Esempio n. 1
0
        protected override Vector2 OnUpdateSteeringForce(float elapsedTime, Steerable movingEntity)
        {
            //this behavior is dependent on the update rate, so this line must
            //be included when using time independent framerate.

            float JitterThisTimeSlice = Jitter * elapsedTime;

            //first, add a small random vector to the target's position
            wanderTarget += new Vector2((float)(Random.NextDouble() - Random.NextDouble()) * JitterThisTimeSlice,
                                        (float)(Random.NextDouble() - Random.NextDouble()) * JitterThisTimeSlice);

            //reproject this new vector back on to a unit circle
            wanderTarget.Normalize();

            //increase the length of the vector to the same as the radius
            //of the wander circle
            wanderTarget *= Radius;

            //move the target into a position WanderDist in front of the agent
            Vector2 target = wanderTarget + new Vector2(Distance, 0);

            //project the target into world space
            Vector2 Target = Math2D.LocalToWorld(target, movingEntity.Position, (float)Math.Atan2(
                                                     movingEntity.Forward.Y,
                                                     movingEntity.Forward.X));

            //and steer towards it
            return(Vector2.Normalize(Target - movingEntity.Position) * movingEntity.MaxForce);
        }
Esempio n. 2
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        protected override float?OnCollides(Vector2 from, Vector2 to, float elapsedTime, Steerable movingEntity)
        {
            float detectorLength = movingEntity.BoundingRadius;

            var boundingSphere = new BoundingSphere(new Vector3(movingEntity.Position, 0), detectorLength);

            Walls.FindAll(ref boundingSphere, Lines);

            foreach (var line in Lines)
            {
                if (Vector2.Dot(Vector2.Subtract(to, from), line.Normal) > 0)
                {
                    continue;
                }

                if (Math2D.PointLineRelation(to - line.Normal * movingEntity.BoundingRadius, line.Start, line.Normal) == Math2D.SpanType.Front)
                {
                    continue;
                }

                if (Math2D.PointLineRelation(from + line.Normal * movingEntity.BoundingRadius, line.Start, line.Normal) == Math2D.SpanType.Back)
                {
                    continue;
                }

                if (Math2D.DistanceToLineSegment(line.Start, line.End, to) < movingEntity.BoundingRadius)
                {
                    Lines.Clear();
                    return(0);
                }
            }
            Lines.Clear();
            return(null);
        }
Esempio n. 3
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        private void AdjustTargetPositionWhenOverlapped(float elapsedTime, Steerable movingEntity)
        {
            var boundingSphere = new BoundingSphere(new Vector3(movingEntity.Target.Value, 0), movingEntity.BoundingRadius);

            Neighbors.FindAll(ref boundingSphere, Partners);

            foreach (var partner in Partners)
            {
                if (partner == null || partner == movingEntity)
                {
                    continue;
                }

                Vector2 toTarget = Vector2.Normalize(movingEntity.Target.Value - movingEntity.Position);

                if (float.IsNaN(toTarget.X))
                {
                    continue;
                }

                if (Vector2.Dot(movingEntity.Forward, toTarget) < 0.8f &&
                    new BoundingCircle(partner.Position, partner.BoundingRadius).Contains(movingEntity.Target.Value) != ContainmentType.Disjoint)
                {
                    Vector2 normal = Math2D.Rotate90DegreesCcw(toTarget);
                    if (Vector2.Dot(normal, movingEntity.Forward) < 0)
                    {
                        normal = -normal;
                    }
                    normal = (normal - toTarget) * 0.5f * 1.414f;
                    movingEntity.Target = partner.Position + normal * (movingEntity.BoundingRadius + partner.BoundingRadius);
                    break;
                }
            }
            Partners.Clear();
        }
Esempio n. 4
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        /// <summary>
        /// Calculates the steering force to flee from the target.
        /// </summary>
        public static Vector2 Flee(float elapsedTime, Steerable movingEntity, Vector2 target)
        {
            Vector2 toTarget = Vector2.Normalize(movingEntity.Position - target);
            float   distance = toTarget.Length();

