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C++ AbstractVehicle::position方法代码示例

本文整理汇总了C++中AbstractVehicle::position方法的典型用法代码示例。如果您正苦于以下问题:C++ AbstractVehicle::position方法的具体用法?C++ AbstractVehicle::position怎么用?C++ AbstractVehicle::position使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在AbstractVehicle的用法示例。


在下文中一共展示了AbstractVehicle::position方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1:

void 
OpenSteer::OpenSteerDemo::position3dCamera (AbstractVehicle& selected,
                                            float distance,
                                            float /*elevation*/)
{
    //selectedVehicle = &selected;
    if (&selected)
    {
        const float3 behind = float3_scalar_multiply(make_float3(selected.forward()), -distance);
        camera.setPosition ( make_float4(float3_add(make_float3(selected.position()), behind), 0.f) );
        camera.target = make_float3(selected.position());
    }
}
开发者ID:PsychoLogicAu,项目名称:GPUSteer,代码行数:13,代码来源:OpenSteerDemo.cpp

示例2:

void 
OpenSteer::OpenSteerDemo::position3dCamera (AbstractVehicle& selected,
                                            float distance,
                                            float /*elevation*/)
{
    selectedVehicle = &selected;
    if (&selected)
    {
        const Vec3 behind = selected.forward() * -distance;
        camera.setPosition (selected.position() + behind);
        camera.target = selected.position();
    }
}
开发者ID:CLOUDS-Interactive-Documentary,项目名称:ofxOpenSteer,代码行数:13,代码来源:OpenSteerDemo.cpp

示例3:

void 
	OpenSteer::OpenSteerDemo::position3dCamera (AbstractVehicle& selected,
	float distance,
	float /*elevation*/)
{
	SteeringVehicle::setSelectedVehicle( &selected );
	if (&selected)
	{
		const Vec3 behind = selected.forward() * -distance;
		OpenSteer::Camera::accessInstance().setPosition (selected.position() + behind);
		OpenSteer::Camera::accessInstance().target = selected.position();
	}
}
开发者ID:Mobiletainment,项目名称:Multiplayer-Network-Conecpts,代码行数:13,代码来源:OpenSteerDemo.cpp

示例4:

float3
OpenSteer::SteerLibrary::
steerForFlee (const AbstractVehicle& v, const float3& target)
{
    const float3 desiredVelocity = float3_subtract(make_float3(v.position()), target);
    return float3_subtract(desiredVelocity, v.velocity());
}
开发者ID:PsychoLogicAu,项目名称:GPUSteer,代码行数:7,代码来源:SteerLibrary.cpp

示例5: update

//-----------------------------------------------------------------------------
void EmptyPlugin::update (const float currentTime, const float elapsedTime)
{
	if( false == this->isEnabled() )
	{
		return;
	}
	AbstractVehicleGroup kVehicles( m_kVehicles );
	kVehicles.update( currentTime, elapsedTime );
	if( 0 == m_bShowMotionStatePlot )
	{
		return;
	}

	AbstractVehicle* pVehicle = SimpleVehicle::getSelectedVehicle();
	if( pVehicle != NULL )
	{
		// update motion state plot
		this->m_kMotionStateProfile.recordUpdate( pVehicle, currentTime, elapsedTime );

		m_pCamera->setCameraTarget( pVehicle );
		m_pGrid->setGridCenter( pVehicle->position() );
	}

	BaseClass::update( currentTime, elapsedTime);
}
开发者ID:janfietz,项目名称:edunetgames,代码行数:26,代码来源:EmptyPlugin.cpp

示例6: steerForSeek

float3
OpenSteer::SteerLibrary::
steerToFollowPath (const AbstractVehicle& v, 
				   const int direction,
                   const float predictionTime,
                   Pathway& path)
{
    // our goal will be offset from our path distance by this amount
    const float pathDistanceOffset = direction * predictionTime * v.speed();

    // predict our future position
    const float3 futurePosition = v.predictFuturePosition (predictionTime);

    // measure distance along path of our current and predicted positions
    const float nowPathDistance =
        path.mapPointToPathDistance (make_float3(v.position ()));
    const float futurePathDistance =
        path.mapPointToPathDistance (futurePosition);

    // are we facing in the correction direction?
    const bool rightway = ((pathDistanceOffset > 0) ?
                           (nowPathDistance < futurePathDistance) :
                           (nowPathDistance > futurePathDistance));

    // find the point on the path nearest the predicted future position
    // XXX need to improve calling sequence, maybe change to return a
    // XXX special path-defined object which includes two float3s and a 
    // XXX bool (onPath,tangent (ignored), withinPath)
    float3 tangent;
    float outside;
    const float3 onPath = path.mapPointToPath (futurePosition,
                                             // output arguments:
                                             tangent,
                                             outside);

