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package com.badlogic.gdx.ai.steer.behaviors;

import com.badlogic.gdx.ai.steer.*;
import com.badlogic.gdx.ai.steer.Proximity.ProximityCallback;
import org.mini2Dx.gdx.math.Vector;

/** {@code CollisionAvoidance} behavior steers the owner to avoid obstacles lying in its path. An obstacle is any object that can be
 * approximated by a circle (or sphere, if you are working in 3D).
 * 

* This implementation uses collision prediction working out the closest approach of two agents and determining if their distance * at this point is less than the sum of their bounding radius. For avoiding groups of characters, averaging positions and * velocities do not work well with this approach. Instead, the algorithm needs to search for the character whose closest approach * will occur first and to react to this character only. Once this imminent collision is avoided, the steering behavior can then * react to more distant characters. *

* This algorithm works well with small and/or moving obstacles whose shape can be approximately represented by a center and a * radius. * * @param Type of vector, either 2D or 3D, implementing the {@link Vector} interface * * @author davebaol */ public class CollisionAvoidance> extends GroupBehavior implements ProximityCallback { private float shortestTime; private Steerable firstNeighbor; private float firstMinSeparation; private float firstDistance; private T firstRelativePosition; private T firstRelativeVelocity; private T relativePosition; private T relativeVelocity; /** Creates a {@code CollisionAvoidance} behavior for the specified owner and proximity. * @param owner the owner of this behavior * @param proximity the proximity of this behavior. */ public CollisionAvoidance (Steerable owner, Proximity proximity) { super(owner, proximity); this.firstRelativePosition = newVector(owner); this.firstRelativeVelocity = newVector(owner); this.relativeVelocity = newVector(owner); } @Override protected SteeringAcceleration calculateRealSteering (SteeringAcceleration steering) { shortestTime = Float.POSITIVE_INFINITY; firstNeighbor = null; firstMinSeparation = 0; firstDistance = 0; relativePosition = steering.linear; // Take into consideration each neighbor to find the most imminent collision. int neighborCount = proximity.findNeighbors(this); // If we have no target, then return no steering acceleration // // NOTE: You might think that the condition below always evaluates to true since // firstNeighbor has been set to null when entering this method. In fact, we have just // executed findNeighbors(this) that has possibly set firstNeighbor to a non null value // through the method reportNeighbor defined below. if (neighborCount == 0 || firstNeighbor == null) return steering.setZero(); // If we're going to hit exactly, or if we're already // colliding, then do the steering based on current position. if (firstMinSeparation <= 0 || firstDistance < owner.getBoundingRadius() + firstNeighbor.getBoundingRadius()) { relativePosition.set(firstNeighbor.getPosition()).sub(owner.getPosition()); } else { // Otherwise calculate the future relative position relativePosition.set(firstRelativePosition).mulAdd(firstRelativeVelocity, shortestTime); } // Avoid the target // Notice that steerling.linear and relativePosition are the same vector relativePosition.nor().scl(-getActualLimiter().getMaxLinearAcceleration()); // No angular acceleration steering.angular = 0f; // Output the steering return steering; } @Override public boolean reportNeighbor (Steerable neighbor) { // Calculate the time to collision relativePosition.set(neighbor.getPosition()).sub(owner.getPosition()); relativeVelocity.set(neighbor.getLinearVelocity()).sub(owner.getLinearVelocity()); float relativeSpeed2 = relativeVelocity.len2(); // Collision can't happen when the agents have the same linear velocity. // Also, note that timeToCollision would be NaN due to the indeterminate form 0/0 and, // since any comparison involving NaN returns false, it would become the shortestTime, // so defeating the algorithm. if (relativeSpeed2 == 0) return false; float timeToCollision = -relativePosition.dot(relativeVelocity) / relativeSpeed2; // If timeToCollision is negative, i.e. the owner is already moving away from the the neighbor, // or it's not the most imminent collision then no action needs to be taken. if (timeToCollision <= 0 || timeToCollision >= shortestTime) return false; // Check if it is going to be a collision at all float distance = relativePosition.len(); float minSeparation = distance - (float)Math.sqrt(relativeSpeed2) * timeToCollision /* shortestTime */; if (minSeparation > owner.getBoundingRadius() + neighbor.getBoundingRadius()) return false; // Store most imminent collision data shortestTime = timeToCollision; firstNeighbor = neighbor; firstMinSeparation = minSeparation; firstDistance = distance; firstRelativePosition.set(relativePosition); firstRelativeVelocity.set(relativeVelocity); return true; } // // Setters overridden in order to fix the correct return type for chaining // @Override public CollisionAvoidance setOwner (Steerable owner) { this.owner = owner; return this; } @Override public CollisionAvoidance 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 acceleration. * @return this behavior for chaining. */ @Override public CollisionAvoidance setLimiter (Limiter limiter) { this.limiter = limiter; return this; } }





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