            if (distance > 0)
            {
                Vector2 desiredForce = toTarget * movingEntity.MaxSpeed - movingEntity.Velocity;
                if (-Vector2.Dot(Math2D.Rotate90DegreesCcw(toTarget), movingEntity.Velocity) < movingEntity.MaxForce * elapsedTime)
                {
                    return(toTarget * movingEntity.MaxForce);
                }
                return(Vector2.Normalize(desiredForce) * movingEntity.MaxForce);
            }
            return(Vector2.Zero);
        }
Esempio n. 5
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        /// <summary>
        /// Calculates the steering force to seek to the target.
        /// </summary>
        public static Vector2 Seek(float elapsedTime, Steerable movingEntity)
        {
            if (!movingEntity.Target.HasValue)
            {
                return(Vector2.Zero);
            }

            Vector2 toTarget = Vector2.Normalize(movingEntity.Target.Value - movingEntity.Position);
            float   distance = toTarget.Length();

            if (distance > 0)
            {
                Vector2 desiredForce = toTarget * movingEntity.MaxSpeed - movingEntity.Velocity;
                if (Math.Abs(Vector2.Dot(Math2D.Rotate90DegreesCcw(toTarget), movingEntity.Velocity)) < movingEntity.MaxForce * elapsedTime)
                {
                    return(toTarget * movingEntity.MaxForce);
                }
                return(Vector2.Normalize(desiredForce) * movingEntity.MaxForce);
            }
            return(Vector2.Zero);
        }
Esempio n. 6
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        /// <summary>
        /// Calculates the steering force to avoid a line segment.
        /// </summary>
        public static Vector2 AvoidWall(LineSegment line, float elapsedTime, Steerable movingEntity, Vector2 targetedForward)
        {
            System.Diagnostics.Debug.Assert(movingEntity.Target.HasValue);

            // Check if the entity has approached the target
            Vector2 toTarget = movingEntity.Target.Value - movingEntity.Position;

            if (toTarget.Length() <= movingEntity.BoundingRadius + movingEntity.Skin)
            {
                return(Vector2.Zero);
            }

            // Allow the entity to move across from back to front.
            if (Vector2.Dot(targetedForward, line.Normal) > AvoidanceAngularEpsilon)
            {
                return(Vector2.Zero);
            }

            // Check if the entity has already moved through.
            if (Math2D.PointLineRelation(movingEntity.Position + line.Normal * movingEntity.BoundingRadius, line.Start, line.Normal) == Math2D.SpanType.Back)
            {
                return(Vector2.Zero);
            }

            // Check if the entity wants to move through.
            if (Math2D.PointLineRelation(movingEntity.Target.Value - line.Normal * movingEntity.BoundingRadius, line.Start, line.Normal) != Math2D.SpanType.Back &&
                Math2D.PointLineRelation(movingEntity.Position - line.Normal * movingEntity.BoundingRadius, line.Start, line.Normal) != Math2D.SpanType.Back)
            {
                return(Vector2.Zero);
            }

            // Check if the target position is in front of the line but the distance to line is less than bounding radius.
            Vector2 lineToEntity;

            if (Math2D.DistanceToLine(line.Start, line.End, movingEntity.Position) > movingEntity.BoundingRadius)
            {
                float targetToLine = Math2D.DistanceToLineSegment(line.Start, line.End, movingEntity.Target.Value, out lineToEntity);
                if (targetToLine <= movingEntity.BoundingRadius)
                {
                    movingEntity.Target = movingEntity.Target.Value + lineToEntity * (movingEntity.BoundingRadius - targetToLine);
                    return(Vector2.Zero);
                }
            }

            float distance        = Math2D.DistanceToLineSegment(line.Start, line.End, movingEntity.Position, out lineToEntity);
            float decelerateRange = Vector2.Dot(movingEntity.Forward, -line.Normal) * movingEntity.DecelerationRange * 2;

