本文整理汇总了C++中WorldInterface::getRingDensity方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldInterface::getRingDensity方法的具体用法?C++ WorldInterface::getRingDensity怎么用?C++ WorldInterface::getRingDensity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类WorldInterface
的用法示例。
在下文中一共展示了WorldInterface::getRingDensity方法的2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: avoidParticles
Vector3 UnitAiMoonGuard::avoidParticles(const WorldInterface& world, const Vector3& originalVelocity) {
Vector3 agentPosition = getShip().getPosition();
if (world.getRingDensity(agentPosition) <= 0) {
return originalVelocity;
}
vector<WorldInterface::RingParticleData> particles = world.getRingParticles(agentPosition, SAFE_DISTANCE);
unsigned int amount = particles.size();
if (amount == 0) {
return originalVelocity;
}
WorldInterface::RingParticleData cloestParticle = particles[0];
double closestDistance = cloestParticle.m_position.getDistanceSquared(agentPosition);
for (unsigned int i = 1; i < amount; i++) {
WorldInterface::RingParticleData particle = particles[i];
double distance = particle.m_position.getDistanceSquared(agentPosition);
if (distance < closestDistance) {
cloestParticle = particle;
closestDistance = distance;
}
}
Vector3 avoidVelocity = m_steering_behaviour.avoid(world, avoidVelocity,
cloestParticle.m_position,
cloestParticle.m_radius,
cloestParticle.m_radius,
SAFE_DISTANCE);
double speed = getShip().getSpeedMax() / amount * SAFE_DISTANCE / 100;
return avoidVelocity.getCopyWithNorm(speed);
}
示例2: avoidRingParticles
Vector3 UnitAiMoonGuard::avoidRingParticles(const WorldInterface& world, const Vector3& orig_velocity)
{
if (nearbyRingParticles.size() == 0)
{
return orig_velocity;
}
RingParticleData nearestParticle;
Vector3 ship_pos = getShip().getPosition();
double min_distance = ship_pos.getDistanceSquared(nearbyRingParticles[0].m_position);
nearestParticle = nearbyRingParticles[0];
for (int i = 1; i < nearbyRingParticles.size(); i++)
{
double temp = ship_pos.getDistanceSquared(nearbyRingParticles[0].m_position);
if (temp < min_distance)
{
min_distance = temp;
nearestParticle = nearbyRingParticles[i];
}
}
Vector3 v = steeringBehaviour->avoid(world,
orig_velocity,
nearestParticle.m_position,
nearestParticle.m_radius,
RING_PARTICLE_CLEARANCE,
RING_PARTICLE_AVOID_DISTANCE);
double ringDensity = world.getRingDensity(ship_pos);
if (ringDensity >= 1)
{
v -= (v * ringDensity/100);
}
//printf("Avoiding Ring Particles\n");
return v;
}