本文整理汇总了C++中wfmath::Vector::mag方法的典型用法代码示例。如果您正苦于以下问题:C++ Vector::mag方法的具体用法?C++ Vector::mag怎么用?C++ Vector::mag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wfmath::Vector
的用法示例。
在下文中一共展示了Vector::mag方法的1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: update
void Steering::update()
{
if (mSteeringEnabled) {
if (mUpdateNeeded) {
updatePath();
}
auto entity = mAvatar.getEntity();
if (!mPath.empty()) {
const auto& finalDestination = mPath.back();
auto entity3dPosition = entity->getViewPosition();
const WFMath::Point<2> entityPosition(entity3dPosition.x(), entity3dPosition.z());
//First check if we've arrived at our actual destination.
if (WFMath::Distance(WFMath::Point<2>(finalDestination.x(), finalDestination.z()), entityPosition) < 0.1f) {
//We've arrived at our destination. If we're moving we should stop.
if (mLastSentVelocity.isValid() && mLastSentVelocity != WFMath::Vector<2>::ZERO()) {
moveInDirection(WFMath::Vector<2>::ZERO());
}
stopSteering();
} else {
//We should send a move op if we're either not moving, or we've reached a waypoint, or we need to divert a lot.
WFMath::Point<2> nextWaypoint(mPath.front().x(), mPath.front().z());
if (WFMath::Distance(nextWaypoint, entityPosition) < 0.1f) {
mPath.pop_front();
nextWaypoint = WFMath::Point<2>(mPath.front().x(), mPath.front().z());
}
WFMath::Vector<2> velocity = nextWaypoint - entityPosition;
WFMath::Point<2> destination;
velocity.normalize();
if (mPath.size() == 1) {
//if the next waypoint is the destination we should send a "move to position" update to the server, to make sure that we stop when we've arrived.
//otherwise, if there's too much lag, we might end up overshooting our destination and will have to double back
destination = nextWaypoint;
}
//Check if we need to divert in order to avoid colliding.
WFMath::Vector<2> newVelocity;
bool avoiding = mAwareness.avoidObstacles(entityPosition, velocity * mSpeed, newVelocity);
if (avoiding) {
auto newMag = newVelocity.mag();
auto relativeMag = mSpeed / newMag;
velocity = newVelocity;
velocity.normalize();
velocity *= relativeMag;
mUpdateNeeded = true;
}
bool shouldSend = false;
if (velocity.isValid()) {
if (mLastSentVelocity.isValid()) {
//If the entity has stopped, and we're not waiting for confirmation to a movement request we've made, we need to start moving.
if (!entity->isMoving() && !mExpectingServerMovement) {
shouldSend = true;
} else {
auto currentTheta = std::atan2(mLastSentVelocity.y(), mLastSentVelocity.x());
auto newTheta = std::atan2(velocity.y(), velocity.x());
//If we divert too much from where we need to go we must adjust.
if (std::abs(currentTheta - newTheta) > WFMath::numeric_constants<double>::pi() / 20) {
shouldSend = true;
}
}
} else {
//If we've never sent a movement update before we should do that now.
shouldSend = true;
}
}
if (shouldSend) {
//If we're moving to a certain destination and aren't avoiding anything we should tell the server to move to the destination.
if (destination.isValid() && !avoiding) {
moveToPoint(WFMath::Point<3>(destination.x(), entity3dPosition.y(), destination.y()));
} else {
moveInDirection(velocity);
}
}
}
} else {
//We are steering, but the path is empty, which means we can't find any path. If we're moving we should stop movement.
//But we won't stop steering; perhaps we'll find a path later.
if (mLastSentVelocity.isValid() && mLastSentVelocity != WFMath::Vector<2>::ZERO()) {
moveInDirection(WFMath::Vector<2>::ZERO());
}
}
}
}