            // If deceleration range is too small, like when the moving entity has a maximum acceleration, there won't be
            // enough space for it to turn or stop.
            if (decelerateRange < movingEntity.Skin)
            {
                decelerateRange = movingEntity.Skin;
            }

            if (decelerateRange + movingEntity.Skin + movingEntity.BoundingRadius >= distance)
            {
                Vector2 lineDirection = Math2D.Rotate90DegreesCcw(lineToEntity);

                // Determine which direction to move across the wall that might takes less time to reach the target.
                if (Vector2.Dot(lineDirection, targetedForward) < 0)
                {
                    lineDirection = -lineDirection;
                }

                // Moves the entity along the wall.
                float penetration = movingEntity.BoundingRadius + movingEntity.Skin - distance;
                if (Vector2.Dot(lineDirection, movingEntity.Forward) > AvoidanceAngularEpsilon && penetration < 0)
                {
                    return(lineDirection * movingEntity.MaxForce);
                }

                // If somehow the entity has penetrate the wall, this force will pull the entity out.
                if (penetration > 0)
                {
                    lineDirection += penetration / movingEntity.Skin * lineToEntity;
                }

                Vector2 desiredForce = lineDirection * movingEntity.MaxSpeed - movingEntity.Velocity;
                return(Vector2.Normalize(desiredForce) * movingEntity.MaxForce);
            }

            return(Vector2.Zero);
        }
Esempio n. 7
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        protected override Vector2 OnUpdateSteeringForce(float elapsedTime, Steerable movingEntity)
        {
            if (!movingEntity.Target.HasValue)
            {
                return(Vector2.Zero);
            }

            // Check if the entity has approached the target
            Vector2 toTarget = movingEntity.Target.Value - movingEntity.Position;

            if (toTarget.Length() <= movingEntity.BoundingRadius + movingEntity.Skin)
            {
                return(Vector2.Zero);
            }

            LineSegment?nearestLineSegment  = null;
            float       minDistanceToLineSq = float.MaxValue;
            float       detectorLength      = movingEntity.BoundingRadius + movingEntity.DecelerationRange + movingEntity.Skin;

            Vector2 targetedForward = movingEntity.TargetedForward;

            var boundingSphere = new BoundingSphere(new Vector3(movingEntity.Position, 0), detectorLength);

            Walls.FindAll(ref boundingSphere, Lines);

            foreach (var line in Lines)
            {
                // Allow the entity to move across from back to front.
                if (Vector2.Dot(targetedForward, line.Normal) > SteeringHelper.AvoidanceAngularEpsilon)
                {
                    continue;
                }

                // Check if the entity has already moved through.
                if (Math2D.PointLineRelation(movingEntity.Position + line.Normal * movingEntity.BoundingRadius, line.Start, line.Normal) == Math2D.SpanType.Back)
                {
                    continue;
                }

                float distanceSq = Math2D.DistanceToLineSegmentSquared(line.Start, line.End, movingEntity.Position + targetedForward * movingEntity.MaxSpeed * elapsedTime);
                if (distanceSq < minDistanceToLineSq)
                {
                    minDistanceToLineSq = distanceSq;
                    nearestLineSegment  = line;
                }
            }
            Lines.Clear();

            if (nearestLineSegment.HasValue)
            {
                LineSegment line = nearestLineSegment.Value;

                // Check if the entity wants to move through.
                // Ignore when both target position and entity position are in front of the wall.
                if (Math2D.PointLineRelation(movingEntity.Target.Value - line.Normal * movingEntity.BoundingRadius, line.Start, line.Normal) != Math2D.SpanType.Back &&
                    Math2D.PointLineRelation(movingEntity.Position - line.Normal * movingEntity.BoundingRadius, line.Start, line.Normal) != Math2D.SpanType.Back)
                {
                    return(Vector2.Zero);
                }

