Initial CSteeringBehaviors imps

This commit is contained in:
Phillip Stephens 2018-11-14 11:23:34 -08:00
parent a7e81073ae
commit e6082d17f5
4 changed files with 66 additions and 21 deletions

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@ -1,4 +1,6 @@
#include "CSteeringBehaviors.hpp"
#include "World/CPhysicsActor.hpp"
#include "CStateManager.hpp"
namespace urde
{
@ -6,19 +8,35 @@ namespace urde
zeus::CVector3f CSteeringBehaviors::Flee(const CPhysicsActor& actor,
const zeus::CVector3f& v0) const
{
return {};
zeus::CVector3f actVec = actor.GetTranslation() - v0;
if (actVec.canBeNormalized())
return actVec.normalized();
return actor.GetTransform().frontVector();
}
zeus::CVector3f CSteeringBehaviors::Seek(const CPhysicsActor& actor,
const zeus::CVector3f& v0) const
{
zeus::CVector3f posDiff = actor.GetTranslation() - v0;
if (posDiff.canBeNormalized())
return posDiff.normalized();
return {};
}
zeus::CVector3f CSteeringBehaviors::Arrival(const CPhysicsActor& actor,
const zeus::CVector3f& v0, float f1) const
const zeus::CVector3f& v0, float f31) const
{
if (!v0.canBeNormalized())
return {};
if (v0.magSquared() < (f31 * f31))
f31 = v0.magSquared() / (f31 * f31);
else
f31 = 1.f;
return f31 * v0.normalized();
}
zeus::CVector3f CSteeringBehaviors::Pursuit(const CPhysicsActor& actor,
@ -28,21 +46,54 @@ zeus::CVector3f CSteeringBehaviors::Pursuit(const CPhysicsActor& actor,
}
zeus::CVector3f CSteeringBehaviors::Separation(const CPhysicsActor& actor,
const zeus::CVector3f& v0, float f1) const
const zeus::CVector3f& pos, float separation) const
{
zeus::CVector3f posDiff = actor.GetTranslation() - pos;
if (posDiff.magSquared() >= separation * separation)
return {};
if (!posDiff.canBeNormalized())
return actor.GetTransform().frontVector();
return (1.f - (posDiff.magSquared() / (separation * separation))) * posDiff;
}
zeus::CVector3f CSteeringBehaviors::Alignment(const CPhysicsActor& actor,
rstl::reserved_vector<TUniqueId, 1024>& list, const CStateManager& mgr) const
{
return {};
zeus::CVector3f align;
if (!list.empty())
{
for (const TUniqueId& id : list)
{
if (const CActor* act = static_cast<const CActor*>(mgr.GetObjectById(id)))
align += act->GetTransform().frontVector();
}
align *= zeus::CVector3f(1.f / float(list.size()));
}
float diff = zeus::CVector3f::getAngleDiff(actor.GetTransform().frontVector(), align);
return align * ( diff / M_PIF);
}
zeus::CVector3f CSteeringBehaviors::Cohesion(const CPhysicsActor& actor,
rstl::reserved_vector<TUniqueId, 1024>& list, float f1, const CStateManager& mgr) const
{
return {};
zeus::CVector3f cohesion;
if (!list.empty())
{
for (const TUniqueId& id : list)
{
if (const CActor* act = static_cast<const CActor*>(mgr.GetObjectById(id)))
cohesion += act->GetTranslation();
}
cohesion *= zeus::CVector3f(1.f / float(list.size()));
return Arrival(actor, cohesion, f1);
}
return cohesion;
}
zeus::CVector3f CSteeringBehaviors::Flee2D(const CPhysicsActor& actor,

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@ -16,7 +16,7 @@ public:
zeus::CVector3f Seek(const CPhysicsActor& actor, const zeus::CVector3f& v0) const;
zeus::CVector3f Arrival(const CPhysicsActor& actor, const zeus::CVector3f& v0, float f1) const;
zeus::CVector3f Pursuit(const CPhysicsActor& actor, const zeus::CVector3f& v0, const zeus::CVector3f& v1) const;
zeus::CVector3f Separation(const CPhysicsActor& actor, const zeus::CVector3f& v0, float f1) const;
zeus::CVector3f Separation(const CPhysicsActor& actor, const zeus::CVector3f& pos, float separation) const;
zeus::CVector3f Alignment(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, 1024>& list,
const CStateManager& mgr) const;
zeus::CVector3f Cohesion(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, 1024>& list,

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@ -57,13 +57,7 @@ void CFire::Think(float dt, CStateManager& mgr)
if (GetActive())
{
xe8_->Update(dt * x144_);
float f0;
if (particleCount <= 0.5f)
f0 = 0.5f;
else
f0 = particleCount;
x10c_damageInfo = CDamageInfo(xf0_damageInfo, dt * f0);
x10c_damageInfo = CDamageInfo(xf0_damageInfo, dt * std::max(0.5f, particleCount));
}
bool doFree = false;
@ -100,21 +94,20 @@ void CFire::Touch(CActor& act, CStateManager& mgr)
void CFire::AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const
{
printf("AddToRenderer\n");
bool r31 = true;
bool drawParticles = true;
if (!x148_27_)
{
using EPlayerVisor = CPlayerState::EPlayerVisor;
CPlayerState::EPlayerVisor visor = mgr.GetPlayerState()->GetActiveVisor(mgr);
if (visor == EPlayerVisor::Combat || visor == EPlayerVisor::Scan)
r31 = x148_24_;
drawParticles = x148_24_;
else if (visor == EPlayerVisor::XRay)
r31 = x148_26_;
drawParticles = x148_26_;
else if (visor == EPlayerVisor::Thermal)
r31 = x148_25_;
drawParticles = x148_25_;
}
if (r31)
if (drawParticles)
g_Renderer->AddParticleGen(*xe8_);
CActor::AddToRenderer(frustum, mgr);
}

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@ -130,6 +130,7 @@ set(WORLD_SOURCES
CHUDBillboardEffect.hpp CHUDBillboardEffect.cpp
CExplosion.hpp CExplosion.cpp
CIceImpact.hpp CIceImpact.cpp
CFire.hpp CFire.cpp
CEntityInfo.hpp)
runtime_add_list(World WORLD_SOURCES)