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source: code/branches/FICN/src/orxonox/Flocking.h @ 781

Last change on this file since 781 was 742, checked in by landauf, 17 years ago

moved all files from misc and the tinyxml folder into the new util folder

File size: 6.5 KB
RevLine 
[342]1
[596]2//Headerfile: Flocking.h
[342]3
[673]4#ifndef _Flocking_H__
5#define _Flocking_H__
[342]6
[742]7#include "util/Math.h"
[342]8
[708]9namespace orxonox
[342]10{
[708]11  class Element // An element that flocks
12  {
[342]13
14  public:
[708]15    Vector3 location;                       //!< locationvector of the element
16    Vector3 speed;                          //!< speedvector of the element
17    Vector3 acceleration;                   //!< accelerationvector of the element
[618]18    bool movable;                                 //!< movability of the element, (false) gives the possiblity that an object can`t be moved by flocking but still gets into the calculation
19    static int const SEPERATIONDISTANCE = 300;    //!< detectionradius of seperation
20    static int const ALIGNMENTDISTANCE = 300;     //!< detectionradius of alignment
21    static int const COHESIONDISTANCE = 5000;     //!< detectionradius of cohesion
22    static int const ANZELEMENTS = 9;             //!< number of elements
[342]23
[708]24    //! default constructor
25    Element() {
26      acceleration = Vector3(0,0,0);
27      speed = Vector3(0,0,0);
28      location = Vector3(0,0,0);
29      movable = true;
30    }
[342]31
[708]32    /** constructor
33    *  @param location_ sets locationvector of the element
34    *  @param speed_ sets speedvector of the element
35    *  @param acceleration_ sets accelerationvector of the element
36    *  @param movable_ sets movability of the element
37    */
38    Element(Vector3 location_, Vector3 speed_, Vector3 acceleration_, bool movable_) {
39      acceleration = acceleration_;
40      speed = speed_;
41      location = location_;
42      movable = movable_;
43    }
[342]44
[708]45    //! function to chance values of an element
46    void setValues(Vector3 location_, Vector3 speed_, Vector3 acceleration_, bool movable_) {
47      acceleration = acceleration_;
48      speed = speed_;
49      location = location_;
50      movable = movable_;
51    }
[342]52
[708]53    /** calculates the distance between the element and an other point given by temp
54    * @param e remote object to calculate distance to
55    */
56    float getDistance(Element e) {
57      Vector3 distance = e.location - location;
58      return distance.length();
59    }
[342]60
[708]61    //! updates the data of an element
62    void update(Element arrayOfElements[]) {
63      if (this->movable == true) {calculateAcceleration(arrayOfElements);} //if element is movable, calculate acceleration
64    }
[342]65
[708]66    //! calculates the new acceleration of an element
67    void calculateAcceleration(Element arrayOfElements[]) {
68      acceleration = separation(arrayOfElements) + alignment(arrayOfElements) + cohesion(arrayOfElements);  //acceleration consisting of flocking-functions
69    }
[342]70
[708]71    //! separation-function (keep elements separated, avoid crashs)
72    Vector3 separation(Element arrayOfElements[]) {
73      using namespace Ogre;
74      Vector3 steering = Vector3(0,0,0); //steeringvector
75      Vector3 inverseDistance = Vector3(0,0,0);  //vector pointing away from possible collisions
76      int numberOfNeighbour = 0;  //number of observed neighbours
77      float distance = 0;  // distance to the actual element
78      for(int i=0; i<ANZELEMENTS; i++) {  //go through all elements
79        Element actual = arrayOfElements[i];  //get the actual element
80        distance = getDistance(actual);  //get distance between this and actual
81        if ((distance > 0) && (distance < SEPERATIONDISTANCE)) {  //do only if actual is inside detectionradius
82          inverseDistance = (0,0,0);
83          inverseDistance = location-actual.location;  //calculate the distancevector heading towards this
84          //adaptation of the inverseDistance to the distance
85          if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;}
86          if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;}
87          if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;}
88          if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;}
89          steering = steering + inverseDistance;  //add up all significant steeringvectors
90          numberOfNeighbour++;  //counts the elements inside the detectionradius
91        }
[342]92      }
[708]93      if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> separation steeringvector
94      return steering;
[342]95    }
96
[708]97    //! alignment-function (lead elements to the same heading)
98    Vector3 alignment(Element arrayOfElements[]) {
99      using namespace Ogre;
100      Vector3 steering = Vector3(0,0,0); //steeringvector
101      int numberOfNeighbour = 0;  //number of observed neighbours
102      float distance = 0;
103      //go through all elements
104      for(int i=0; i<ANZELEMENTS; i++) {  //just working with 3 elements at the moment
105        Element actual = arrayOfElements[i];  //get the actual element
106        float distance = getDistance(actual);  //get distance between this and actual
107        if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius
108          steering = steering + actual.speed;  //add up all speedvectors inside the detectionradius
109          numberOfNeighbour++;  //counts the elements inside the detectionradius
110        }
[342]111      }
[708]112      if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> alignment steeringvector
113      return steering;
[342]114    }
115
[708]116    //! cohseion-function (keep elements close to each other)
117    Vector3 cohesion(Element arrayOfElements[]) {
118      using namespace Ogre;
119      Vector3 steering = Vector3(0,0,0); //steeringvector
120      int numberOfNeighbour = 0;  //number of observed neighbours
121      float distance = 0;
122      //go through all elements
123      for(int i=0; i<ANZELEMENTS; i++) {  //just working with 3 elements at the moment
124        Element actual = arrayOfElements[i];  //get the actual element
125        float distance = getDistance(actual);  //get distance between this and actual
126        if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius
127          steering = steering + actual.location;  //add up all locations of elements inside the detectionradius
128          numberOfNeighbour++;  //counts the elements inside the detectionradius
129        }
[342]130      }
[708]131      if(numberOfNeighbour > 0) {
132        steering = steering  / (float)numberOfNeighbour;  //devide the sum steeringvector by the number of elements -> cohesion steeringvector
133        steering = steering - this->location;  //transform the vector for the ship
134      }
135      return steering;
[596]136    }
[708]137  };     //End of class Element
138}
[673]139
140#endif /* _Flocking_H__*/
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