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/*******************************************************************************
 * Copyright 2014 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.ai.fma;

import com.badlogic.gdx.ai.utils.Location;
import com.badlogic.gdx.math.Vector;
import com.badlogic.gdx.utils.Array;

/** A {@code FormationMotionModerator} moderates the movement of the formation based on the current positions of the members in its
 * slots: in effect to keep the anchor point on a leash. If the members in the slots are having trouble reaching their targets,
 * then the formation as a whole should be held back to give them a chance to catch up.
 * 
 * @param  Type of vector, either 2D or 3D, implementing the {@link Vector} interface
 * 
 * @author davebaol */
public abstract class FormationMotionModerator> {

	private Location tempLocation;

	/** Update the anchor point to moderate formation motion. This method is called at each frame.
	 * @param anchor the anchor point */
	public abstract void updateAnchorPoint (Location anchor);

	/** Calculates the drift offset when members are in the given set of slots for the specified pattern.
	 * @param centerOfMass the output location set to the calculated drift offset
	 * @param slotAssignments the set of slots
	 * @param pattern the pattern
	 * @return the given location for chaining. */
	public Location calculateDriftOffset (Location centerOfMass, Array> slotAssignments,
		FormationPattern pattern) {

		// Clear the center of mass
		centerOfMass.getPosition().setZero();
		float centerOfMassOrientation = 0;

		// Make sure tempLocation is instantiated
		if (tempLocation == null) tempLocation = centerOfMass.newLocation();

		T centerOfMassPos = centerOfMass.getPosition();
		T tempLocationPos = tempLocation.getPosition();

		// Go through each assignment and add its contribution to the center
		float numberOfAssignments = slotAssignments.size;
		for (int i = 0; i < numberOfAssignments; i++) {
			pattern.calculateSlotLocation(tempLocation, slotAssignments.get(i).slotNumber);
			centerOfMassPos.add(tempLocationPos);
			centerOfMassOrientation += tempLocation.getOrientation();
		}

		// Divide through to get the drift offset.
		centerOfMassPos.scl(1f / numberOfAssignments);
		centerOfMassOrientation /= numberOfAssignments;
		centerOfMass.setOrientation(centerOfMassOrientation);

		return centerOfMass;
	}

}




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