/* * Copyright (C) 2021 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 "entity/systems/steering.hpp" #include "entity/components/steering.hpp" #include "entity/components/transform.hpp" #include "entity/id.hpp" #include "ai/steering/behavior/wander.hpp" #include "ai/steering/behavior/seek.hpp" #include "config.hpp" namespace entity { namespace system { steering::steering(entity::registry& registry): updatable(registry) {} void steering::update(double t, double dt) { registry.view().each ( [&](entity::id entity_id, auto& steering, auto& transform) { auto& agent = steering.agent; // Update agent orientation agent.orientation = transform.local.rotation; // Accumulate forces float3 force = {0, 0, 0}; if (steering.wander_weight) { //force += ai::steering::behavior::wander_2d(agent, steering.wander_noise * dt, steering.wander_distance, steering.wander_radius, steering.wander_angle) * steering.wander_weight; force += ai::steering::behavior::wander_3d(agent, steering.wander_noise * dt, steering.wander_distance, steering.wander_radius, steering.wander_angle, steering.wander_angle2) * steering.wander_weight; } if (steering.seek_weight) { force += ai::steering::behavior::seek(agent, steering.seek_target) * steering.seek_weight; } // Normalize force if (steering.sum_weights) force /= steering.sum_weights; // Accelerate agent.acceleration = force / agent.mass; agent.velocity += agent.acceleration * static_cast(dt); // Limit speed const float speed_squared = math::length_squared(agent.velocity); if (speed_squared > agent.max_speed_squared) { const float speed = std::sqrt(speed_squared); agent.velocity = (agent.velocity / speed) * agent.max_speed; } // Move agent agent.position += agent.velocity * static_cast(dt); // Rotate agent if (speed_squared) { agent.orientation = math::look_rotation(agent.velocity / std::sqrt(speed_squared), agent.up); agent.forward = agent.orientation * config::global_forward; agent.up = agent.orientation * config::global_up; } // Update transform transform.local.translation = agent.position; transform.local.rotation = agent.orientation; } ); } } // namespace system } // namespace entity