    // no steering is required if (a) our future position is inside
    // the path tube and (b) we are facing in the correct direction
    if ((outside < 0) && rightway)
    {
        // all is well, return zero steering
        return float3_zero();
    }
    else
    {
        // otherwise we need to steer towards a target point obtained
        // by adding pathDistanceOffset to our current path position

        float targetPathDistance = nowPathDistance + pathDistanceOffset;
        float3 target = path.mapPathDistanceToPoint (targetPathDistance);

        annotatePathFollowing (futurePosition, onPath, target, outside);

        // return steering to seek target on path
        return steerForSeek (v, target);
    }
}
开发者ID:PsychoLogicAu,项目名称:GPUSteer,代码行数:56,代码来源:SteerLibrary.cpp

示例7: annotateAvoidNeighbor

	//-----------------------------------------------------------------------------
	// (parameter names commented out to prevent compiler warning from "-W")
	void Pedestrian::annotateAvoidNeighbor (const AbstractVehicle& threat,
		const float /*steer*/,
		const osVector3& ourFuture,
		const osVector3& threatFuture)
	{
		const Color green (0.15f, 0.6f, 0.0f);

		annotationLine( position(), ourFuture, green );
		annotationLine( threat.position(), threatFuture, green );
		annotationLine( ourFuture, threatFuture, gRed );
		annotationXZCircle( radius(), ourFuture,    green, 12 );
		annotationXZCircle( radius(), threatFuture, green, 12 );
	}
开发者ID:Mobiletainment,项目名称:Multiplayer-Network-Conecpts,代码行数:15,代码来源:slPedestrian.cpp

示例8: localizePosition

void 
OpenSteer::
PlaneObstacle::
findIntersectionWithVehiclePath (const AbstractVehicle& vehicle,
                                 PathIntersection& pi) const
{
    // initialize pathIntersection object to "no intersection found"
    pi.intersect = false;

    const Vec3 lp =  localizePosition (vehicle.position ());
    const Vec3 ld = localizeDirection (vehicle.forward ());

    // no obstacle intersection if path is parallel to XY (side/up) plane
    if (ld.dot (Vec3::forward) == 0.0f) return;

    // no obstacle intersection if vehicle is heading away from the XY plane
    if ((lp.z > 0.0f) && (ld.z > 0.0f)) return;
    if ((lp.z < 0.0f) && (ld.z < 0.0f)) return;

    // no obstacle intersection if obstacle "not seen" from vehicle's side
    if ((seenFrom () == outside) && (lp.z < 0.0f)) return;
    if ((seenFrom () == inside)  && (lp.z > 0.0f)) return;

    // find intersection of path with rectangle's plane (XY plane)
    const float ix = lp.x - (ld.x * lp.z / ld.z);
    const float iy = lp.y - (ld.y * lp.z / ld.z);
    const Vec3 planeIntersection (ix, iy, 0.0f);

    // no obstacle intersection if plane intersection is outside 2d shape
    if (!xyPointInsideShape (planeIntersection, vehicle.radius ())) return;

    // otherwise, the vehicle path DOES intersect this rectangle
    const Vec3 localXYradial = planeIntersection.normalize ();
    const Vec3 radial = globalizeDirection (localXYradial);
    const float sideSign = (lp.z > 0.0f) ? +1.0f : -1.0f;
    const Vec3 opposingNormal = forward () * sideSign;
    pi.intersect = true;
    pi.obstacle = this;
    pi.distance = (lp - planeIntersection).length ();
    pi.steerHint = opposingNormal + radial; // should have "toward edge" term?
    pi.surfacePoint = globalizePosition (planeIntersection);
    pi.surfaceNormal = opposingNormal;
    pi.vehicleOutside = lp.z > 0.0f;
}
开发者ID:Ablu,项目名称:freeorion,代码行数:44,代码来源:Obstacle.cpp

示例9: steerForFlee

float3
OpenSteer::SteerLibrary::
steerForEvasion (const AbstractVehicle& v, 
				 const AbstractVehicle& menace,
                 const float maxPredictionTime)
{
    // offset from this to menace, that distance, unit vector toward menace
    const float3 offset = float3_subtract(make_float3(menace.position()), make_float3(v.position()));
    const float distance = float3_length(offset);

    const float roughTime = distance / menace.speed();
    const float predictionTime = ((roughTime > maxPredictionTime) ?
                                  maxPredictionTime :
                                  roughTime);

    const float3 target = menace.predictFuturePosition (predictionTime);

    return steerForFlee (v, target);
}
开发者ID:PsychoLogicAu,项目名称:GPUSteer,代码行数:19,代码来源:SteerLibrary.cpp

