com.badlogic.gdx.ai.steer.behaviors.Arrive.java Source code

Java tutorial

Introduction

Here is the source code for com.badlogic.gdx.ai.steer.behaviors.Arrive.java

Source

/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * 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
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * 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.badlogic.gdx.ai.steer.behaviors;

import com.badlogic.gdx.ai.steer.Limiter;
import com.badlogic.gdx.ai.steer.Steerable;
import com.badlogic.gdx.ai.steer.SteeringAcceleration;
import com.badlogic.gdx.ai.steer.SteeringBehavior;
import com.badlogic.gdx.math.Vector;

/** {@code Arrive} behavior moves the agent towards a target position. It is similar to seek but it attempts to arrive at the target
 * position with a zero velocity.
 * <p>
 * {@code Arrive} behavior uses two radii. The {@code arrivalTolerance} lets the owner get near enough to the target without
 * letting small errors keep it in motion. The {@code decelerationRadius}, usually much larger than the previous one, specifies
 * when the incoming character will begin to slow down. The algorithm calculates an ideal speed for the owner. At the slowing-down
 * radius, this is equal to its maximum linear speed. At the target point, it is zero (we want to have zero speed when we arrive).
 * In between, the desired speed is an interpolated intermediate value, controlled by the distance from the target.
 * <p>
 * The direction toward the target is calculated and combined with the desired speed to give a target velocity. The algorithm
 * looks at the current velocity of the character and works out the acceleration needed to turn it into the target velocity. We
 * can't immediately change velocity, however, so the acceleration is calculated based on reaching the target velocity in a fixed
 * time scale known as {@code timeToTarget}. This is usually a small value; it defaults to 0.1 seconds which is a good starting
 * point.
 * 
 * @param <T> Type of vector, either 2D or 3D, implementing the {@link Vector} interface
 * 
 * @author davebaol */
public class Arrive<T extends Vector<T>> extends SteeringBehavior<T> {

    /** The target to arrive to. */
    protected Steerable<T> target;

    /** The tolerance for arriving at the target. It lets the owner get near enough to the target without letting small errors keep
     * it in motion. */
    protected float arrivalTolerance;

    /** The radius for beginning to slow down */
    protected float decelerationRadius;

    /** The time over which to achieve target speed */
    protected float timeToTarget = 0.1f;

    /** Creates an {@code Arrive} behavior for the specified owner.
     * @param owner the owner of this behavior */
    public Arrive(Steerable<T> owner) {
        this(owner, null);
    }

    /** Creates an {@code Arrive} behavior for the specified owner and target.
     * @param owner the owner of this behavior
     * @param target the target of this behavior */
    public Arrive(Steerable<T> owner, Steerable<T> target) {
        super(owner);
        this.target = target;
    }

    @Override
    protected SteeringAcceleration<T> calculateRealSteering(SteeringAcceleration<T> steering) {
        return arrive(steering, target.getPosition());
    }

    protected SteeringAcceleration<T> arrive(SteeringAcceleration<T> steering, T targetPosition) {
        // Get the direction and distance to the target
        T toTarget = steering.linear.set(targetPosition).sub(owner.getPosition());
        float distance = toTarget.len();

        // Check if we are there, return no steering
        if (distance <= arrivalTolerance)
            return steering.setZero();

        Limiter actualLimiter = getActualLimiter();
        // Go max speed
        float targetSpeed = actualLimiter.getMaxLinearSpeed();

        // If we are inside the slow down radius calculate a scaled speed
        if (distance <= decelerationRadius)
            targetSpeed *= distance / decelerationRadius;

        // Target velocity combines speed and direction
        T targetVelocity = toTarget.scl(targetSpeed / distance); // Optimized code for: toTarget.nor().scl(targetSpeed)

        // Acceleration tries to get to the target velocity without exceeding max acceleration
        // Notice that steering.linear and targetVelocity are the same vector
        targetVelocity.sub(owner.getLinearVelocity()).scl(1f / timeToTarget)
                .limit(actualLimiter.getMaxLinearAcceleration());

        // No angular acceleration
        steering.angular = 0f;

        // Output the steering
        return steering;
    }

    /** Returns the target to arrive to. */
    public Steerable<T> getTarget() {
        return target;
    }

    /** Sets the target to arrive to.
     * @return this behavior for chaining. */
    public Arrive<T> setTarget(Steerable<T> target) {
        this.target = target;
        return this;
    }

    /** Returns the tolerance for arriving at the target. It lets the owner get near enough to the target without letting small
     * errors keep it in motion. */
    public float getArrivalTolerance() {
        return arrivalTolerance;
    }

    /** Sets the tolerance for arriving at the target. It lets the owner get near enough to the target without letting small errors
     * keep it in motion.
     * @return this behavior for chaining. */
    public Arrive<T> setArrivalTolerance(float arrivalTolerance) {
        this.arrivalTolerance = arrivalTolerance;
        return this;
    }

    /** Returns the radius for beginning to slow down. */
    public float getDecelerationRadius() {
        return decelerationRadius;
    }

    /** Sets the radius for beginning to slow down.
     * @return this behavior for chaining. */
    public Arrive<T> setDecelerationRadius(float decelerationRadius) {
        this.decelerationRadius = decelerationRadius;
        return this;
    }

    /** Returns the time over which to achieve target speed. */
    public float getTimeToTarget() {
        return timeToTarget;
    }

    /** Sets the time over which to achieve target speed.
     * @return this behavior for chaining. */
    public Arrive<T> setTimeToTarget(float timeToTarget) {
        this.timeToTarget = timeToTarget;
        return this;
    }

    //
    // Setters overridden in order to fix the correct return type for chaining
    //

    @Override
    public Arrive<T> setOwner(Steerable<T> owner) {
        this.owner = owner;
        return this;
    }

    @Override
    public Arrive<T> setEnabled(boolean enabled) {
        this.enabled = enabled;
        return this;
    }

    /** Sets the limiter of this steering behavior. The given limiter must at least take care of the maximum linear speed and
     * acceleration.
     * @return this behavior for chaining. */
    @Override
    public Arrive<T> setLimiter(Limiter limiter) {
        this.limiter = limiter;
        return this;
    }

}