💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2017-2019 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper Source Code.
  5. *
  6. * Antkeeper Source Code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper Source Code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "behavior-system.hpp"
  20. #include <set>
  21. BehaviorSystem::BehaviorSystem(ComponentManager* componentManager):
  22. System(componentManager),
  23. behaviorGroup(componentManager),
  24. antHillGroup(componentManager)
  25. {
  26. behaviorGroup.addGroupObserver(this);
  27. }
  28. BehaviorSystem::~BehaviorSystem()
  29. {}
  30. void BehaviorSystem::update(float t, float dt)
  31. {
  32. auto members = behaviorGroup.getMembers();
  33. for (const BehaviorGroup::Member* member: *members)
  34. {
  35. BehaviorComponent* behavior = std::get<0>(member->components);
  36. LeggedLocomotionComponent* leggedLocomotion = std::get<1>(member->components);
  37. SteeringComponent* steering = std::get<2>(member->components);
  38. TransformComponent* transform = std::get<3>(member->components);
  39. steering->maxSpeed = leggedLocomotion->speed;
  40. steering->behaviorCount = 2;
  41. steering->behaviors[0].priority = 2.0f;
  42. steering->behaviors[0].weight = 1.0f;
  43. steering->behaviors[0].function = std::bind(&BehaviorSystem::containment, this, member);
  44. steering->behaviors[1].priority = 1.0f;
  45. steering->behaviors[1].weight = 0.5f;
  46. steering->behaviors[1].function = std::bind(&BehaviorSystem::wander, this, dt, member);
  47. }
  48. }
  49. void BehaviorSystem::memberRegistered(const BehaviorGroup::Member* member)
  50. {
  51. BehaviorComponent* behavior = std::get<0>(member->components);
  52. LeggedLocomotionComponent* leggedLocomotion = std::get<1>(member->components);
  53. behavior->wanderDirection = Vector3(0.0f);
  54. while (glm::length2(behavior->wanderDirection) == 0.0f)
  55. {
  56. behavior->wanderDirection = Vector3(frand(-1, 1), frand(-1, 1), frand(-1, 1));
  57. }
  58. behavior->wanderTriangle = leggedLocomotion->surface;
  59. behavior->wanderDirection = glm::normalize(behavior->wanderDirection);
  60. behavior->wanderCircleDistance = 3.0f;
  61. behavior->wanderCircleRadius = 2.0f;
  62. behavior->wanderRate = glm::radians(180.0f) * 5.0f;
  63. leggedLocomotion->speed = 2.0f;
  64. }
  65. void BehaviorSystem::memberUnregistered(const BehaviorGroup::Member* member)
  66. {}
  67. Vector3 BehaviorSystem::containment(const BehaviorGroup::Member* agent)
  68. {
  69. LeggedLocomotionComponent* leggedLocomotion = std::get<1>(agent->components);
  70. TransformComponent* transform = std::get<3>(agent->components);
  71. float probeAngle = glm::radians(30.0f);
  72. float probeDistance = 5.0f;
  73. Vector3 direction = transform->transform.rotation * Vector3(0, 0, 1);
  74. TriangleMesh::Triangle* surface = leggedLocomotion->surface;
  75. Vector3 forward = transform->transform.rotation * Vector3(0, 0, 1);
  76. Vector3 up = surface->normal;
  77. Vector3 right = glm::normalize(glm::cross(forward, up));
  78. Vector3 force(0.0f);
  79. return force;
  80. }
  81. Vector3 BehaviorSystem::wander(float dt, const BehaviorGroup::Member* agent)
  82. {
  83. BehaviorComponent* behavior = std::get<0>(agent->components);
  84. LeggedLocomotionComponent* leggedLocomotion = std::get<1>(agent->components);
  85. SteeringComponent* steering = std::get<2>(agent->components);
  86. TransformComponent* transform = std::get<3>(agent->components);
  87. // Reorientate wander direction
  88. if (behavior->wanderTriangle != leggedLocomotion->surface)
  89. {
  90. if (behavior->wanderTriangle)
  91. {
  92. behavior->wanderDirection = glm::normalize(glm::rotation(behavior->wanderTriangle->normal, leggedLocomotion->surface->normal) * behavior->wanderDirection);
  93. }
  94. behavior->wanderTriangle = leggedLocomotion->surface;
  95. }
  96. // Make wander direction coplanar with surface triangle
  97. TriangleMesh::Triangle* triangle = leggedLocomotion->surface;
  98. Vector3 triangleCenter = (triangle->edge->vertex->position + triangle->edge->next->vertex->position + triangle->edge->previous->vertex->position) * (1.0f / 3.0f);
  99. behavior->wanderDirection = glm::normalize(projectOnPlane(transform->transform.translation + behavior->wanderDirection, triangleCenter, triangle->normal) - transform->transform.translation);
  100. Vector3 forward = transform->transform.rotation * Vector3(0, 0, 1);
  101. Vector3 up = triangle->normal;
  102. // Calculate center of wander circle
  103. Vector3 wanderCircleCenter = forward * behavior->wanderCircleDistance;
  104. // Calculate wander force
  105. Vector3 wanderForce = wanderCircleCenter + behavior->wanderDirection * behavior->wanderCircleRadius;
  106. // Displace wander direction
  107. float displacementAngle = frand(-behavior->wanderRate, behavior->wanderRate) * 0.5f * dt;
  108. behavior->wanderDirection = glm::normalize(glm::angleAxis(displacementAngle, up) * behavior->wanderDirection);
  109. return wanderForce;
  110. }
  111. Vector3 BehaviorSystem::forage(const BehaviorGroup::Member* agent)
  112. {
  113. return Vector3(0.0f);
  114. }
  115. Vector3 BehaviorSystem::homing(const BehaviorGroup::Member* agent)
  116. {
  117. // Get ant position
  118. const Vector3& antPosition = std::get<3>(agent->components)->transform.translation;
  119. // Find nearest ant-hill
  120. bool found = false;
  121. float minDistanceSquared = 0.0f;
  122. Vector3 homingDirection(0.0f);
  123. auto antHills = antHillGroup.getMembers();
  124. for (const AntHillGroup::Member* antHill: *antHills)
  125. {
  126. // Get ant-hill position
  127. const Vector3& antHillPosition = std::get<1>(antHill->components)->transform.translation;
  128. // Determine distance to ant-hill
  129. Vector3 difference = antHillPosition - antPosition;
  130. float distanceSquared = glm::length2(difference);
  131. if (!found || distanceSquared < minDistanceSquared)
  132. {
  133. minDistanceSquared = distanceSquared;
  134. homingDirection = difference;
  135. found = true;
  136. }
  137. }
  138. if (found)
  139. {
  140. homingDirection = glm::normalize(homingDirection);
  141. }
  142. return homingDirection;
  143. }