示例10: sqrt

bool
OpenSteer::SteerLibrary::
inBoidNeighborhood (const AbstractVehicle& v, 
					const AbstractVehicle& other,
                    const float minDistance,
                    const float maxDistance,
                    const float cosMaxAngle)
{
    if (&other == &v)
    {
        return false;
    }
    else
    {
        const float3 offset = float3_subtract(make_float3(other.position()), make_float3(v.position()));
		const float distanceSquared = float3_lengthSquared(offset);

        // definitely in neighborhood if inside minDistance sphere
        if (distanceSquared < (minDistance * minDistance))
        {
            return true;
        }
        else
        {
            // definitely not in neighborhood if outside maxDistance sphere
            if (distanceSquared > (maxDistance * maxDistance))
            {
                return false;
            }
            else
            {
                // otherwise, test angular offset from forward axis
				const float3 unitOffset = float3_scalar_divide(offset, sqrt(distanceSquared));
                const float forwardness = float3_dot(make_float3(v.forward()), unitOffset);
                return forwardness > cosMaxAngle;
            }
        }
    }
}
开发者ID:PsychoLogicAu,项目名称:GPUSteer,代码行数:39,代码来源:SteerLibrary.cpp

示例11: steerToAvoidCloseNeighbors

float3
OpenSteer::SteerLibrary::
steerToAvoidNeighbors (const AbstractVehicle& v, 
					   const float minTimeToCollision,
                       const AVGroup& others)
{
    // first priority is to prevent immediate interpenetration
    const float3 separation = steerToAvoidCloseNeighbors (v, 0, others);
    
	if (!float3_equals(separation, float3_zero()))
		return separation;

    // otherwise, go on to consider potential future collisions
    float steer = 0;
    AbstractVehicle* threat = NULL;

    // Time (in seconds) until the most immediate collision threat found
    // so far.  Initial value is a threshold: don't look more than this
    // many frames into the future.
    float minTime = minTimeToCollision;

    // xxx solely for annotation
    float3 xxxThreatPositionAtNearestApproach;
    float3 xxxOurPositionAtNearestApproach;

    // for each of the other vehicles, determine which (if any)
    // pose the most immediate threat of collision.
    for (AVIterator i = others.begin(); i != others.end(); i++)
    {
        AbstractVehicle& other = **i;
        if (&other != &v)
        {	
            // avoid when future positions are this close (or less)
            const float collisionDangerThreshold = v.radius() * 2;

            // predicted time until nearest approach of "this" and "other"
            const float time = predictNearestApproachTime (v, other);

            // If the time is in the future, sooner than any other
            // threatened collision...
            if ((time >= 0) && (time < minTime))
            {
                // if the two will be close enough to collide,
                // make a note of it
                if (computeNearestApproachPositions (v, other, time)
                    < collisionDangerThreshold)
                {
                    minTime = time;
                    threat = &other;
                    xxxThreatPositionAtNearestApproach
                        = hisPositionAtNearestApproach;
                    xxxOurPositionAtNearestApproach
                        = ourPositionAtNearestApproach;
                }
            }
        }
    }

    // if a potential collision was found, compute steering to avoid
    if (threat != NULL)
    {
        // parallel: +1, perpendicular: 0, anti-parallel: -1
        float parallelness = float3_dot(make_float3(v.forward()), make_float3(threat->forward()));
        float angle = 0.707f;

        if (parallelness < -angle)
        {
            // anti-parallel "head on" paths:
            // steer away from future threat position
            float3 offset = float3_subtract(xxxThreatPositionAtNearestApproach, make_float3(v.position()));
            float sideDot = float3_dot(offset, v.side());
            steer = (sideDot > 0) ? -1.0f : 1.0f;
        }
        else
        {
            if (parallelness > angle)
            {
                // parallel paths: steer away from threat
                float3 offset = float3_subtract(make_float3(threat->position()), make_float3(v.position()));
                float sideDot = float3_dot(offset, v.side());
                steer = (sideDot > 0) ? -1.0f : 1.0f;
            }
            else
            {
                // perpendicular paths: steer behind threat
                // (only the slower of the two does this)
                if (threat->speed() <= v.speed())
                {
                    float sideDot = float3_dot(v.side(), threat->velocity());
                    steer = (sideDot > 0) ? -1.0f : 1.0f;
                }
            }
        }

        annotateAvoidNeighbor (*threat,
                               steer,
                               xxxOurPositionAtNearestApproach,
                               xxxThreatPositionAtNearestApproach);
    }

//.........这里部分代码省略.........
开发者ID:PsychoLogicAu,项目名称:GPUSteer,代码行数:101,代码来源:SteerLibrary.cpp

