示例#1
0
        protected override Vector2 CalculateForce()
        {
            if (_menace == null || (Vehicle.Position - _menace.Position).sqrMagnitude > _sqrSafetyDistance)
            {
                return(Vector2.zero);
            }
            // offset from this to menace, that distance, unit vector toward menace
            var position = Vehicle.PredictFutureDesiredPosition(_predictionTime);
            var offset   = _menace.Position - position;
            var distance = offset.magnitude;

            var roughTime      = distance / _menace.Speed;
            var predictionTime = ((roughTime > _predictionTime)
                ? _predictionTime
                : roughTime);

            var target = _menace.PredictFuturePosition(predictionTime);

            // This was the totality of SteerToFlee
            var desiredVelocity = position - target;

            return(desiredVelocity - Vehicle.DesiredVelocity);
        }
示例#2
0
        protected override Vector2 CalculateForce()
        {
            if (_quarry == null)
            {
                enabled = false;
                return(Vector2.zero);
            }

            var force    = Vector2.zero;
            var offset   = _quarry.Position - Vehicle.Position;
            var distance = offset.magnitude;
            var radius   = Vehicle.Radius + _quarry.Radius + _acceptableDistance;

            if (!(distance > radius))
            {
                return(force);
            }

            var unitOffset = offset / distance;

            // how parallel are the paths of "this" and the quarry
            // (1 means parallel, 0 is pependicular, -1 is anti-parallel)
            var parallelness = Vector2.Dot(Vehicle.Forward, _quarry.Forward);

            // how "forward" is the direction to the quarry
            // (1 means dead ahead, 0 is directly to the side, -1 is straight back)
            var forwardness = Vector2.Dot(Vehicle.Forward, unitOffset);

            var directTravelTime = distance / Vehicle.Speed;
            // While we could parametrize this value, if we care about forward/backwards
            // these values are appropriate enough.
            var f = OpenSteerUtility.IntervalComparison(forwardness, -0.707f, 0.707f);
            var p = OpenSteerUtility.IntervalComparison(parallelness, -0.707f, 0.707f);

            float timeFactor = 0; // to be filled in below

            // Break the pursuit into nine cases, the cross product of the
            // quarry being [ahead, aside, or behind] us and heading
            // [parallel, perpendicular, or anti-parallel] to us.
            switch (f)
            {
            case +1:
                switch (p)
                {
                case +1:         // ahead, parallel
                    timeFactor = 4;
                    break;

                case 0:         // ahead, perpendicular
                    timeFactor = 1.8f;
                    break;

                case -1:         // ahead, anti-parallel
                    timeFactor = 0.85f;
                    break;
                }
                break;

            case 0:
                switch (p)
                {
                case +1:         // aside, parallel
                    timeFactor = 1;
                    break;

                case 0:         // aside, perpendicular
                    timeFactor = 0.8f;
                    break;

                case -1:         // aside, anti-parallel
                    timeFactor = 4;
                    break;
                }
                break;

            case -1:
                switch (p)
                {
                case +1:         // behind, parallel
                    timeFactor = 0.5f;
                    break;

                case 0:         // behind, perpendicular
                    timeFactor = 2;
                    break;

                case -1:         // behind, anti-parallel
                    timeFactor = 2;
                    break;
                }
                break;
            }

            // estimated time until intercept of quarry
            var et  = directTravelTime * timeFactor;
            var etl = (et > _maxPredictionTime) ? _maxPredictionTime : et;

            // estimated position of quarry at intercept
            var target = _quarry.PredictFuturePosition(etl);

            force = Vehicle.GetSeekVector(target, _slowDownOnApproach);

#if ANNOTATE_PURSUIT
            Debug.DrawRay(Vehicle.Position, force, Color.blue);
            Debug.DrawLine(Quarry.Position, target, Color.cyan);
            Debug.DrawRay(target, Vector2.up * 4, Color.cyan);
#endif

            return(force);
        }