示例#1
0
文件: Flock.cs 项目: IAJ-g04/Lab9
        private BlendedMovement GenerateBlendingMovementFor(DynamicCharacter character)
        {
            var blending = new BlendedMovement
            {
                MaxAcceleration = this.MaximumAcceleration,
                Character = character.KinematicData
            };

            var cohesion = new DynamicCohesion(this)
            {
                Character = character.KinematicData,
                MaxAcceleration = this.MaximumAcceleration,
                MaxSpeed = this.MaximumSpeed,
                FlockRadius = this.FlockRadius,
                MovementDebugColor = Color.yellow
            };

            var separation = new DynamicSeparation(this)
            {
                Character = character.KinematicData,
                MaxAcceleration = this.MaximumAcceleration,
                FlockRadius = this.FlockRadius,
                SeparationFactor = this.SeparationFactor,
                MovementDebugColor = Color.red
            };

            var velocityMatch = new DynamicFlockVelocityMatching(this)
            {
                Character = character.KinematicData,
                MaxAcceleration = this.MaximumAcceleration,
                FlockRadius = this.FlockRadius,
                MovementDebugColor = Color.green
            };

            var collisionDetection = new PriorityMovement
            {
                Character = character.KinematicData,
                MovementDebugColor = Color.magenta
            };
            foreach (var obstacle in this.Obstacles)
            {
                var avoidMovement = new DynamicAvoidObstacle(obstacle)
                {
                    MaxAcceleration = this.MaximumAcceleration,
                    AvoidMargin = 4.0f,
                    MaxLookAhead = 10.0f,
                };

                collisionDetection.Movements.Add(avoidMovement);
            }

            var flockSeek = new DynamicFlockTarget(this)
            {
                Character = character.KinematicData,
                MaxAcceleration = this.MaximumAcceleration,
                MovementDebugColor = Color.cyan
            };

            blending.Movements.Add(new MovementWithWeight(cohesion));
            blending.Movements.Add(new MovementWithWeight(separation,2.0f));
            blending.Movements.Add(new MovementWithWeight(velocityMatch));
            blending.Movements.Add(new MovementWithWeight(collisionDetection,1000.0f));
            blending.Movements.Add(new MovementWithWeight(flockSeek));

            return blending;
        }
示例#2
0
文件: Flock.cs 项目: IAJ-g04/Lab9
        private BlendedMovement GenerateBlendingMovementFor(DynamicCharacter character)
        {
            var blending = new BlendedMovement
            {
                MaxAcceleration = this.MaximumAcceleration,
                Character       = character.KinematicData
            };

            var cohesion = new DynamicCohesion(this)
            {
                Character          = character.KinematicData,
                MaxAcceleration    = this.MaximumAcceleration,
                MaxSpeed           = this.MaximumSpeed,
                FlockRadius        = this.FlockRadius,
                MovementDebugColor = Color.yellow
            };

            var separation = new DynamicSeparation(this)
            {
                Character          = character.KinematicData,
                MaxAcceleration    = this.MaximumAcceleration,
                FlockRadius        = this.FlockRadius,
                SeparationFactor   = this.SeparationFactor,
                MovementDebugColor = Color.red
            };

            var velocityMatch = new DynamicFlockVelocityMatching(this)
            {
                Character          = character.KinematicData,
                MaxAcceleration    = this.MaximumAcceleration,
                FlockRadius        = this.FlockRadius,
                MovementDebugColor = Color.green
            };

            var collisionDetection = new PriorityMovement
            {
                Character          = character.KinematicData,
                MovementDebugColor = Color.magenta
            };

            foreach (var obstacle in this.Obstacles)
            {
                var avoidMovement = new DynamicAvoidObstacle(obstacle)
                {
                    MaxAcceleration = this.MaximumAcceleration,
                    AvoidMargin     = 4.0f,
                    MaxLookAhead    = 10.0f,
                };

                collisionDetection.Movements.Add(avoidMovement);
            }

            var flockSeek = new DynamicFlockTarget(this)
            {
                Character          = character.KinematicData,
                MaxAcceleration    = this.MaximumAcceleration,
                MovementDebugColor = Color.cyan
            };

            blending.Movements.Add(new MovementWithWeight(cohesion));
            blending.Movements.Add(new MovementWithWeight(separation, 2.0f));
            blending.Movements.Add(new MovementWithWeight(velocityMatch));
            blending.Movements.Add(new MovementWithWeight(collisionDetection, 1000.0f));
            blending.Movements.Add(new MovementWithWeight(flockSeek));

            return(blending);
        }