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source: code/archive/shader/src/orxonox/objects/NPC.cc @ 12106

Last change on this file since 12106 was 1505, checked in by rgrieder, 17 years ago

f* svn: It doesn't even inform you if you attempt to set a non existing property. It is svn:eol-style and not eol-style when using the command by the way…

  • Property svn:eol-style set to native
File size: 6.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Benjamin Knecht, beni_at_orxonox.net
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "NPC.h"
31
32#include "core/CoreIncludes.h"
33
34namespace orxonox {
35
36  CreateFactory(NPC);
37
38  NPC::NPC() :
39    movable_(true)
40  {
41    RegisterObject(NPC);
42    registerAllVariables();
43  }
44
45  NPC::~NPC()
46  {
47  }
48
49  void NPC::loadParams(TiXmlElement* xmlElem)
50  {
51    Model::loadParams(xmlElem);
52  }
53
54  /**
55   * function to chance values of an element
56   */
57  void NPC::setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable) {
58    this->setAcceleration(acceleration);
59    this->setVelocity(speed);
60    this->translate(location);
61    movable_ = movable;
62  }
63 
64  void NPC::registerAllVariables(){
65    Model::registerAllVariables();
66    registerVar(&movable_, sizeof(movable_), network::DATA);
67  }
68 
69
70  /**
71   * calculates the distance between the element and an other point given by temp
72   */
73  float NPC::getDistance(WorldEntity* temp)
74  {
75    Vector3 distance = temp->getPosition() - this->getPosition();
76    return distance.length();
77  }
78
79  /**
80   * updates the data of an element
81   */
82  void NPC::update()
83  {
84
85    //if element is movable, calculate acceleration
86    if (this->movable_ == true) calculateAcceleration();
87
88  }
89
90  /**
91   * tick this NPC
92   */
93  void NPC::tick(float dt)
94  {
95    update();
96    this->setVelocity(0.995*this->getVelocity() + this->getAcceleration()*dt);
97    this->translate(this->getVelocity()*dt);
98    this->setAcceleration(Vector3(0,0,0));
99  }
100
101  /**
102   * calculates the new acceleration of an element
103   */
104  void NPC::calculateAcceleration()
105  {
106    //acceleration consisting of flocking-functions
107    this->setAcceleration(separation() + alignment() + cohesion());
108  }
109
110  /**
111   * separation-function (keep elements separated, avoid crashs)
112   */
113  Vector3 NPC::separation()
114  {
115    Vector3 steering = Vector3(0,0,0); //steeringvector
116    Vector3 inverseDistance = Vector3(0,0,0);  //vector pointing away from possible collisions
117    int numberOfNeighbour = 0;  //number of observed neighbours
118    float distance = 0;  // distance to the actual element
119    for(Iterator<WorldEntity> it = ObjectList<WorldEntity>::start(); it; ++it) {  //go through all elements
120      distance = getDistance(*it);  //get distance between this and actual
121      if ((distance > 0) && (distance < SEPERATIONDISTANCE)) {  //do only if actual is inside detectionradius
122        inverseDistance = Vector3(0,0,0);
123        inverseDistance = this->getPosition() - it->getPosition();  //calculate the distancevector heading towards this
124        //adaptation of the inverseDistance to the distance
125        if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;}
126        if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;}
127        if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;}
128        if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;}
129        steering = steering + inverseDistance;  //add up all significant steeringvectors
130        numberOfNeighbour++;  //counts the elements inside the detectionradius
131      }
132    }
133    if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> separation steeringvector
134    return steering;
135  }
136
137  /**
138   * alignment-function (lead elements to the same heading)
139   */
140  Vector3 NPC::alignment()
141  {
142    Vector3 steering = Vector3(0,0,0); //steeringvector
143    int numberOfNeighbour = 0;  //number of observed neighbours
144    //float distance = 0;
145    //go through all elements
146    for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment
147      float distance = getDistance(*it);  //get distance between this and actual
148      if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius
149        steering = steering + it->getVelocity();  //add up all speedvectors inside the detectionradius
150        numberOfNeighbour++;  //counts the elements inside the detectionradius
151      }
152    }
153    if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> alignment steeringvector
154    return steering;
155  }
156
157  /**
158   * cohseion-function (keep elements close to each other)
159   */
160  Vector3 NPC::cohesion()
161  {
162    Vector3 steering = Vector3(0,0,0); //steeringvector
163    int numberOfNeighbour = 0;  //number of observed neighbours
164    //float distance = 0;
165    //go through all elements
166    for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment
167      float distance = getDistance(*it);  //get distance between this and actual
168      if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius
169        steering = steering + it->getPosition();  //add up all locations of elements inside the detectionradius
170        numberOfNeighbour++;  //counts the elements inside the detectionradius
171      }
172    }
173    if(numberOfNeighbour > 0) {
174      steering = steering  / (float)numberOfNeighbour;  //devide the sum steeringvector by the number of elements -> cohesion steeringvector
175      steering = steering - this->getPosition();  //transform the vector for the ship
176    }
177    return steering;
178  }
179
180} // end of class NPC
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