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); }
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); }
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(); }
/// <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); }
/// <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); }
/// <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); }
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); }
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); }