Welcome to OStack Knowledge Sharing Community for programmer and developer-Open, Learning and Share
Welcome To Ask or Share your Answers For Others

Categories

0 votes
669 views
in Technique[技术] by (71.8m points)

game physics - C++ force driven entities not acting in a natural way

I'm trying to create a game where I have entities in a window application. They can roam freely across the window working with forces. I have tried multiple methods of tweaking my code but I can't seem to get the correct calculations. To calculate the new location of the entity I use: location(s(location(), velocity_, acceleration_, t)); but whenever they reach the edge of the window screen_force() takes place and makes them move in a static way: either left, right, up or down but not in a natural way to a random direction. They also crap up inside each other, is this the correct way of forces or are my calculations incorrect?

#include <iostream>
#include <chrono>
#include <cmath>
#include <array>
#include <random>
#include <algorithm>
#include <thread>
#include <memory>
#include <string>
#include <iterator>

using scalar = float;

template <typename Scalar> class basic_vector2d {
public:
    basic_vector2d() noexcept = default;
    basic_vector2d(Scalar x, Scalar y) noexcept : x_{ x }, y_{ y } {}
    Scalar x() const noexcept { return x_; }
    void x(Scalar newX) noexcept { x_ = newX; }
    Scalar y() const noexcept { return y_; }
    void y(Scalar newY) noexcept { y_ = newY; }

    bool operator==(basic_vector2d other) const noexcept {
        return x_ == other.x_ && y_ == other.y_;
    }

    bool operator!=(basic_vector2d other) const noexcept {
        return x_ != other.x_ || y_ != other.y_;
    }

    basic_vector2d& operator+=(basic_vector2d other) noexcept {
        x_ += other.x_;
        y_ += other.y_;
        return *this;
    }

    basic_vector2d& operator-=(basic_vector2d other) noexcept {
        x_ -= other.x_;
        y_ -= other.y_;
        return *this;
    }

    basic_vector2d& operator*=(Scalar s) noexcept {
        x_ *= s;
        y_ *= s;
        return *this;
    }

    basic_vector2d& operator/=(Scalar s) noexcept {
        x_ /= s;
        y_ /= s;
        return *this;
    }

private:
    Scalar x_{};
    Scalar y_{};
};

template <typename Scalar>
constexpr basic_vector2d<Scalar> operator-(basic_vector2d<Scalar> a,
    basic_vector2d<Scalar> b) {
    return { a.x() - b.x(), a.y() - b.y() };
}

template <typename Scalar>
constexpr basic_vector2d<Scalar> operator+(basic_vector2d<Scalar> a,
    basic_vector2d<Scalar> b) {
    return { a.x() + b.x(), a.y() + b.y() };
}

template <typename Scalar>
constexpr basic_vector2d<Scalar> operator*(basic_vector2d<Scalar> v, scalar s) {
    return v *= s;
}

template <typename Scalar>
basic_vector2d<Scalar> operator*(scalar s, basic_vector2d<Scalar> v) {
    return operator*(v, s);
}

template <typename Scalar>
basic_vector2d<Scalar> operator/(basic_vector2d<Scalar> v, scalar s) {
    return v /= s;
}

template <typename Scalar>
basic_vector2d<Scalar> operator/(scalar s, basic_vector2d<Scalar> v) {
    return operator/(v, s);
}

template <typename Scalar>
scalar dot(basic_vector2d<Scalar> a, basic_vector2d<Scalar> b) {
    return a.x() * b.x() + a.y() * b.y();
}

template <typename Scalar>
auto norm(basic_vector2d<Scalar> p) -> Scalar {
    return std::sqrt(dot(p, p));
}

template <typename Scalar>
basic_vector2d<Scalar> normalize(basic_vector2d<Scalar> p) {
    auto ls = norm(p);
    return { p.x() / ls, p.y() / ls };
}

template <typename Scalar>
constexpr auto distance(basic_vector2d<Scalar> from,
    basic_vector2d<Scalar> to) {
    return norm(from - to);
}