                // Check if the target position is in front of the line but the distance to line is less than bounding radius.
                Vector2 lineToEntity;
                if (Math2D.DistanceToLine(line.Start, line.End, movingEntity.Position) > movingEntity.BoundingRadius)
                {
                    float targetToLine = Math2D.DistanceToLineSegment(line.Start, line.End, movingEntity.Target.Value, out lineToEntity);
                    if (targetToLine <= movingEntity.BoundingRadius)
                    {
                        movingEntity.Target = movingEntity.Target.Value + lineToEntity * (movingEntity.BoundingRadius - targetToLine);
                        return(Vector2.Zero);
                    }
                }

                float distance        = Math2D.DistanceToLineSegment(line.Start, line.End, movingEntity.Position, out lineToEntity);
                float decelerateRange = Vector2.Dot(movingEntity.Forward, -line.Normal) * movingEntity.DecelerationRange * 2;

                // If deceleration range is too small, like when the moving entity has a maximum acceleration, there won't be
                // enough space for it to turn or stop.
                if (decelerateRange < movingEntity.Skin)
                {
                    decelerateRange = movingEntity.Skin;
                }

                if (decelerateRange + movingEntity.Skin + movingEntity.BoundingRadius >= distance)
                {
                    Vector2 lineDirection = Math2D.Rotate90DegreesCcw(lineToEntity);

                    // Determine which direction to move across the wall that might takes less time to reach the target.
                    if (Vector2.Dot(lineDirection, targetedForward) < 0)
                    {
                        lineDirection = -lineDirection;
                    }

                    // Moves the entity along the wall.
                    float penetration = movingEntity.BoundingRadius + movingEntity.Skin - distance;
                    if (Vector2.Dot(lineDirection, movingEntity.Forward) > SteeringHelper.AvoidanceAngularEpsilon && penetration < 0)
                    {
                        return(lineDirection * movingEntity.MaxForce);
                    }

                    // If somehow the entity has penetrate the wall, this force will pull the entity out.
                    if (penetration > 0)
                    {
                        lineDirection += penetration / movingEntity.Skin * lineToEntity;
                    }

                    Vector2 desiredForce = lineDirection * movingEntity.MaxSpeed - movingEntity.Velocity;
                    return(Vector2.Normalize(desiredForce) * movingEntity.MaxForce);
                }
            }
            return(Vector2.Zero);
        }
Esempio n. 8
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        protected override Vector2 OnUpdateSteeringForce(float elapsedTime, Steerable movingEntity)
        {
            if (!movingEntity.Target.HasValue)
            {
                return(Vector2.Zero);
            }

            AdjustTargetPositionWhenOverlapped(elapsedTime, movingEntity);

            Steerable nearestSteerable       = null;
            float     minDistanceToSteerable = float.MaxValue;
            float     detectorLength         = movingEntity.BoundingRadius + movingEntity.Skin;

            // FindAll nearest steerable
            var boundingSphere = new BoundingSphere(new Vector3(movingEntity.Position, 0), detectorLength);

            Neighbors.FindAll(ref boundingSphere, Partners);

            foreach (var partner in Partners)
            {
                if (partner == null || partner == movingEntity)
                {
                    continue;
                }

                Vector2 toTarget = partner.Position - movingEntity.Position;

                // Ignore entities behind us.
                if (Vector2.Dot(movingEntity.TargetedForward, toTarget) < 0)
                {
                    continue;
                }

                float distance = toTarget.Length();

                // Ignore entities too far away
                if (distance > movingEntity.BoundingRadius + partner.BoundingRadius + movingEntity.Skin)
                {
                    continue;
                }

                if (distance < minDistanceToSteerable)
                {
                    minDistanceToSteerable = distance;
                    nearestSteerable       = partner;
                }
            }
            Partners.Clear();

            if (nearestSteerable != null)
            {
                Steerable partner = nearestSteerable;

