public void SetSummingMethod(summing_method sm) { m_SummingMethod = sm; }
public void SetSummingMethod(summing_method sm) { summingMethod = sm; }
public SteeringBehavior(MovingEntity agent) { m_parentMovingEntity = agent; m_iFlags = 0; m_dDBoxLength = SteerParams.Instance.MinDetectionBoxLength; m_dWeightCohesion = SteerParams.Instance.AppliedCohesionWeight(); m_dWeightAlignment = SteerParams.Instance.AppliedAlignmentWeight(); m_dWeightSeparation = SteerParams.Instance.AppliedSeparationWeight(); m_dWeightObstacleAvoidance = SteerParams.Instance.AppliedObstacleAvoidanceWeight(); m_dWeightWander = SteerParams.Instance.AppliedWanderWeight(); m_dWeightWallAvoidance = SteerParams.Instance.AppliedWallAvoidanceWeight(); m_dViewDistance = SteerParams.Instance.ViewDistance; m_dWallDetectionFeelerLength = SteerParams.Instance.WallDetectionFeelerLength; m_Feelers = new List<Vector2D>(3); m_Deceleration = Deceleration.normal; m_pTargetAgent1 = null; m_pTargetAgent2 = null; m_dWanderDistance = WanderDist; m_dWanderJitter = WanderJitterPerSec; m_dWanderRadius = WanderRad; m_dWaypointSeekDistSq = WaypointSeekDist * WaypointSeekDist; m_dWeightSeek = SteerParams.Instance.AppliedSeekWeight(); m_dWeightFlee = SteerParams.Instance.AppliedFleeWeight(); m_dWeightArrive = SteerParams.Instance.AppliedArriveWeight(); m_dWeightPursuit = SteerParams.Instance.AppliedPursuitWeight(); m_dWeightOffsetPursuit = SteerParams.Instance.AppliedOffsetPursuitWeight(); m_dWeightInterpose = SteerParams.Instance.AppliedInterposeWeight(); m_dWeightHide = SteerParams.Instance.AppliedHideWeight(); m_dWeightEvade = SteerParams.Instance.AppliedEvadeWeight(); m_dWeightFollowPath = SteerParams.Instance.AppliedFollowPathWeight(); m_SummingMethod = summing_method.prioritized; //stuff for the wander behavior double theta = Utils.RandFloat() * Utils.TwoPi; //create a vector to a target position on the wander circle m_vWanderTarget = new Vector2D(m_dWanderRadius * Math.Cos(theta), m_dWanderRadius * Math.Sin(theta)); //create a Path m_pPath = new Path2D(true); m_vSteeringForce = new Vector2D(); }