, goals()
, situation()
, steering(*this)
+, heading_target(0.0, 0.0, -1.0)
+, heading_manual(false)
, perception_range(1.0)
, perception_range_squared(1.0)
, perception_omni_range(1.0)
} else if (diff > 0.5) {
diff -= 1.0;
}
- // move ±15% of distance
- d->Mean(std::fmod(d->Mean() + diff * random.SNorm() * 0.15, 1.0));
+ // move 0-15% of distance
+ d->Mean(std::fmod(d->Mean() + diff * random.UNorm() * 0.15, 1.0));
} else {
- d->Mean(glm::clamp(d->Mean() + diff * random.SNorm() * 0.15, 0.0, 1.0));
+ d->Mean(glm::clamp(d->Mean() + diff * random.UNorm() * 0.15, 0.0, 1.0));
}
} else {
// scale by ±15%, enforce bounds
goals.emplace_back(std::move(g));
}
+void Creature::SetBackgroundTask(std::unique_ptr<Goal> &&g) {
+ bg_task = std::move(g);
+}
+
+Goal &Creature::BackgroundTask() {
+ return *bg_task;
+}
+
namespace {
bool GoalCompare(const std::unique_ptr<Goal> &a, const std::unique_ptr<Goal> &b) {
state.pos += f.vel * dt;
state.vel += f.acc * dt;
situation.EnforceConstraints(state);
- if (glm::length2(state.vel) > 0.000001) {
- glm::dvec3 nvel(glm::normalize(state.vel));
- double ang = glm::angle(nvel, state.dir);
- double turn_rate = PI * 0.75 * dt;
- if (ang < turn_rate) {
- state.dir = glm::normalize(state.vel);
- } else if (std::abs(ang - PI) < 0.001) {
- state.dir = glm::rotate(state.dir, turn_rate, situation.GetPlanet().NormalAt(state.pos));
- } else {
- state.dir = glm::rotate(state.dir, turn_rate, glm::normalize(glm::cross(state.dir, nvel)));
+
+ if (!heading_manual && glm::length2(state.vel) > 0.000001) {
+ const glm::dvec3 normal(situation.GetPlanet().NormalAt(state.pos));
+ const glm::dvec3 tangent(state.vel - (normal * glm::dot(state.vel, normal)));
+ if (glm::length2(tangent) > 0.000001) {
+ heading_target = glm::normalize(tangent);
}
}
+ double ang = glm::angle(heading_target, state.dir);
+ double turn_rate = PI * 0.75 * dt;
+ if (ang < turn_rate) {
+ state.dir = heading_target;
+ heading_manual = false;
+ } else {
+ state.dir = glm::rotate(state.dir, turn_rate, glm::normalize(glm::cross(state.dir, heading_target)));
+ }
+
situation.SetState(state);
// work is force times distance
- // exclude gravity for no apparent reason
- // actually, this should solely be based on steering force
- DoWork(glm::length(f.acc - situation.GetPlanet().GravityAt(state.pos)) * Mass() * glm::length(f.vel) * dt);
+ // keep 10% of gravity as a kind of background burn
+ DoWork(glm::length(f.acc - (0.9 * situation.GetPlanet().GravityAt(state.pos))) * Mass() * glm::length(f.vel) * dt);
}
Situation::Derivative Creature::Step(const Situation::Derivative &ds, double dt) const noexcept {
p.AddCreature(&c);
c.GetSituation().SetPlanetSurface(p, glm::dvec3(0.0, 0.0, p.Radius()));
c.GetSituation().Heading(glm::dvec3(1.0, 0.0, 0.0));
+ c.HeadingTarget(glm::dvec3(1.0, 0.0, 0.0));
// probe surrounding area for common resources
int start = p.SideLength() / 2 - 2;
// TODO: duplicate situation somehow
a->GetSituation().SetPlanetSurface(
s.GetPlanet(),
- s.Position() + glm::rotate(s.Heading() * a->Size() * 0.6, PI * 0.5, s.SurfaceNormal()));
+ s.Position() + glm::rotate(s.Heading() * a->Size() * 0.86, PI * 0.5, s.SurfaceNormal()));
a->BuildVAO();
c.GetSimulation().Log() << a->Name() << " was born" << std::endl;
s.GetPlanet().AddCreature(b);
b->GetSituation().SetPlanetSurface(
s.GetPlanet(),
- s.Position() + glm::rotate(s.Heading() * b->Size() * 0.6, PI * -0.5, s.SurfaceNormal()));
+ s.Position() + glm::rotate(s.Heading() * b->Size() * 0.86, PI * -0.5, s.SurfaceNormal()));
b->BuildVAO();
c.GetSimulation().Log() << b->Name() << " was born" << std::endl;