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- /*
- * Copyright (C) 2017-2019 Christopher J. Howard
- *
- * This file is part of Antkeeper Source Code.
- *
- * Antkeeper Source Code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper Source Code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "behavior-system.hpp"
- #include <set>
-
- BehaviorSystem::BehaviorSystem(ComponentManager* componentManager):
- System(componentManager),
- behaviorGroup(componentManager),
- antHillGroup(componentManager)
- {
- behaviorGroup.addGroupObserver(this);
- }
-
- BehaviorSystem::~BehaviorSystem()
- {}
-
- void BehaviorSystem::update(float t, float dt)
- {
- auto members = behaviorGroup.getMembers();
-
- for (const BehaviorGroup::Member* member: *members)
- {
- BehaviorComponent* behavior = std::get<0>(member->components);
- LeggedLocomotionComponent* leggedLocomotion = std::get<1>(member->components);
- SteeringComponent* steering = std::get<2>(member->components);
- TransformComponent* transform = std::get<3>(member->components);
-
- steering->maxSpeed = leggedLocomotion->speed;
-
- steering->behaviorCount = 2;
- steering->behaviors[0].priority = 2.0f;
- steering->behaviors[0].weight = 1.0f;
- steering->behaviors[0].function = std::bind(&BehaviorSystem::containment, this, member);
-
- steering->behaviors[1].priority = 1.0f;
- steering->behaviors[1].weight = 0.5f;
- steering->behaviors[1].function = std::bind(&BehaviorSystem::wander, this, dt, member);
- }
- }
-
- void BehaviorSystem::memberRegistered(const BehaviorGroup::Member* member)
- {
- BehaviorComponent* behavior = std::get<0>(member->components);
- LeggedLocomotionComponent* leggedLocomotion = std::get<1>(member->components);
-
- behavior->wanderDirection = Vector3(0.0f);
- while (glm::length2(behavior->wanderDirection) == 0.0f)
- {
- behavior->wanderDirection = Vector3(frand(-1, 1), frand(-1, 1), frand(-1, 1));
- }
-
- behavior->wanderTriangle = leggedLocomotion->surface;
- behavior->wanderDirection = glm::normalize(behavior->wanderDirection);
- behavior->wanderCircleDistance = 3.0f;
- behavior->wanderCircleRadius = 2.0f;
- behavior->wanderRate = glm::radians(180.0f) * 5.0f;
-
- leggedLocomotion->speed = 2.0f;
- }
-
- void BehaviorSystem::memberUnregistered(const BehaviorGroup::Member* member)
- {}
-
-
- Vector3 BehaviorSystem::containment(const BehaviorGroup::Member* agent)
- {
- LeggedLocomotionComponent* leggedLocomotion = std::get<1>(agent->components);
- TransformComponent* transform = std::get<3>(agent->components);
-
- float probeAngle = glm::radians(30.0f);
- float probeDistance = 5.0f;
-
- Vector3 direction = transform->transform.rotation * Vector3(0, 0, 1);
-
- TriangleMesh::Triangle* surface = leggedLocomotion->surface;
-
- Vector3 forward = transform->transform.rotation * Vector3(0, 0, 1);
- Vector3 up = surface->normal;
- Vector3 right = glm::normalize(glm::cross(forward, up));
-
- Vector3 force(0.0f);
-
- return force;
- }
-
- Vector3 BehaviorSystem::wander(float dt, const BehaviorGroup::Member* agent)
- {
- BehaviorComponent* behavior = std::get<0>(agent->components);
- LeggedLocomotionComponent* leggedLocomotion = std::get<1>(agent->components);
- SteeringComponent* steering = std::get<2>(agent->components);
- TransformComponent* transform = std::get<3>(agent->components);
-
- // Reorientate wander direction
- if (behavior->wanderTriangle != leggedLocomotion->surface)
- {
- if (behavior->wanderTriangle)
- {
- behavior->wanderDirection = glm::normalize(glm::rotation(behavior->wanderTriangle->normal, leggedLocomotion->surface->normal) * behavior->wanderDirection);
- }
- behavior->wanderTriangle = leggedLocomotion->surface;
- }
-
- // Make wander direction coplanar with surface triangle
- TriangleMesh::Triangle* triangle = leggedLocomotion->surface;
- Vector3 triangleCenter = (triangle->edge->vertex->position + triangle->edge->next->vertex->position + triangle->edge->previous->vertex->position) * (1.0f / 3.0f);
- behavior->wanderDirection = glm::normalize(projectOnPlane(transform->transform.translation + behavior->wanderDirection, triangleCenter, triangle->normal) - transform->transform.translation);
-
- Vector3 forward = transform->transform.rotation * Vector3(0, 0, 1);
- Vector3 up = triangle->normal;
-
- // Calculate center of wander circle
- Vector3 wanderCircleCenter = forward * behavior->wanderCircleDistance;
-
- // Calculate wander force
- Vector3 wanderForce = wanderCircleCenter + behavior->wanderDirection * behavior->wanderCircleRadius;
-
- // Displace wander direction
- float displacementAngle = frand(-behavior->wanderRate, behavior->wanderRate) * 0.5f * dt;
- behavior->wanderDirection = glm::normalize(glm::angleAxis(displacementAngle, up) * behavior->wanderDirection);
-
- return wanderForce;
- }
-
- Vector3 BehaviorSystem::forage(const BehaviorGroup::Member* agent)
- {
- return Vector3(0.0f);
- }
-
- Vector3 BehaviorSystem::homing(const BehaviorGroup::Member* agent)
- {
- // Get ant position
- const Vector3& antPosition = std::get<3>(agent->components)->transform.translation;
-
- // Find nearest ant-hill
- bool found = false;
- float minDistanceSquared = 0.0f;
- Vector3 homingDirection(0.0f);
-
- auto antHills = antHillGroup.getMembers();
- for (const AntHillGroup::Member* antHill: *antHills)
- {
- // Get ant-hill position
- const Vector3& antHillPosition = std::get<1>(antHill->components)->transform.translation;
-
- // Determine distance to ant-hill
- Vector3 difference = antHillPosition - antPosition;
- float distanceSquared = glm::length2(difference);
-
- if (!found || distanceSquared < minDistanceSquared)
- {
- minDistanceSquared = distanceSquared;
- homingDirection = difference;
- found = true;
- }
- }
-
- if (found)
- {
- homingDirection = glm::normalize(homingDirection);
- }
-
- return homingDirection;
- }
-
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