示例12: drawXZDisk

void 
OpenSteer::OpenSteerDemo::highlightVehicleUtility (const AbstractVehicle& vehicle)
{
    if (&vehicle != NULL)
        drawXZDisk (vehicle.radius(), vehicle.position(), gGray60, 20);
}
开发者ID:CLOUDS-Interactive-Documentary,项目名称:ofxOpenSteer,代码行数:6,代码来源:OpenSteerDemo.cpp

示例13: square

void 
OpenSteer::
SphereObstacle::
findIntersectionWithVehiclePath (const AbstractVehicle& vehicle,
                                 PathIntersection& pi) const
{
    // This routine is based on the Paul Bourke's derivation in:
    //   Intersection of a Line and a Sphere (or circle)
    //   http://www.swin.edu.au/astronomy/pbourke/geometry/sphereline/
    // But the computation is done in the vehicle's local space, so
    // the line in question is the Z (Forward) axis of the space which
    // simplifies some of the calculations.

    float b, c, d, p, q, s;
    Vec3 lc;

    // initialize pathIntersection object to "no intersection found"
    pi.intersect = false;

    // find sphere's "local center" (lc) in the vehicle's coordinate space
    lc = vehicle.localizePosition (center);
    pi.vehicleOutside = lc.length () > radius;

	// if obstacle is seen from inside, but vehicle is outside, must avoid
	// (noticed once a vehicle got outside it ignored the obstacle 2008-5-20)
	if (pi.vehicleOutside && (seenFrom () == inside))
	{
		pi.intersect = true;
		pi.distance = 0.0f;
		pi.steerHint = (center - vehicle.position()).normalize();
		return;
	}
	
    // compute line-sphere intersection parameters
    const float r = radius + vehicle.radius();
    b = -2 * lc.z;
    c = square (lc.x) + square (lc.y) + square (lc.z) - square (r);
    d = (b * b) - (4 * c);

    // when the path does not intersect the sphere
    if (d < 0) return;

    // otherwise, the path intersects the sphere in two points with
    // parametric coordinates of "p" and "q".  (If "d" is zero the two
    // points are coincident, the path is tangent)
    s = sqrtXXX (d);
    p = (-b + s) / 2;
    q = (-b - s) / 2;

    // both intersections are behind us, so no potential collisions
    if ((p < 0) && (q < 0)) return; 

    // at least one intersection is in front, so intersects our forward
    // path
    pi.intersect = true;
    pi.obstacle = this;
    pi.distance =
        ((p > 0) && (q > 0)) ?
        // both intersections are in front of us, find nearest one
        ((p < q) ? p : q) :
        // otherwise one is ahead and one is behind: we are INSIDE obstacle
        (seenFrom () == outside ?
         // inside a solid obstacle, so distance to obstacle is zero
         0.0f :
         // hollow obstacle (or "both"), pick point that is in front
         ((p > 0) ? p : q));
    pi.surfacePoint =
        vehicle.position() + (vehicle.forward() * pi.distance);
    pi.surfaceNormal = (pi.surfacePoint-center).normalize();
    switch (seenFrom ())
    {
    case outside:
        pi.steerHint = pi.surfaceNormal;
        break;
    case inside:
        pi.steerHint = -pi.surfaceNormal;
        break;
    case both:
        pi.steerHint = pi.surfaceNormal * (pi.vehicleOutside ? 1.0f : -1.0f);
        break;
    }
}
开发者ID:Ablu,项目名称:freeorion,代码行数:82,代码来源:Obstacle.cpp

示例14: annotateAvoidCloseNeighbor

float3
OpenSteer::SteerLibrary::
steerToAvoidCloseNeighbors (const AbstractVehicle& v, 
							const float minSeparationDistance,
                            const AVGroup& others)
{
    // for each of the other vehicles...
    for (AVIterator i = others.begin(); i != others.end(); i++)    
    {
        AbstractVehicle& other = **i;
        if (&other != &v)
        {
            const float sumOfRadii = v.radius() + other.radius();
            const float minCenterToCenter = minSeparationDistance + sumOfRadii;
            const float3 offset = float3_subtract(make_float3(other.position()), make_float3(v.position()));
            const float currentDistance = float3_length(offset);

            if (currentDistance < minCenterToCenter)
            {
                annotateAvoidCloseNeighbor (other, minSeparationDistance);
				return float3_perpendicularComponent(float3_minus(offset), make_float3(v.forward()));
            }
        }
    }

    // otherwise return zero
    return float3_zero();
}
开发者ID:PsychoLogicAu,项目名称:GPUSteer,代码行数:28,代码来源:SteerLibrary.cpp


注:本文中的AbstractVehicle::position方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。