com.badlogic.gdx.ai.steer.behaviors.Arrive Maven / Gradle / Ivy
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* Copyright 2014 See AUTHORS file.
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* Licensed under the Apache License, Version 2.0 (the "License");
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* http://www.apache.org/licenses/LICENSE-2.0
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package com.badlogic.gdx.ai.steer.behaviors;
import com.badlogic.gdx.ai.steer.Limiter;
import com.badlogic.gdx.ai.steer.Steerable;
import com.badlogic.gdx.ai.steer.SteeringAcceleration;
import com.badlogic.gdx.ai.steer.SteeringBehavior;
import com.badlogic.gdx.ai.utils.Location;
import com.badlogic.gdx.math.Vector;
/** {@code Arrive} behavior moves the agent towards a target position. It is similar to seek but it attempts to arrive at the target
* position with a zero velocity.
*
* {@code Arrive} behavior uses two radii. The {@code arrivalTolerance} lets the owner get near enough to the target without
* letting small errors keep it in motion. The {@code decelerationRadius}, usually much larger than the previous one, specifies
* when the incoming character will begin to slow down. The algorithm calculates an ideal speed for the owner. At the slowing-down
* radius, this is equal to its maximum linear speed. At the target point, it is zero (we want to have zero speed when we arrive).
* In between, the desired speed is an interpolated intermediate value, controlled by the distance from the target.
*
* The direction toward the target is calculated and combined with the desired speed to give a target velocity. The algorithm
* looks at the current velocity of the character and works out the acceleration needed to turn it into the target velocity. We
* can't immediately change velocity, however, so the acceleration is calculated based on reaching the target velocity in a fixed
* time scale known as {@code timeToTarget}. This is usually a small value; it defaults to 0.1 seconds which is a good starting
* point.
*
* @param Type of vector, either 2D or 3D, implementing the {@link Vector} interface
*
* @author davebaol */
public class Arrive> extends SteeringBehavior {
/** The target to arrive to. */
protected Location target;
/** The tolerance for arriving at the target. It lets the owner get near enough to the target without letting small errors keep
* it in motion. */
protected float arrivalTolerance;
/** The radius for beginning to slow down */
protected float decelerationRadius;
/** The time over which to achieve target speed */
protected float timeToTarget = 0.1f;
/** Creates an {@code Arrive} behavior for the specified owner.
* @param owner the owner of this behavior */
public Arrive (Steerable owner) {
this(owner, null);
}
/** Creates an {@code Arrive} behavior for the specified owner and target.
* @param owner the owner of this behavior
* @param target the target of this behavior */
public Arrive (Steerable owner, Location target) {
super(owner);
this.target = target;
}
@Override
protected SteeringAcceleration calculateRealSteering (SteeringAcceleration steering) {
return arrive(steering, target.getPosition());
}
protected SteeringAcceleration arrive (SteeringAcceleration steering, T targetPosition) {
// Get the direction and distance to the target
T toTarget = steering.linear.set(targetPosition).sub(owner.getPosition());
float distance = toTarget.len();
// Check if we are there, return no steering
if (distance <= arrivalTolerance) return steering.setZero();
Limiter actualLimiter = getActualLimiter();
// Go max speed
float targetSpeed = actualLimiter.getMaxLinearSpeed();
// If we are inside the slow down radius calculate a scaled speed
if (distance <= decelerationRadius) targetSpeed *= distance / decelerationRadius;
// Target velocity combines speed and direction
T targetVelocity = toTarget.scl(targetSpeed / distance); // Optimized code for: toTarget.nor().scl(targetSpeed)
// Acceleration tries to get to the target velocity without exceeding max acceleration
// Notice that steering.linear and targetVelocity are the same vector
targetVelocity.sub(owner.getLinearVelocity()).scl(1f / timeToTarget).limit(actualLimiter.getMaxLinearAcceleration());
// No angular acceleration
steering.angular = 0f;
// Output the steering
return steering;
}
/** Returns the target to arrive to. */
public Location getTarget () {
return target;
}
/** Sets the target to arrive to.
* @return this behavior for chaining. */
public Arrive setTarget (Location target) {
this.target = target;
return this;
}
/** Returns the tolerance for arriving at the target. It lets the owner get near enough to the target without letting small
* errors keep it in motion. */
public float getArrivalTolerance () {
return arrivalTolerance;
}
/** Sets the tolerance for arriving at the target. It lets the owner get near enough to the target without letting small errors
* keep it in motion.
* @return this behavior for chaining. */
public Arrive setArrivalTolerance (float arrivalTolerance) {
this.arrivalTolerance = arrivalTolerance;
return this;
}
/** Returns the radius for beginning to slow down. */
public float getDecelerationRadius () {
return decelerationRadius;
}
/** Sets the radius for beginning to slow down.
* @return this behavior for chaining. */
public Arrive setDecelerationRadius (float decelerationRadius) {
this.decelerationRadius = decelerationRadius;
return this;
}
/** Returns the time over which to achieve target speed. */
public float getTimeToTarget () {
return timeToTarget;
}
/** Sets the time over which to achieve target speed.
* @return this behavior for chaining. */
public Arrive setTimeToTarget (float timeToTarget) {
this.timeToTarget = timeToTarget;
return this;
}
//
// Setters overridden in order to fix the correct return type for chaining
//
@Override
public Arrive setOwner (Steerable owner) {
this.owner = owner;
return this;
}
@Override
public Arrive setEnabled (boolean enabled) {
this.enabled = enabled;
return this;
}
/** Sets the limiter of this steering behavior. The given limiter must at least take care of the maximum linear speed and
* acceleration.
* @return this behavior for chaining. */
@Override
public Arrive setLimiter (Limiter limiter) {
this.limiter = limiter;
return this;
}
}