コード例 #1
0
    /**
     *  Creates the antenna utilized by WallAvoidance
     */
    private void CreateFeelers()
    {
        m_Feelers.Clear();
        //feeler pointing straight in front
        m_Feelers.Add(m_entity.VPos() + m_entity.Heading() * m_fWallDetectionFeelerLength);

        //feeler to left
        Vector3 temp = m_entity.Heading();

        Quaternion rotate = Quaternion.Euler(0, 90.0f, 0);

        Vector3 temp2 = rotate * temp;

        m_Feelers.Add(m_entity.VPos() + temp2 * m_fWallDetectionFeelerLength / 2.0f);

        rotate = Quaternion.Euler(0, 45.0f, 0);

        temp2 = rotate * temp;

        //feeler to right
        m_Feelers.Add(m_entity.VPos() + temp2 * m_fWallDetectionFeelerLength / 2.0f);
    }
コード例 #2
0
    /**
     *  this behavior creates a force that steers the agent towards the
     *  evader
     */
    private Vector3 Pursuit(AIAgent evader)
    {
        //if the evader is ahead and facing the agent then we can just seek
        //for the evader's current position.
        Vector3 ToEvader = evader.VPos() - m_entity.VPos();

        float RelativeHeading = Vector3.Dot(m_entity.Heading(), evader.Heading());

        if (Vector3.Dot(ToEvader, m_entity.Heading()) > 0 && (RelativeHeading < -0.95))  //acos(0.95)=18 degs
        {
            return(Seek(evader.VPos()));
        }

        //Not considered ahead so we predict where the evader will be.

        //the lookahead time is propotional to the distance between the evader
        //and the pursuer; and is inversely proportional to the sum of the
        //agent's velocities
        float LookAheadTime = ToEvader.magnitude / (m_entity.MaxSpeed() + evader.Speed());

        //now seek to the predicted future position of the evader
        return(Seek(evader.VPos() + evader.Velocity() * LookAheadTime));
    }
コード例 #3
0
    public void AIUpdate()
    {
        //update the time elapsed

        //keep a record of its old position so we can update its cell later
        //in this method
        Vector3 OldVelocity = aiAgent.Velocity();

        Vector3 SteeringForce = Vector3.zero;

        //calculate the combined force from each steering behavior in the
        //vehicle's list
        SteeringForce = steeringBehaviour.Calculate();

        //Acceleration = Force/Mass
        Vector3 acceleration = SteeringForce / aiAgent.Mass();
        Vector3 gravityaccel = steeringBehaviour.GravityAccel();

        grounded = (gravityaccel.magnitude > 0) ? true : false;

        aiAgent.Update(acceleration, gravityaccel, useWrapAround, Time.deltaTime);

        Vector3 vPos = aiAgent.VPos();

        vPos.y = steeringBehaviour.GravityTruncate(vPos.y);

        aiAgent.SetVPos(vPos);

        //EnforceNonPenetrationConstraint(this, World()->Agents());

        //update the vehicle's current cell if space partitioning is turned on
        if (isSmoothingOn())
        {
            m_vSmoothedHeading = m_pHeadingSmoother.Update(aiAgent.Heading());
        }

        //moveState
        if (steeringBehaviour.IsSteering())
        {
            float epsillon = 0.01f;

            if (MathUtil.Equal(aiAgent.Velocity(), Vector3.zero, epsillon) &&
                OldVelocity.magnitude >= epsillon)
            {
                if (onMoveComplete != null)
                {
                    onMoveComplete(aiAgent, steeringBehaviour, MoveCompleteState.Reached);
                }
            }
            else if (gravityaccel.magnitude <= 0 &&
                     gravityaccel_old.magnitude > 0)
            {
                if (onMoveComplete != null)
                {
                    onMoveComplete(aiAgent, steeringBehaviour, MoveCompleteState.Landed);
                }
            }
        }

        gameObject.transform.position = aiAgent.VPos();

        if (useRotation)
        {
            Vector3 vDir = aiAgent.Heading();

            if (vDir.magnitude > 0)
            {
                gameObject.transform.rotation = Quaternion.LookRotation(vDir);
            }
        }

        Vector3 target = gameObject.transform.position + gameObject.transform.rotation * Vector3.forward * aiAgent.BRadius();

        gravityaccel_old = gravityaccel;

        DebugExtension.DebugCircle(target, 0.5f);
    }