                // FindAll the adjacent steerable
                Steerable secondNearestSteerable       = null;
                float     minDistanceToSecondSteerable = float.MaxValue;
                float     secondDetectorLength         = movingEntity.BoundingRadius * 2 + movingEntity.Skin * 2 + partner.BoundingRadius;

                boundingSphere = new BoundingSphere(new Vector3(movingEntity.Position, 0), secondDetectorLength);
                Neighbors.FindAll(ref boundingSphere, Partners);

                foreach (var secondPartner in Partners)
                {
                    if (secondPartner == null || secondPartner == partner || secondPartner == movingEntity)
                    {
                        continue;
                    }

                    float minAcceptableDistance = secondDetectorLength + secondPartner.BoundingRadius;
                    if (Vector2.Subtract(secondPartner.Position, partner.Position).LengthSquared() > minAcceptableDistance * minAcceptableDistance)
                    {
                        continue;
                    }

                    float distance = Math.Abs(Vector2.Dot(secondPartner.Position - movingEntity.Position, movingEntity.Forward));
                    if (distance < 0)
                    {
                        continue;
                    }

                    if (distance <= minDistanceToSecondSteerable)
                    {
                        minDistanceToSecondSteerable = distance;
                        secondNearestSteerable       = secondPartner;
                    }
                }
                Partners.Clear();

                if (secondNearestSteerable != null)
                {
                    // Avoid the tangent line segment from two partners
                    Vector2 start, end;
                    Vector2 lineNormal = Math2D.Rotate90DegreesCcw(nearestSteerable.Position - secondNearestSteerable.Position);
                    if (Vector2.Dot(lineNormal, movingEntity.Position - nearestSteerable.Position) < 0)
                    {
                        lineNormal = -lineNormal;
                        start      = nearestSteerable.Position + lineNormal * nearestSteerable.BoundingRadius;
                        end        = secondNearestSteerable.Position + lineNormal * secondNearestSteerable.BoundingRadius;
                    }
                    else
                    {
                        start = secondNearestSteerable.Position + lineNormal * nearestSteerable.BoundingRadius;
                        end   = nearestSteerable.Position + lineNormal * secondNearestSteerable.BoundingRadius;
                    }
                    Vector2 lineDirection = Vector2.Normalize(end - start);
                    lineNormal = Math2D.Rotate90DegreesCcw(lineDirection);

                    // Determine which direction to move across the wall that might takes less time to reach the target.
                    if (Vector2.Dot(lineDirection, movingEntity.TargetedForward) < 0)
                    {
                        lineDirection = -lineDirection;
                    }

                    // Moves the entity along the wall.
                    float penetration = -Vector2.Dot(movingEntity.Forward, lineNormal);
                    if (Vector2.Dot(lineDirection, movingEntity.Forward) > SteeringHelper.AvoidanceAngularEpsilon && penetration < 0)
                    {
                        return(lineDirection * movingEntity.MaxForce);
                    }

                    // If somehow the entity has penetrate the wall, this force will pull the entity out.
                    if (penetration > 0)
                    {
                        lineDirection += penetration * lineNormal;
                    }

                    Vector2 desiredForce = lineDirection * movingEntity.MaxSpeed - movingEntity.Velocity;
                    return(Vector2.Normalize(desiredForce) * movingEntity.MaxForce);
                }
                else
                {
                    // Avoid steerable
                    Vector2 toTarget = partner.Position - movingEntity.Position;
                    toTarget.Normalize();

                    Vector2 lineDirection = Math2D.Rotate90DegreesCcw(toTarget);
                    if (Vector2.Dot(lineDirection, movingEntity.TargetedForward) < 0)
                    {
                        lineDirection = -lineDirection;
                    }

                    float penetration = movingEntity.BoundingRadius + partner.BoundingRadius + movingEntity.Skin - minDistanceToSteerable;
                    if (Vector2.Dot(lineDirection, movingEntity.Forward) > SteeringHelper.AvoidanceAngularEpsilon && penetration < 0)
                    {
                        return(lineDirection * movingEntity.MaxForce);
                    }

                    // If somehow the entity has penetrate the wall, this force will pull the entity out.
                    if (penetration > 0)
                    {
                        lineDirection += penetration / -movingEntity.Skin * toTarget;
                    }

                    Vector2 desiredForce = lineDirection * movingEntity.MaxSpeed - movingEntity.Velocity;
                    return(Vector2.Normalize(desiredForce) * movingEntity.MaxForce);
                }
            }

            return(Vector2.Zero);
        }