/// <summary> /// separationBehavior.Update infuences the owning animal to move away from /// the otherAnimal is it’s too close, in this case if it’s inside /// AIParameters.separationDistance. /// </summary> /// <param name="otherAnimal">the Animal to react to</param> /// <param name="aiParams">the Behaviors' parameters</param> public override void Update(Animal otherAnimal, AIParameters aiParams) { base.ResetReaction(); Vector2 pushDirection = Vector2.Zero; float weight = aiParams.PerMemberWeight; if (Animal.ReactionDistance > 0.0f && Animal.ReactionDistance <= aiParams.SeparationDistance) { //The otherAnimal is too close so we figure out a pushDirection //vector in the opposite direction of the otherAnimal and then weight //that reaction based on how close it is vs. our separationDistance pushDirection = Animal.Location - Animal.ReactionLocation; Vector2.Normalize(ref pushDirection, out pushDirection); //push away weight *= (1 - (float)Animal.ReactionDistance / aiParams.SeparationDistance); pushDirection *= weight; reacted = true; reaction += pushDirection; } }
/// <summary> /// CohesionBehavior.Update infuences the owning animal to move towards the /// otherAnimal that it sees as long as it isn’t too close, in this case /// that means inside the separationDist in the passed in AIParameters. /// </summary> /// <param name="otherAnimal">the Animal to react to</param> /// <param name="aiParams">the Behaviors' parameters</param> public override void Update(Animal otherAnimal, AIParameters aiParams) { base.ResetReaction(); Vector2 pullDirection = Vector2.Zero; float weight = aiParams.PerMemberWeight; //if the otherAnimal is too close we dont' want to fly any //closer to it if (Animal.ReactionDistance > 0.0f && Animal.ReactionDistance > aiParams.SeparationDistance) { //We want to make the animal move closer the the otherAnimal so we //create a pullDirection vector pointing to the otherAnimal bird and //weigh it based on how close the otherAnimal is relative to the //AIParameters.separationDistance. pullDirection = -(Animal.Location - Animal.ReactionLocation); Vector2.Normalize(ref pullDirection, out pullDirection); weight *= (float)Math.Pow((double) (Animal.ReactionDistance - aiParams.SeparationDistance) / (aiParams.DetectionDistance - aiParams.SeparationDistance), 2); pullDirection *= weight; reacted = true; reaction = pullDirection; } }
/// <summary> /// React to an Animal based on it's type /// </summary> /// <param name="animal"></param> public void ReactTo(Animal animal, ref AIParameters AIparams) { if (animal != null) { //setting the the reactionLocation and reactionDistance here is //an optimization, many of the possible reactions use the distance //and location of theAnimal, so we might as well figure them out //only once ! Vector2 otherLocation = animal.Location; ClosestLocation(ref location, ref otherLocation, out reactionLocation); reactionDistance = Vector2.Distance(location, reactionLocation); //we only react if theAnimal is close enough that we can see it if (reactionDistance < AIparams.DetectionDistance) { Behaviors reactions = behaviors[animal.AnimalType]; foreach (Behavior reaction in reactions) { reaction.Update(animal, AIparams); if (reaction.Reacted) { aiNewDir += reaction.Reaction; aiNumSeen++; } } } } }
/// <summary> /// AlignBehavior.Update infuences the owning animal to move in same the /// direction as the otherAnimal that it sees. /// </summary> /// <param name="otherAnimal">the Animal to react to</param> /// <param name="aiParams">the Behaviors' parameters</param> public override void Update(Animal otherAnimal, AIParameters aiParams) { base.ResetReaction(); if (otherAnimal != null) { reacted = true; reaction = otherAnimal.Direction * aiParams.PerMemberWeight; } }
