetDir() * dt * dActor->GetVelocity());

		}
		else if(this->GetMentalState() == AGGRESSIVE  && this->zCurrentPath.size() > 0)
		{
			

			bool reachedNode = false;
			if( (dActor->GetPosition().x > this->zCurrentPath.back().x - 0.2 && dActor->GetPosition().x < this->zCurrentPath.back().x + 0.2) && ( dActor->GetPosition().z > this->zCurrentPath.back().y - 0.2 && dActor->GetPosition().z < this->zCurrentPath.back().y + 0.2 ) )
			{
				reachedNode = true;
			}

			if(reachedNode)
			{
				this->zCurrentPath.pop_back();
				//reachedNode = false;
			}
			/*double result = atan2( (this->zCurrentPath.back().y - this->GetPosition().z), (this->zCurrentPath.back().x - this->GetPosition().x) );

			result = result;
			this->SetDirection( Vector3( cos(result), 0.0f, sin(result) )); */


			if(this->zCurrentPath.size() > 0)
			{
				Vector3 goal(this->zCurrentPath.back().x, 0, this->zCurrentPath.back().y);
				Vector3 direction = goal - dActor->GetPosition();
				direction.Normalize();
				dActor->SetDir( direction ); 


				Vector2 testProperDirection;
				testProperDirection.x = dActor->GetDir().x;
				testProperDirection.y = dActor->GetDir().z;
				if(testProperDirection.GetLength() > 0.0f)
				{
					testProperDirection.Normalize();
				}
				dActor->SetDir(Vector3(testProperDirection.x, 0.0f, testProperDirection.y));
			
			}
		/*	if(dActor->GetVelocity() > this->zAttackingVelocity)
			{
				dActor->SetVelocity(this->zPreviousVelocity - 100 * dt);
			}
			else if(dActor->GetVelocity() < this->zAttackingVelocity)
			{
				dActor->SetVelocity(this->zPreviousVelocity + 100 * dt);
			}*/
			dActor->SetVelocity(this->zAttackingVelocity);
			dynamic_cast<BioActor*>(this->GetActor())->SetState(STATE_RUNNING);
			dActor->SetPosition(dActor->GetPosition() + dActor->GetDir() * dt * dActor->GetVelocity());

			

		}
		else if(this->GetMentalState() == AFRAID /*&& this->zCurrentPath.size() > 0*/)
		{
			/*double result = atan2( (this->zCurrentPath.back().y - this->GetPosition().z), (this->zCurrentPath.back().x - this->GetPosition().x) );

			result = result;
			this->SetDirection( Vector3( cos(result), 0.0f, sin(result) )); */

			dynamic_cast<BioActor*>(this->GetActor())->SetState(STATE_RUNNING);
			
			//Vector3 goal(this->zCurrentPath.back().x, 0, this->zCurrentPath.back().y);
			//Vector3 direction = goal - dActor->GetPosition();
			
			if(this->zCurrentPath.size() > 0)
			{
				bool reachedNode = false;
				if( (dActor->GetPosition().x > this->zCurrentPath.back().x - 0.2 && dActor->GetPosition().x < this->zCurrentPath.back().x + 0.2) && ( dActor->GetPosition().z > this->zCurrentPath.back().y - 0.2 && dActor->GetPosition().z < this->zCurrentPath.back().y + 0.2 ) )
				{
					reachedNode = true;
				}

				if(reachedNode)
				{
					this->zCurrentPath.pop_back();
					//reachedNode = false;
				}
			}

			if(this->zCurrentPath.size() > 0)
			{
				Vector3 goal(this->zCurrentPath.back().x, 0, this->zCurrentPath.back().y);
				Vector3 direction = goal - dActor->GetPosition();
				direction.Normalize();
				dActor->SetDir( direction ); 
			}
			else
			{
				Vector3 direction = this->zDestination - dActor->GetPosition();
				direction.Normalize();
				dActor->SetDir( direction ); 
			}

			dActor->SetVelocity(this->zFleeingVelocity);

			Vector3 nextPos = dActor->GetPosition() + dActor->GetDir() * dt * dActor->GetVelocity();


			

			if(!this->zWorld->IsBlockingAt(Vector2(nextPos.x,nextPos.z)) && this->zCurrentPath.size() == 0)
			{
				Vector2 testProperDirection;
				testProperDirection.x = dActor->GetDir().x;
				testProperDirection.y = dActor->GetDir().z;
				testProperDirection.Normalize();
				dActor->SetDir(Vector3(testProperDirection.x, 0.0f, testProperDirection.y));
				dynamic_cast<BioActor*>(this->GetActor())->SetState(STATE_RUNNING);
				dActor->SetPosition(dActor->GetPosition() + dActor->GetDir() * dt * dActor->GetVelocity());
				this->zCurrentDistanceFled += dt * dActor->GetVelocity();

			}
			else if(this->zCurrentPath.size() > 0)
			{
				Vector2 testProperDirection;
				testProperDirection.x = dActor->GetDir().x;
				testProperDirection.y = dActor->GetDir().z;
				testProperDirection.Normalize();
				dActor->SetDir(Vector3(testProperDirection.x, 0.0f, testProperDirection.y));
				dynamic_cast<BioActor*>(this->GetActor())->SetState(STATE_RUNNING);
				dActor->SetPosition(dActor->GetPosition() + dActor->GetDir() * dt * dActor->GetVelocity());
				this->zCurrentDistanceFled += dt * dActor->GetVelocity();

			}
			else if(this->zCurrentPath.size() == 0)
			{
				this->zCurrentPath.clear();
				this->zPathfinder.Pathfinding(dActor->GetPosition().x, dActor->GetPosition().z,  dActor->GetPosition().x + dActor->GetDir().x * 5.0f,  dActor->GetPosition().z + dActor->GetDir().z * 5.0f, this->zCurrentPath, 40);

				//dActor->SetPosition(Vector3(50,0,50));
			}
		}
		
		if(this->GetMentalState() == AFRAID && this->zCurrentDistanceFled < this->zFleeDistance)
		{
			this->SetIfNeedPath(true);
		}
		else
		{
			this->SetIfNeedPath(true);
		}
		
		float groundHeight = 0.0f;
		try
		{
			groundHeight = this->zWorld->CalcHeightAtWorldPos( Vector2(dActor->GetPosition().x, dActor->GetPosition().z));
		}
		catch(...)
		{

		}
		
		Vector3 actorPosition = dActor->GetPosition();
		Vector3 currentPos = actorPosition;
		actorPosition.y = groundHeight;
		dActor->SetPosition(actorPosition);
	
	if(oldPos == currentPos)
	{
		dynamic_cast<BioActor*>(this->GetActor())->SetState(STATE_IDLE);		
	}

	//Rotate Animal
	static Vector3 defaultMeshDir = Vector3(0.0f, 0.0f, 1.0f);
	Vector3 meshDirection = dActor->GetDir();
	meshDirection.y = 0;
	meshDirection.Normalize();

	Vector3 around = Vector3(0.0f, 1.0f, 0.0f);
	float angle = -acos(meshDirection.GetDotProduct(defaultMeshDir));

	if (meshDirection.x > 0.0f)
	 angle *= -1;

	dActor->SetRotation(Vector4(0.0f, 0.0f, 0.0f, 1.0f));
	dActor->SetRotation(around, angle);

	return false;
}