Java 类com.badlogic.gdx.ai.steer.SteeringBehavior 实例源码

项目:Inspiration    文件:PrioritySteering.java   
@Override
protected SteeringAcceleration<T> calculateRealSteering (SteeringAcceleration<T> steering) {
    // We'll need epsilon squared later.
    float epsilonSquared = epsilon * epsilon;

    // Go through the behaviors until one has a large enough acceleration
    int n = behaviors.size;
    selectedBehaviorIndex = -1;
    for (int i = 0; i < n; i++) {
        selectedBehaviorIndex = i;

        SteeringBehavior<T> behavior = behaviors.get(i);

        // Calculate the behavior's steering
        behavior.calculateSteering(steering);

        // If we're above the threshold return the current steering
        if (steering.calculateSquareMagnitude() > epsilonSquared) return steering;
    }

    // If we get here, it means that no behavior had a large enough acceleration,
    // so return the small acceleration from the final behavior or zero if there are
    // no behaviors in the list.
    return n > 0 ? steering : steering.setZero();
}
项目:gdx-ai    文件:PrioritySteering.java   
@Override
protected SteeringAcceleration<T> calculateRealSteering (SteeringAcceleration<T> steering) {
    // We'll need epsilon squared later.
    float epsilonSquared = epsilon * epsilon;

    // Go through the behaviors until one has a large enough acceleration
    int n = behaviors.size;
    selectedBehaviorIndex = -1;
    for (int i = 0; i < n; i++) {
        selectedBehaviorIndex = i;

        SteeringBehavior<T> behavior = behaviors.get(i);

        // Calculate the behavior's steering
        behavior.calculateSteering(steering);

        // If we're above the threshold return the current steering
        if (steering.calculateSquareMagnitude() > epsilonSquared) return steering;
    }

    // If we get here, it means that no behavior had a large enough acceleration,
    // so return the small acceleration from the final behavior or zero if there are
    // no behaviors in the list.
    return n > 0 ? steering : steering.setZero();
}
项目:gdxjam-ugg    文件:BehaviorUtils.java   
public static SteerLocation getTarget(SteeringBehavior behavior){
    SteerLocation targetL = null;
    if(behavior instanceof Face) targetL = (SteerLocation)((Face) behavior).getTarget();
    else if(behavior instanceof Arrive) targetL = (SteerLocation)((Arrive) behavior).getTarget();
    else if(behavior instanceof Seek) targetL = (SteerLocation)((Seek) behavior).getTarget();
    return targetL;
}
项目:GDXJam    文件:EntityFactory.java   
public static Entity createSquad (Vector2 position, Faction faction) {
    Entity entity = builder.createEntity(EntityCategory.SQUAD, position).physicsBody(BodyType.DynamicBody).circleSensor(30.0f)
        .faction(faction).target().filter(EntityCategory.SQUAD, 0, EntityCategory.SQUAD | EntityCategory.RESOURCE)
        .steeringBehavior().stateMachine().getWithoutAdding();

    SteerableComponent steerable = engine.createComponent(SteerableComponent.class).init(
        Components.PHYSICS.get(entity).getBody(), 30.0f);
    SquadComponent squadComp = engine.createComponent(SquadComponent.class).init(steerable);
    squadComp.targetLocation.getPosition().set(position);
    entity.add(squadComp);

    // A good rule of thumb is to make the maximum speed of the formation
    // around
    // half that of the members. We also give the anchor point far less
    // acceleration.
    steerable.setMaxLinearSpeed(SteerableComponent.MAX_LINEAR_SPEED / 2);
    steerable.setMaxLinearAcceleration(SteerableComponent.MAX_LINEAR_ACCELERATION / 10);

    Arrive<Vector2> arriveSB = new Arrive<Vector2>(steerable).setTarget(squadComp.targetLocation).setTimeToTarget(0.001f)
        .setDecelerationRadius(2f).setArrivalTolerance(0.0001f);
    SteeringBehavior<Vector2> sb = arriveSB;

    RadiusProximity<Vector2> proximity = new RadiusProximity<Vector2>(steerable, squadComp.friendlyAgents, 3.0f);
    Separation<Vector2> separationSB = new Separation<Vector2>(steerable, proximity);

    BlendedSteering<Vector2> blendedSteering = new BlendedSteering<Vector2>(steerable) //
        .setLimiter(NullLimiter.NEUTRAL_LIMITER) //
        .add(separationSB, 10000f)
        .add(arriveSB, 0.5f);
    sb = blendedSteering;
    Components.FSM.get(entity).changeState(SquadComponent.DEFAULT_STATE);

