/// <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(); Vector3 pullDirection = Vector3.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); Vector3.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> /// 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(); Vector3 pushDirection = Vector3.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; Vector3.Normalize(ref pushDirection, out pushDirection); //push away weight *= (1 - (float)Animal.ReactionDistance / aiParams.SeparationDistance); pushDirection *= weight; reacted = true; reaction += pushDirection; } }
/// <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; } }
public AlignBehavior(Animal animal) : base(animal) { }
public SeparationBehavior(Animal animal) : base(animal) { }
public CohesionBehavior(Animal animal) : base(animal) { }
/// <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 ! Vector3 otherLocation = animal.Location; ClosestLocation(ref location, ref otherLocation, out reactionLocation); reactionDistance = Vector3.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> /// 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);
protected Behavior(Animal animal) { this.animal = animal; }