/*******************************************************************************
* 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.behaviors.Wander;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector3;
import com.mygdx.game.GameRenderer;
import com.mygdx.game.objects.SteerableBody;
import com.mygdx.game.utilities.MyShapeRenderer;
/**
* A steerer to wander while avoiding collisions.
*
* @author davebaol
*/
public class WanderSteerer extends CollisionAvoidanceSteererBase {
final Wander<Vector3> wanderSB;
boolean keepWandering;
public WanderSteerer(final SteerableBody steerableBody) {
super(steerableBody);
this.wanderSB = new Wander<Vector3>(steerableBody) {
@Override
protected SteeringAcceleration<Vector3> calculateRealSteering(SteeringAcceleration<Vector3> steering) {
super.calculateRealSteering(steering);
steering.linear.y = 0; // remove any vertical acceleration
return steering;
}
};
this.wanderSB.setWanderOffset(8) //
.setWanderOrientation(0) //
.setWanderRadius(0.5f) //
.setWanderRate(MathUtils.PI2 * 4);
this.prioritySteering.add(wanderSB);
}
public void startWandering() {
steerableBody.steerer = this;
keepWandering = true;
}
public void stopWandering() {
keepWandering = false;
}
@Override
public boolean processSteering (SteeringAcceleration<Vector3> steering) {
return keepWandering;
}
@Override
public void startSteering () {
}
@Override
public boolean stopSteering () {
return false;
}
@Override
public void draw(GameRenderer gameRenderer) {
super.draw(gameRenderer);
MyShapeRenderer shapeRenderer = gameRenderer.shapeRenderer;
// Draw wander circle
shapeRenderer.begin(MyShapeRenderer.ShapeType.Line);
shapeRenderer.setColor(Color.CORAL);
Vector3 wanderCenter = wanderSB.getWanderCenter();
shapeRenderer.circle3(wanderCenter.x, wanderCenter.y - steerableBody.halfExtents.y, wanderCenter.z, wanderSB.getWanderRadius(), 12);
shapeRenderer.end();
// Draw wander target
shapeRenderer.begin(MyShapeRenderer.ShapeType.Filled);
shapeRenderer.setColor(Color.CORAL);
Vector3 wanderTarget = wanderSB.getInternalTargetPosition();
shapeRenderer.circle3(wanderTarget.x, wanderTarget.y - steerableBody.halfExtents.y, wanderTarget.z, .1f, 6);
shapeRenderer.end();
}
}