コード例 #1
0
        /// <summary>
        /// Combines wandering and separation
        /// </summary>
        public static void Wander(IAgent agent, IAgent[] otherAgents, ref Steering.SteerParameters steerParams)
        {
            // add up the steering forces
            Vector3 wander     = Steering.WanderForce(agent, ref steerParams);
            Vector3 separation = Vector3.Zero;
            Vector3 bounds     = Steering.WorldBoundsForce(agent, steerParams);

            int avoiding = 0;

            for (int i = 0; i < otherAgents.Length; i++)
            {
                IAgent otherAgent = otherAgents[i];

                if (agent != otherAgent)
                {
                    float separationDistance = Vector3.Distance(agent.Position, otherAgent.Position);
                    if (separationDistance < steerParams.SeparationRange)
                    {
                        separation += Steering.SeparationForce(agent, otherAgent, steerParams, separationDistance);
                        avoiding++;
                    }
                }
            }

            agent.Direction = Vector3.Normalize(agent.Direction + wander + separation + bounds);
        }
コード例 #2
0
        /// <summary>
        /// Combines wandering, cohesion, separation, and alignment steering such that the agent moves
        /// together with other members in the flock
        /// </summary>
        public static void Flock(IAgent agent, IAgent[] flockMembers, ref Steering.SteerParameters steerParams)
        {
            Vector3 wander     = Steering.WanderForce(agent, ref steerParams);
            Vector3 separation = Vector3.Zero;
            Vector3 cohesion   = Vector3.Zero;
            Vector3 alignment  = Vector3.Zero;
            Vector3 worldForce = Steering.WorldBoundsForce(agent, steerParams);
            Vector3 goalForce  = Steering.GoalForce(agent, steerParams);

            int alignmentWith = 0;
            int cohesionWith  = 0;

            for (int i = 0; i < flockMembers.Length; i++)
            {
                IAgent otherAgent = flockMembers[i];
                if (agent != otherAgent)
                {
                    float separationDistance = Vector3.Distance(agent.Position, otherAgent.Position);
                    if (separationDistance < steerParams.SeparationRange)
                    {
                        separation += Steering.SeparationForce(agent, otherAgent, steerParams, separationDistance);
                    }
                    else
                    {
                        cohesion += Steering.CohesionForce(agent, otherAgent, steerParams);
                        cohesionWith++;

                        float scale = MathHelper.Clamp(1 - separationDistance / steerParams.AlignmentRange, 0, 1);
                        if (scale > 0)
                        {
                            alignment += Steering.AlignmentForce(otherAgent, steerParams) * scale;
                            alignmentWith++;
                        }
                    }
                }
            }

            if (cohesionWith > 1)
            {
                cohesion /= cohesionWith;
            }
            if (alignmentWith > 1)
            {
                alignment /= alignmentWith;
            }

            agent.Direction = Vector3.Normalize(agent.Direction + wander + separation + cohesion + alignment + worldForce + goalForce);
        }