/*******************************************************************************
* Copyright 2015 See AUTHORS file.
* <p/>
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
* <p/>
* http://www.apache.org/licenses/LICENSE-2.0
* <p/>
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.mygdx.game.steerers;
import com.badlogic.gdx.ai.steer.SteeringAcceleration;
import com.badlogic.gdx.ai.steer.SteeringBehavior;
import com.badlogic.gdx.ai.steer.behaviors.CollisionAvoidance;
import com.badlogic.gdx.ai.steer.behaviors.PrioritySteering;
import com.badlogic.gdx.ai.steer.proximities.RadiusProximity;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.math.Vector3;
import com.mygdx.game.GameRenderer;
import com.mygdx.game.GameScreen;
import com.mygdx.game.objects.SteerableBody;
import com.mygdx.game.utilities.MyShapeRenderer;
import com.mygdx.game.utilities.Steerer;
/**
* Base class for steerers requiring collision avoidance behavior with priority.
*
* @author davebaol
*/
public abstract class CollisionAvoidanceSteererBase extends Steerer {
protected final CollisionAvoidance<Vector3> collisionAvoidanceSB;
protected final RadiusProximity<Vector3> proximity;
protected final PrioritySteering<Vector3> prioritySteering;
public CollisionAvoidanceSteererBase(final SteerableBody steerableBody) {
super(steerableBody);
this.proximity = new RadiusProximity<Vector3>(steerableBody, GameScreen.screen.engine.characters, steerableBody.getBoundingRadius() * 1.8f);
this.collisionAvoidanceSB = new CollisionAvoidance<Vector3>(steerableBody, proximity) {
@Override
protected SteeringAcceleration<Vector3> calculateRealSteering(SteeringAcceleration<Vector3> steering) {
super.calculateRealSteering(steering);
steering.linear.y = 0; // remove any vertical acceleration
return steering;
}
};
this.prioritySteering = new PrioritySteering<Vector3>(steerableBody, 0.001f) //
.add(collisionAvoidanceSB);
}
@Override
public SteeringBehavior<Vector3> getSteeringBehavior() {
return prioritySteering;
}
@Override
public void draw(GameRenderer gameRenderer) {
MyShapeRenderer shapeRenderer = gameRenderer.shapeRenderer;
shapeRenderer.setProjectionMatrix(gameRenderer.viewport.getCamera().combined);
// Draw collision avoidance proximity
shapeRenderer.begin(MyShapeRenderer.ShapeType.Line);
shapeRenderer.setColor(Color.YELLOW);
Vector3 pos = steerableBody.getPosition();
shapeRenderer.circle3(pos.x, pos.y - steerableBody.halfExtents.y, pos.z, proximity.getRadius(), 12);
shapeRenderer.end();
}
}