]> git.localhorst.tv Git - blobs.git/blobdiff - src/creature/creature.cpp
hooray for könig lookup
[blobs.git] / src / creature / creature.cpp
index 468967887ee96a1d62b7547c2d7a2ad8cff04461..7333fdc42978693728e2d2bf599c9e3c159669b1 100644 (file)
@@ -342,10 +342,10 @@ double Creature::PerceptionField() const noexcept {
 bool Creature::PerceptionTest(const glm::dvec3 &p) const noexcept {
        const glm::dvec3 diff(p - situation.Position());
        double omni_range = PerceptionOmniRange();
-       if (length2(diff) < omni_range * omni_range) return true;
+       if (glm::length2(diff) < omni_range * omni_range) return true;
        double range = PerceptionRange();
-       if (length2(diff) > range * range) return false;
-       return dot(normalize(diff), situation.Heading()) > PerceptionField();
+       if (glm::length2(diff) > range * range) return false;
+       return glm::dot(glm::normalize(diff), situation.Heading()) > PerceptionField();
 }
 
 double Creature::OffspringChance() const noexcept {
@@ -397,21 +397,21 @@ void Creature::TickState(double dt) {
        state.pos += f.vel * dt;
        state.vel += f.acc * dt;
        situation.EnforceConstraints(state);
-       if (length2(state.vel) > 0.000001) {
-               glm::dvec3 nvel(normalize(state.vel));
-               double ang = angle(nvel, state.dir);
+       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 = normalize(state.vel);
+                       state.dir = glm::normalize(state.vel);
                } else if (std::abs(ang - PI) < 0.001) {
-                       state.dir = rotate(state.dir, turn_rate, situation.GetPlanet().NormalAt(state.pos));
+                       state.dir = glm::rotate(state.dir, turn_rate, situation.GetPlanet().NormalAt(state.pos));
                } else {
-                       state.dir = rotate(state.dir, turn_rate, normalize(cross(state.dir, nvel)));
+                       state.dir = glm::rotate(state.dir, turn_rate, glm::normalize(glm::cross(state.dir, nvel)));
                }
        }
        situation.SetState(state);
        // work is force times distance
-       DoWork(length(f.acc) * Mass() * length(f.vel) * dt);
+       DoWork(glm::length(f.acc) * Mass() * glm::length(f.vel) * dt);
 }
 
 Situation::Derivative Creature::Step(const Situation::Derivative &ds, double dt) const noexcept {
@@ -429,10 +429,10 @@ Situation::Derivative Creature::Step(const Situation::Derivative &ds, double dt)
        // if net force is applied and in contact with surface
        if (!allzero(force) && std::abs(std::abs(elevation) - situation.GetPlanet().Radius()) < 0.001) {
                // apply friction = -|normal force| * tangential force * coefficient
-               glm::dvec3 fn(normal * dot(force, normal));
+               glm::dvec3 fn(normal * glm::dot(force, normal));
                glm::dvec3 ft(force - fn);
                double u = 0.4;
-               glm::dvec3 friction(-length(fn) * ft * u);
+               glm::dvec3 friction(-glm::length(fn) * ft * u);
                force += friction;
        }
        return {
@@ -508,11 +508,11 @@ glm::dmat4 Creature::CollisionTransform() const noexcept {
        glm::dmat3 orient;
        orient[1] = situation.GetPlanet().NormalAt(pos);
        orient[2] = situation.Heading();
-       if (std::abs(dot(orient[1], orient[2])) > 0.999) {
+       if (std::abs(glm::dot(orient[1], orient[2])) > 0.999) {
                orient[2] = glm::dvec3(orient[1].z, orient[1].x, orient[1].y);
        }
-       orient[0] = normalize(cross(orient[1], orient[2]));
-       orient[2] = normalize(cross(orient[0], orient[1]));
+       orient[0] = glm::normalize(glm::cross(orient[1], orient[2]));
+       orient[2] = glm::normalize(glm::cross(orient[0], orient[1]));
        return glm::translate(glm::dvec3(pos.x, pos.y, pos.z))
                * glm::dmat4(orient)
                * glm::translate(glm::dvec3(0.0, half_size, 0.0));
@@ -864,8 +864,8 @@ void Situation::Accelerate(const glm::dvec3 &dv) noexcept {
 void Situation::EnforceConstraints(State &s) noexcept {
        if (OnSurface()) {
                double r = GetPlanet().Radius();
-               if (length2(s.pos) < r * r) {
-                       s.pos = normalize(s.pos) * r;
+               if (glm::length2(s.pos) < r * r) {
+                       s.pos = glm::normalize(s.pos) * r;
                }
        }
 }
@@ -947,10 +947,10 @@ glm::dvec3 Steering::Force(const Situation::State &s) const noexcept {
                for (auto &other : s.GetPlanet().Creatures()) {
                        if (&*other == &c) continue;
                        glm::dvec3 diff = s.Position() - other->GetSituation().Position();
-                       if (length2(diff) > max_look * max_look) continue;
+                       if (glm::length2(diff) > max_look * max_look) continue;
                        if (!c.PerceptionTest(other->GetSituation().Position())) continue;
-                       double sep = glm::clamp(length(diff) - other->Size() * 0.707 - c.Size() * 0.707, 0.0, min_dist);
-                       repulse += normalize(diff) * (1.0 - sep / min_dist) * force;
+                       double sep = glm::clamp(glm::length(diff) - other->Size() * 0.707 - c.Size() * 0.707, 0.0, min_dist);
+                       repulse += glm::normalize(diff) * (1.0 - sep / min_dist) * force;
                }
                result += repulse;
        }
@@ -961,18 +961,18 @@ glm::dvec3 Steering::Force(const Situation::State &s) const noexcept {
        if (seeking) {
                glm::dvec3 diff = target - s.pos;
                if (!allzero(diff)) {
-                       result += TargetVelocity(s, (normalize(diff) * speed), force);
+                       result += TargetVelocity(s, (glm::normalize(diff) * speed), force);
                }
        }
        if (arriving) {
                glm::dvec3 diff = target - s.pos;
-               double dist = length(diff);
+               double dist = glm::length(diff);
                if (!allzero(diff) && dist > std::numeric_limits<double>::epsilon()) {
                        result += TargetVelocity(s, diff * std::min(dist * force, speed) / dist, force);
                }
        }
-       if (length2(result) > max_force * max_force) {
-               result = normalize(result) * max_force;
+       if (glm::length2(result) > max_force * max_force) {
+               result = glm::normalize(result) * max_force;
        }
        return result;
 }