    Components.STEERING_BEHAVIOR.get(entity).setBehavior(sb);

    entity.add(steerable);

    engine.addEntity(entity);
    return entity;
}
项目:gdx-ai    文件:BlendedSteering.java   
/** Removes a steering behavior from the list.
 * @param behavior the steering behavior to remove */
public void remove (SteeringBehavior<T> behavior) {
    for (int i = 0; i < list.size; i++) {
        if(list.get(i).behavior == behavior) {
            list.removeIndex(i);
            return;
        }
    }
}
项目:DarkDay    文件:B2dSteeringEntity.java   
public void setBehavior(SteeringBehavior<Vector2> behavior) {
    this.behavior = behavior;
}
项目:DarkDay    文件:B2dSteeringEntity.java   
public SteeringBehavior<Vector2> getBehavior() {
    return behavior;
}
项目:gdxjam-ugg    文件:GameEntity.java   
public <T extends SteeringBehavior> SteeringBehavior getBehavior(Class<T> behaviorClass){
    return cachedBehaviors.get(behaviorClass);
}
项目:gdxjam-ugg    文件:GameEntity.java   
public GameEntity cacheBehavior(SteeringBehavior behavior){
    if(behavior == null) return this;
    this.cachedBehaviors.put(behavior.getClass(), behavior);
    return this;
}
项目:JACWfA    文件:Agent.java   
public SteeringBehavior<Vector2> getSteeringBehavior() {
    return steeringBehavior;
}
项目:JACWfA    文件:Agent.java   
public void setSteeringBehavior(SteeringBehavior<Vector2> steeringBehavior) {
    this.steeringBehavior = steeringBehavior;
}
项目:Inspiration    文件:BlendedSteering.java   
public BehaviorAndWeight (SteeringBehavior<T> behavior, float weight) {
    this.behavior = behavior;
    this.weight = weight;
}
项目:Inspiration    文件:BlendedSteering.java   
public SteeringBehavior<T> getBehavior () {
    return behavior;
}
项目:Inspiration    文件:BlendedSteering.java   
public void setBehavior (SteeringBehavior<T> behavior) {
    this.behavior = behavior;
}
项目:Inspiration    文件:PrioritySteering.java   
/** Adds the specified behavior to the priority list.
 * @param behavior the behavior to add
 * @return this behavior for chaining. */
public PrioritySteering<T> add (SteeringBehavior<T> behavior) {
    behaviors.add(behavior);
    return this;
}
项目:Pacman_libGdx    文件:GhostAI.java   
public SteeringBehavior<Vector2> getSteeringBehavior() {
    return steeringBehavior;
}
项目:Pacman_libGdx    文件:GhostAI.java   
public void setSteeringBehavior(SteeringBehavior<Vector2> steeringBehavior) {
    this.steeringBehavior = steeringBehavior;
}
项目:GdxDemo3D    文件:CollisionAvoidanceSteererBase.java   
@Override
public SteeringBehavior<Vector3> getSteeringBehavior() {
    return prioritySteering;
}
项目:GDXJam    文件:SteeringSystem.java   
@Override
protected void processEntity(Entity entity, float deltaTime) {
    SteeringBehavior<Vector2> behavior = Components.STEERING_BEHAVIOR.get(entity).getBehavior();
    SteerableComponent steerable = Components.STEERABLE.get(entity);

    if(behavior == null) return;
    if(steerable.getBody() == null) return; //We shouldn't need this
    behavior.calculateSteering(steeringOutput);
    boolean anyAccelerations = false;
    Body body = steerable.getBody();

    if (!steeringOutput.linear.isZero()) {
        Vector2 force = steeringOutput.linear.scl(deltaTime);
        body.applyForceToCenter(force, true);
        anyAccelerations = true;
    }


    // Update orientation and angular velocity
    if (steerable.isIndependentFacing()) {
        if (steeringOutput.angular != 0) {
            body.applyTorque(steeringOutput.angular * deltaTime, true);
            anyAccelerations = true;
        }
    }

    else {
        // If we haven't got any velocity, then we can do nothing.
        Vector2 linVel = body.getLinearVelocity();
        if (!linVel.isZero(steerable.getZeroLinearSpeedThreshold())) {
            float newOrientation = steerable.vectorToAngle(linVel);
            body.setAngularVelocity((newOrientation - steerable.getAngularVelocity()) * deltaTime); // this is superfluous if independentFacing is always true
            body.setTransform(body.getPosition(), newOrientation);
        }
    }

    if (anyAccelerations) {
        // Cap the linear speed
        Vector2 velocity = body.getLinearVelocity();
        float currentSpeedSquare = velocity.len2();
        float maxLinearSpeed = steerable.getMaxLinearSpeed();
        if (currentSpeedSquare > maxLinearSpeed * maxLinearSpeed) {
            body.setLinearVelocity(velocity.scl(maxLinearSpeed / (float)Math.sqrt(currentSpeedSquare)));
        }