using vector2d = basic_vector2d<scalar>;

template <typename T> class basic_size {
public:
    constexpr basic_size() noexcept = default;
    constexpr basic_size(T width, T height) noexcept
        : width_{ width }, height_{ height } {}
    constexpr T width() const noexcept { return width_; }
    constexpr T height() const noexcept { return height_; }
    constexpr void width(T new_width) noexcept { width_ = new_width; }
    constexpr void height(T new_height) noexcept { height_ = new_height; }
    constexpr basic_size& operator*=(T x) {
        width(width() * x);
        height(height() * x);
        return *this;
    }

private:
    T width_{};
    T height_{};
};

using size = basic_size<scalar>;

template <typename Scalar> class basic_rectangle {
public:
    constexpr basic_rectangle(basic_vector2d<Scalar> top_left,
        basic_size<Scalar> size)
        : top_left_{ top_left }, size_{ size } {}
    constexpr basic_vector2d<Scalar> const& top_left() const noexcept {
        return top_left_;
    }
    constexpr basic_size<Scalar> const& size() const noexcept { return size_; }

private:
    basic_vector2d<Scalar> top_left_;
    basic_size<Scalar> size_;
};
using rectangle = basic_rectangle<scalar>;

inline float to_seconds(std::chrono::nanoseconds dt) {
    return std::chrono::duration_cast<std::chrono::duration<float>>(dt).count();
}

vector2d random_vector2d() {
    return { static_cast<float>(rand() / (double)RAND_MAX), static_cast<float>(rand() / (double)RAND_MAX) };
}

std::default_random_engine& random_engine() {
    static std::random_device rd{};
    static std::default_random_engine re{ rd() };
    return re;
}

scalar random_scalar(scalar low, scalar high) {
    std::uniform_real_distribution<scalar> d{ low, high };
    return d(random_engine());
}

class meteorite {
public:
    meteorite(int id, vector2d location);
    int id;
    /*!
   * Called every tick
   * param dt the time that has passed since the previous tick
   */
    void act(std::chrono::nanoseconds dt);
    const vector2d& location() const { return location_; }
    const vector2d& acceleration() const { return acceleration_; }
    const vector2d& velocity() const { return velocity_; }
private:
    vector2d velocity_;
    vector2d location_;
    vector2d acceleration_;

    scalar max_force;
    scalar max_speed;
    scalar max_velocity;

    scalar cohesion_scope;
    scalar separation_scope;
    scalar alignment_scope;

    vector2d seek(vector2d target) const;
    void flock();
    void location(const vector2d& loc) { location_ = loc; }
    void screen_force(const float t);
    void cohesion_force();
    void separation_force();
    void alignment_force();
    void move(const std::chrono::nanoseconds& dt);
    void add_force(const vector2d& force);
};

class flock {
public:
    flock() {};

    static flock& getInstance()
    {
        static flock instance;
        return instance;
    }

    std::vector<std::unique_ptr<meteorite>> meteorites;
};

meteorite::meteorite(int id, vector2d location) : id(id), velocity_(random_vector2d()), acceleration_(0, 0), max_speed(20), max_force(0.03), max_velocity(0.15), location_(location)
{
    cohesion_scope = random_scalar(0, 1);
    separation_scope = random_scalar(0, 1);
    alignment_scope = random_scalar(0, 1); 
}

void meteorite::act(std::chrono::nanoseconds dt) {
    move(dt);
}

std::vector<vector2d> random_meteorite_locations(std::size_t n) {
    // from 0x2 to 13x17  = 195
    // from 13x0 to 28x9  = 135
    // from 20x9 to 32x19 = 120
    // from 6x17 to 25x24 = 133
    // sum                = 583
    std::random_device rd{};
    std::default_random_engine re{ rd() };
    std::uniform_int_distribution<> id{ 0, 583 };
    std::uniform_real_distribution<scalar> sd{ 0, 1 };

    auto rv = [&](rectangle const& r) {
        return r.top_left() + vector2d{ r.size().width() * sd(re),
                                             r.size().height() * sd(re) };
    };

