//can we merge this with a general collision avoidance algorithm? private Vector2 KeepApart(Boid me) { Vector2 KeepApartVel = Vector2.Zero; List <Boid> boidList = SimWorld.GetInstance().GetBoidList(); foreach (Boid b in boidList) { if (me == b) { continue; } else { //test to see if we are smaller than a certain range (circle test) Vector2 diff = b.GetPosition() - me.GetPosition(); if (diff.Length() <= me.Radius) { KeepApartVel -= diff; } } } return(KeepApartVel); }
private Vector2 FleeFromPredator(Boid me) { if (me.ToString() == "BoidSimulation.Predator") { return(Vector2.Zero); } else { Vector2 FleeVel = Vector2.Zero; int PredCnt = 0; float percent = 0.01f; List <Boid> boidList = SimWorld.GetInstance().GetBoidList(); foreach (Boid b in boidList) { if (b.ToString() == "BoidSimulation.Predator") { Vector2 diff = b.GetPosition() - me.GetPosition(); if (diff.Length() <= me.StayAwayRadius) { FleeVel -= diff; PredCnt++; } } } if (PredCnt > 0) { FleeVel /= PredCnt; return(FleeVel * percent); } return(Vector2.Zero); } }
public static SimWorld GetInstance() { if (mInstance == null) { mInstance = new SimWorld(); } return(mInstance); }
public static SimWorld GetInstance() { if (mInstance == null) { mInstance = new SimWorld(); } return mInstance; }
private Vector2 Flock(Boid me) { Vector2 CenterOfMassVel = Vector2.Zero; Vector2 KeepApartVel = Vector2.Zero; Vector2 MatchBoidVel = Vector2.Zero; List <Boid> boidList = SimWorld.GetInstance().GetBoidList(); foreach (Boid b in boidList) { if (me == b) { continue; } else { //sum up the positions CenterOfMassVel += b.GetPosition(); //sum up the velocities. MatchBoidVel += b.GetVelocity(); //test to see if we are smaller than a certain range (circle test) Vector2 diff = b.GetPosition() - me.GetPosition(); if (diff.Length() <= me.Radius) { KeepApartVel -= diff; } } } CenterOfMassVel /= boidList.Count - 1; CenterOfMassVel *= 0.01f; MatchBoidVel /= boidList.Count - 1; MatchBoidVel *= me.Strength; MatchBoidVel *= 0.01f; Vector2 totalVel = (CenterOfMassVel + MatchBoidVel + KeepApartVel + FollowMouse(me)) * 0.001f; totalVel += FleeFromPredator(me) * 0.05f; totalVel += CollisionTest(me); return(totalVel); }
protected Vector2 CollisionTest(Boid me) { List <Plane> collisionList = SimWorld.GetInstance().GetCollisionList(); Vector4 pos = new Vector4(me.GetPosition(), 0.0f, 1.0f); Vector3 avoidCollisionVel = Vector3.Zero; foreach (Plane p in collisionList) { float distance = p.Dot(pos) / p.Normal.Length(); if (distance <= 5.0f) { avoidCollisionVel += p.Normal * (me.Radius - distance); } } return(new Vector2(avoidCollisionVel.X, avoidCollisionVel.Y) * 0.001f); }
public virtual bool DetectNearbyPredators() { if (this.ToString() == "BoidSimulation.Predator") { return(false); } List <Boid> boidList = SimWorld.GetInstance().GetBoidList(); foreach (Boid b in boidList) { if (b.ToString() == "BoidSimulation.Predator") { Vector2 diff = b.GetPosition() - this.GetPosition(); if (diff.Length() <= mStayAwayRadius) { return(true); } } } return(false); }
/// <summary> /// Load your graphics content. If loadAllContent is true, you should /// load content from both ResourceManagementMode pools. Otherwise, just /// load ResourceManagementMode.Manual content. /// </summary> /// <param name="loadAllContent">Which type of content to load.</param> protected override void LoadContent() { //if (loadAllContent) { mSimWorldInstance = SimWorld.GetInstance(); mViewport = graphics.GraphicsDevice.Viewport; //set up the collision detection planes mSimWorldInstance.AddCollisionPlane(new Plane(new Vector3(1.0f, 0.0f, 0.0f), 0.0f)); mSimWorldInstance.AddCollisionPlane(new Plane(new Vector3(-1.0f, 0.0f, 0.0f), mViewport.Width)); mSimWorldInstance.AddCollisionPlane(new Plane(new Vector3(0.0f, 1.0f, 0.0f), 0.0f)); mSimWorldInstance.AddCollisionPlane(new Plane(new Vector3(0.0f, 1.0f, 0.0f), mViewport.Height)); //mouse cursor sprite. mMouseCursor = content.Load <Texture2D>("Images/mouse"); //set up the boid sprites. mSpriteBatch = new SpriteBatch(graphics.GraphicsDevice); //create boids. Random rand = new Random(); for (int i = 0; i < NUMBOIDS; ++i) { Boid newBoid = new Boid(rand.Next(mViewport.Width), rand.Next(mViewport.Height), new FlockStrategy()); newBoid.LoadGraphicAsset(content); mSimWorldInstance.AddBoid(newBoid); } for (int j = 0; j < 10; ++j) { Predator newPredator = new Predator(rand.Next(mViewport.Width), rand.Next(mViewport.Height), new WanderStrategy()); newPredator.LoadGraphicAsset(content); mSimWorldInstance.AddBoid(newPredator); } } }
/// <summary> /// Load your graphics content. If loadAllContent is true, you should /// load content from both ResourceManagementMode pools. Otherwise, just /// load ResourceManagementMode.Manual content. /// </summary> /// <param name="loadAllContent">Which type of content to load.</param> protected override void LoadContent() { //if (loadAllContent) { mSimWorldInstance = SimWorld.GetInstance(); mViewport = graphics.GraphicsDevice.Viewport; //set up the collision detection planes mSimWorldInstance.AddCollisionPlane(new Plane(new Vector3(1.0f, 0.0f, 0.0f), 0.0f)); mSimWorldInstance.AddCollisionPlane(new Plane(new Vector3(-1.0f, 0.0f, 0.0f), mViewport.Width)); mSimWorldInstance.AddCollisionPlane(new Plane(new Vector3(0.0f, 1.0f, 0.0f), 0.0f)); mSimWorldInstance.AddCollisionPlane(new Plane(new Vector3(0.0f, 1.0f, 0.0f), mViewport.Height)); //mouse cursor sprite. mMouseCursor = content.Load<Texture2D>("Images/mouse"); //set up the boid sprites. mSpriteBatch = new SpriteBatch(graphics.GraphicsDevice); //create boids. Random rand = new Random(); for (int i = 0; i < NUMBOIDS; ++i) { Boid newBoid = new Boid(rand.Next(mViewport.Width), rand.Next(mViewport.Height), new FlockStrategy()); newBoid.LoadGraphicAsset(content); mSimWorldInstance.AddBoid(newBoid); } for (int j = 0; j < 10; ++j) { Predator newPredator = new Predator(rand.Next(mViewport.Width), rand.Next(mViewport.Height), new WanderStrategy()); newPredator.LoadGraphicAsset(content); mSimWorldInstance.AddBoid(newPredator); } } }