/* * 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 . */ #include "behavior-system.hpp" #include 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; }