        // Cap the angular speed
        float maxAngVelocity = steerable.getMaxAngularSpeed();
        if (body.getAngularVelocity() > maxAngVelocity) {
            body.setAngularVelocity(maxAngVelocity);
        }
    }
}
项目:GDXJam    文件:SteeringBehaviorComponent.java   
public SteeringBehaviorComponent init (SteeringBehavior<Vector2> behavior) {
    setBehavior(behavior);
    return this;
}
项目:GDXJam    文件:SteeringBehaviorComponent.java   
public void setBehavior (SteeringBehavior<Vector2> behavior) {
    this.behavior = behavior;
}
项目:GDXJam    文件:SteeringBehaviorComponent.java   
public SteeringBehavior<Vector2> getBehavior () {
    return behavior;
}
项目:NicolasRage    文件:ActorSteerer.java   
public void setSteeringBehavior(SteeringBehavior<Vector2> behavior)
{
    steeringBehavior = behavior;
}
项目:0Bit-Engine    文件:SteeringEntity.java   
public SteeringBehavior<Vector2> getSteeringBehavior() {
    return steeringBehavior;
}
项目:0Bit-Engine    文件:SteeringEntity.java   
public void setSteeringBehavior(SteeringBehavior<Vector2> steeringBehavior) {
    this.steeringBehavior = steeringBehavior;
}
项目:gdx-ai    文件:Box2dSteeringEntity.java   
public SteeringBehavior<Vector2> getSteeringBehavior () {
    return steeringBehavior;
}
项目:gdx-ai    文件:Box2dSteeringEntity.java   
public void setSteeringBehavior (SteeringBehavior<Vector2> steeringBehavior) {
    this.steeringBehavior = steeringBehavior;
}
项目:gdx-ai    文件:SteeringActor.java   
public SteeringBehavior<Vector2> getSteeringBehavior () {
    return steeringBehavior;
}
项目:gdx-ai    文件:SteeringActor.java   
public void setSteeringBehavior (SteeringBehavior<Vector2> steeringBehavior) {
    this.steeringBehavior = steeringBehavior;
}
项目:gdx-ai    文件:SteeringBulletEntity.java   
public SteeringBehavior<Vector3> getSteeringBehavior () {
    return steeringBehavior;
}
项目:gdx-ai    文件:SteeringBulletEntity.java   
public void setSteeringBehavior (SteeringBehavior<Vector3> steeringBehavior) {
    this.steeringBehavior = steeringBehavior;
}
项目:gdx-ai    文件:BlendedSteering.java   
public BehaviorAndWeight (SteeringBehavior<T> behavior, float weight) {
    this.behavior = behavior;
    this.weight = weight;
}
项目:gdx-ai    文件:BlendedSteering.java   
public SteeringBehavior<T> getBehavior () {
    return behavior;
}
项目:gdx-ai    文件:BlendedSteering.java   
public void setBehavior (SteeringBehavior<T> behavior) {
    this.behavior = behavior;
}
项目:gdx-ai    文件:PrioritySteering.java   
/** Adds the specified behavior to the priority list.
 * @param behavior the behavior to add
 * @return this behavior for chaining. */
public PrioritySteering<T> add (SteeringBehavior<T> behavior) {
    behaviors.add(behavior);
    return this;
}
项目:Inspiration    文件:BlendedSteering.java   
/** Adds a steering behavior and its weight to the list.
 * @param behavior the steering behavior to add
 * @param weight the weight of the behavior
 * @return this behavior for chaining. */
public BlendedSteering<T> add (SteeringBehavior<T> behavior, float weight) {
    return add(new BehaviorAndWeight<T>(behavior, weight));
}
项目:GdxDemo3D    文件:Steerer.java   
/**
 * Returns the steering behavior of this steerer, usually a priority or a blended steering grouping other steering behaviors. 
 */
public abstract SteeringBehavior<Vector3> getSteeringBehavior();
项目:gdx-ai    文件:BlendedSteering.java   
/** Adds a steering behavior and its weight to the list.
 * @param behavior the steering behavior to add
 * @param weight the weight of the behavior
 * @return this behavior for chaining. */
public BlendedSteering<T> add (SteeringBehavior<T> behavior, float weight) {
    return add(new BehaviorAndWeight<T>(behavior, weight));
}