Exemple #1
0
        public bool DoStep()
        {
            vPref = goal - position;
            float distSqToGoal = vPref.sqrMagnitude;

            if (distSqToGoal <= goalRadius * goalRadius)
            {
                velocity = Vector2.zero;
                return(true);
            }

            // compute preferred velocity
            vPref *= prefSpeed / Mathf.Sqrt(distSqToGoal);
            // compute the new velocity of the agent
            ComputeForces();

            F         = Global.Clamp(F, maxAccel);
            velocity += F * Engine.timeStep;

            // Limit velocity to prefSpeed of agent
            if (velocity.sqrMagnitude > (prefSpeed * prefSpeed))
            {
                velocity.Normalize();
                velocity *= prefSpeed;
            }

            position += velocity * Engine.timeStep;
            // notify proximity database that our position has changed
            proximityToken.UpdateForNewPosition(ExtensionMethods.Vector2ToVector3(position));
            MoveInRealWorld();
            return(false);
        }
Exemple #2
0
        public void Init(int id, Vector2 position, Vector2 goal)
        {
            this.id = id;

            k             = 1.5f;
            ksi           = 0.91f;
            m             = 2.4f;
            t0            = 4.47f;
            neighborDist  = 11.6f;
            radius        = 0.25f;
            prefSpeed     = Random.Range(1.3f, 1.6f);
            this.position = position;
            this.goal     = goal;

            // Add to the database
            proximityToken = Engine.Instance.GetSpatialDatabase.AllocateToken(this);

            // Notify proximity database that our position has changed
            proximityToken.UpdateForNewPosition(ExtensionMethods.Vector2ToVector3(position));
        }
Exemple #3
0
 // Notify proximity database that our position has changed
 public void UpdateDB()
 {
     proximityToken.UpdateForNewPosition(ExtensionMethods.Vector2ToVector3(position));
 }