    std::array<rectangle, 4> rects{
        rectangle{vector2d{0.1f, 2}, size{13, 15}},
        rectangle{vector2d{13.f, 0.1f}, size{15, 9}},
        rectangle{vector2d{20, 9}, size{12, 10}},
        rectangle{vector2d{6, 17}, size{17, 6}} };
    auto to_index = [](int i) -> std::size_t {
        if (i < 195)
            return 0;
        else if (i < 330)
            return 1;
        else if (i < 450)
            return 2;
        else
            return 3;
    };

    std::vector<vector2d> result(n);
    std::generate_n(result.begin(), result.size(), [&] {
        auto val = id(re);
        auto index = to_index(val);
        auto rect = rects[index];
        return 32 * rv(rect);
        });
    return result;
}

vector2d s(const vector2d& s0, const vector2d& v, const vector2d& a, float t)
{
    return s0 + v * t + (a * t * t) / 2.0f;
}

vector2d v(const vector2d& v0, const vector2d& a, float t)
{
    return v0 + a * t;
}

float magnitude(const vector2d& v)
{
    return std::sqrt(v.x() * v.x() + v.y() * v.y());
}

vector2d limit(vector2d v, const float limit)
{
    const auto mag = magnitude(v);
    vector2d return_vector = { 0,0 };

    if (mag > limit) {
        return_vector.x(v.x() / mag);
        return_vector.y(v.y() / mag);
        return return_vector;
    }

    return v;
}

void meteorite::move(const std::chrono::nanoseconds& dt) {
    const auto t = to_seconds(dt);

    flock();
   
    screen_force(t);

    velocity_ = v(velocity_, acceleration_, t);

    velocity_ = limit(velocity_, max_speed);

    //location(s(location(), velocity_, acceleration_, t));

    location(location() + velocity_);

    acceleration_ = { 0, 0 };
}

void meteorite::flock()
{
    cohesion_force();
    separation_force();
    alignment_force();
}

void meteorite::add_force(const vector2d& force) {
    this->acceleration_ += force;
}

vector2d meteorite::seek(const vector2d target) const
{
    auto desired = target - location();
    desired = normalize(desired);
    desired *= max_speed;

    const auto steer = desired - velocity_;
    //limit(steer, max_force);

    return steer;
}

// add force propeling pigs to stay together
void meteorite::cohesion_force() {
    vector2d sum = { 0, 0 };
    auto count = 0;

    for (auto& neighbor : flock::getInstance().meteorites) {        
        const scalar dist = distance(neighbor->location(), location());

        if (dist > 0 && dist < 50)
        {
            sum += neighbor->location();
            count++;
        }
    }

    if (count > 0)
    {
        sum /= static_cast<float>(count);

        add_force(seek(sum) * cohesion_scope);
    }
}

// add force propeling pigs to stay away from each other
void meteorite::separation_force() {
    vector2d steer = { 0, 0 };
    auto count = 0;

    for (auto& neighbor : flock::getInstance().meteorites)
    {
        const scalar dist = distance(neighbor->location(), location());

        if (dist > 0 && dist < 25)
        {
            auto diff = location() - neighbor->location();
            diff = normalize(diff);
            diff = diff / dist;
            steer += diff;
            count++;
        }
    }

    if (count > 0)
    {
        steer = steer / static_cast<float>(count);
    }

    if (magnitude(steer) > 0)
    {
        steer = normalize(steer);
        steer *= max_speed;
        steer -= velocity_;
        steer = limit(steer, max_force);
    }

    add_force(steer * (separation_scope));
}

// add force to align pig with neighbours
void meteorite::alignment_force() {
    vector2d sum = { 0, 0 };
    auto count =

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
Welcome To Ask or Share your Answers For Others

1 Answer

0 votes
by (71.8m points)
等待大神答复

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
Welcome to OStack Knowledge Sharing Community for programmer and developer-Open, Learning and Share
Click Here to Ask a Question

...