/// <summary> /// update bird position, wrapping around the screen edges /// </summary> /// <param name="gameTime"></param> public void Update(GameTime gameTime, ref AIParameters aiParams) { float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 randomDir = Vector2.Zero; randomDir.X = (float)random.NextDouble() - 0.5f; randomDir.Y = (float)random.NextDouble() - 0.5f; Vector2.Normalize(ref randomDir, out randomDir); if (aiNumSeen > 0) { aiNewDir = (direction * aiParams.MoveInOldDirectionInfluence) + (aiNewDir * (aiParams.MoveInFlockDirectionInfluence / (float)aiNumSeen)); } else { aiNewDir = direction * aiParams.MoveInOldDirectionInfluence; } aiNewDir += (randomDir * aiParams.MoveInRandomDirectionInfluence); Vector2.Normalize(ref aiNewDir, out aiNewDir); aiNewDir = ChangeDirection(direction, aiNewDir, aiParams.MaxTurnRadians * elapsedTime); direction = aiNewDir; if (direction.LengthSquared() > .01f) { Vector2 moveAmount = direction * moveSpeed * elapsedTime; location = location + moveAmount; //wrap bird to the other side of the screen if needed if (location.X < 0.0f) { location.X = boundryWidth + location.X; } else if (location.X > boundryWidth) { location.X = location.X - boundryWidth; } location.Y += direction.Y * moveSpeed * elapsedTime; if (location.Y < 0.0f) { location.Y = boundryHeight + location.Y; } else if (location.Y > boundryHeight) { location.Y = location.Y - boundryHeight; } } }
/// <summary> /// Setup the flock boundaries and generate individual members of the flock /// </summary> /// <param name="tex"> The texture to be used by the birds</param> /// <param name="screenWidth">Width of the screen</param> /// <param name="screenHeight">Height of the screen</param> /// <param name="flockParameters">Behavior of the flock</param> public Flock(Texture2D tex, int screenWidth, int screenHeight, AIParameters flockParameters) { boundryWidth = screenWidth; boundryHeight = screenHeight; birdTexture = tex; flock = new List<Bird>(); flockParams = flockParameters; ResetFlock(); }
public FlockingSample() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; inputState = new InputState(); flock = null; cat = null; flockParams = new AIParameters(); ResetAIParams(); }
/// <summary> /// Setup the flock boundaries and generate individual members of the flock /// </summary> /// <param name="tex"> The texture to be used by the birds</param> /// <param name="screenWidth">Width of the screen</param> /// <param name="screenHeight">Height of the screen</param> /// <param name="flockParameters">Behavior of the flock</param> public Flock(Texture2D tex, int screenWidth, int screenHeight, AIParameters flockParameters) { boundryWidth = screenWidth; boundryHeight = screenHeight; birdTexture = tex; flock = new List <Bird>(); flockParams = flockParameters; ResetFlock(); }
public FlockingSample() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; #if WINDOWS_PHONE || IOS // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); graphics.IsFullScreen = true; #endif inputState = new InputState(); flock = null; cat = null; flockParams = new AIParameters(); ResetAIParams(); }
public override void Update(Animal otherAnimal, AIParameters aiParams) { base.ResetReaction(); Vector2 dangerDirection = Vector2.Zero; //Vector2.Dot will return a negative result in this case if the //otherAnimal is behind the animal, in that case we don’t have to //worry about it because we’re already moving away from it. if (Vector2.Dot( Animal.Location, Animal.ReactionLocation) >= -(Math.PI / 2)) { //set the animal to fleeing so that it flashes red Animal.Fleeing = true; reacted = true; dangerDirection = Animal.Location - Animal.ReactionLocation; Vector2.Normalize(ref dangerDirection, out dangerDirection); reaction = (aiParams.PerDangerWeight * dangerDirection); } }
/// <summary> /// Abstract function that the subclass must impliment. Figure out the /// Behavior reaction here. /// </summary> /// <param name="otherAnimal">the Animal to react to</param> /// <param name="aiParams">the Behaviors' parameters</param> public abstract void Update(Animal otherAnimal, AIParameters aiParams);