: random(rand)
, state(&idle)
, flee_target(nullptr)
-, flee_speed(-5.0f)
+, flee_speed(5.0f)
, seek_target(nullptr)
-, seek_speed(-5.0f)
+, seek_speed(5.0f)
, wandering(false)
, wander_pos(1.0f, 0.0f, 0.0f)
+, wander_speed(1.0f)
, wander_dist(2.0f)
-, wander_radius(1.0f)
-, wander_disp(1.0f)
-, wander_speed(1.0f) {
+, wander_radius(1.5f)
+, wander_disp(1.0f) {
state->Enter(*this);
}
void AIController::Update(Entity &e, float dt) {
// movement: for now, wander only
- glm::vec3 displacement(
- random.SNorm() * wander_disp,
- random.SNorm() * wander_disp,
- random.SNorm() * wander_disp
- );
- if (dot(displacement, displacement) > std::numeric_limits<float>::epsilon()) {
- wander_pos = normalize(wander_pos + displacement * dt) * wander_radius;
+ if (wandering) {
+ glm::vec3 displacement(
+ random.SNorm() * wander_disp,
+ random.SNorm() * wander_disp,
+ random.SNorm() * wander_disp
+ );
+ if (!iszero(displacement)) {
+ wander_pos = normalize(wander_pos + displacement * dt) * wander_radius;
+ }
}
if (e.Moving()) {
}
}
-glm::vec3 AIController::ControlForce(const EntityState &state) const {
+glm::vec3 AIController::ControlForce(const Entity &entity, const EntityState &state) const {
glm::vec3 force(0.0f);
if (IsFleeing()) {
glm::vec3 diff(GetFleeTarget().GetState().Diff(state));
- if (dot(diff, diff) > std::numeric_limits<float>::epsilon()) {
- force += normalize(diff) * flee_speed;
+ if (MaxOutForce(force, TargetVelocity(normalize(diff) * flee_speed, state, 0.5f), entity.MaxControlForce())) {
+ return force;
}
}
if (IsSeeking()) {
glm::vec3 diff(state.Diff(GetSeekTarget().GetState()));
- if (dot(diff, diff) > std::numeric_limits<float>::epsilon()) {
- force += normalize(diff) * seek_speed;
+ if (MaxOutForce(force, TargetVelocity(normalize(diff) * seek_speed, state, 0.5f), entity.MaxControlForce())) {
+ return force;
}
}
if (wandering) {
- force += (Heading(state) * wander_dist + wander_pos) * wander_speed;
+ glm::vec3 wander_target(normalize(Heading(state) * wander_dist + wander_pos) * wander_speed);
+ if (MaxOutForce(force, TargetVelocity(wander_target, state, 2.0f), entity.MaxControlForce())) {
+ return force;
+ }
}
return force;
}
return *seek_target;
}
-void AIController::StartWandering() noexcept {
+void AIController::StartWandering(
+ float speed,
+ float distance,
+ float radius,
+ float displacement
+) noexcept {
wandering = true;
+ wander_speed = speed;
+ wander_dist = distance;
+ wander_radius = radius;
+ wander_disp = displacement;
}
void AIController::StopWandering() noexcept {
wandering = false;
void IdleState::Enter(AIController &ctrl) const {
- ctrl.StartWandering();
+ ctrl.StartWandering(1.0f);
}
void IdleState::Update(AIController &ctrl, Entity &e, float dt) const {