💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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<component::steering, component::transform>().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<float>(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<float>(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