namespace blobs {
namespace creature {
+class Creature;
+
class Steering {
public:
- Steering();
+ explicit Steering(const Creature &);
~Steering();
public:
- void MaxAcceleration(double a) noexcept { max_accel = a; }
- double MaxAcceleration() const noexcept { return max_accel; }
+ /// factor in [0,1] of how fast you need to get there
+ void Haste(double h) noexcept { haste = h; }
+ double Haste() const noexcept { return haste; }
+
+ void MaxForce(double f) noexcept { max_force = f; }
+ double MaxForce() const noexcept { return max_force; }
void MaxSpeed(double s) noexcept { max_speed = s; }
double MaxSpeed() const noexcept { return max_speed; }
public:
+ void Off() noexcept;
+ void Separate(double min_distance, double max_lookaround) noexcept;
+ void DontSeparate() noexcept;
+ void ResumeSeparate() noexcept;
void Halt() noexcept;
+ void Pass(const glm::dvec3 &) noexcept;
void GoTo(const glm::dvec3 &) noexcept;
- glm::dvec3 Acceleration(const Situation::State &) const noexcept;
+ glm::dvec3 Force(const Situation::State &) const noexcept;
private:
- bool SumForce(glm::dvec3 &out, const glm::dvec3 &in) const noexcept;
+ glm::dvec3 TargetVelocity(const Situation::State &, const glm::dvec3 &, double acc) const noexcept;
private:
- glm::dvec3 seek_target;
+ const Creature &c;
+ glm::dvec3 target;
- double max_accel = 1.0;
- double max_speed = 1.0;
+ double haste;
+ double max_force;
+ double max_speed;
+ double min_dist;
+ double max_look;
+ bool separating;
bool halting;
bool seeking;
+ bool arriving;
};