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#include <kurator/sim/FloatingMovement.h>
#include <entt/entity/registry.hpp>
#include <entt/signal/dispatcher.hpp>
#include <kurator/sim/components.h>
namespace kurator
{
namespace sim
{
void
FloatingMovement::update(entt::registry& registry, entt::dispatcher&, const float dt)
{
auto view = registry.view<Transform, FloatingMovement, AIState>();
for (auto&& [entity, transform, movement, ai] : view.each()) {
const auto offset = ai.destination - transform.position;
const auto at_destination = offset.magnitude() > movement.destination_boundary;
const auto acceleration =
at_destination ?
offset.normalized().scale(movement.acceleration * dt) :
offset.normalized().scale(-1 * movement.deceleration * dt);
movement.speed.x += acceleration.x;
movement.speed.y += acceleration.y;
if (movement.speed.magnitude() > movement.max_speed)
movement.speed = movement.speed.normalized().scale(movement.max_speed);
const auto speed = movement.speed.scale(dt);
transform.position.x += speed.x;
transform.position.y += speed.y;
transform.angle = speed.angle();
}
}
} // namespace sim
} // namespace kurator
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