1 | // |
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2 | // |
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3 | // TODO: testing orxonox -flocking interface |
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4 | // testing algorithm |
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5 | |
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6 | // ueberpruefen ob vektoren relativ richtig berechnet werden |
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7 | // |
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8 | //My Flocking Class |
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9 | |
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10 | #ifndef Flocking_Class |
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11 | #define Flocking_Class |
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12 | |
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13 | #include <Ogre.h> |
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14 | #include <OgreVector3.h> |
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15 | |
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16 | #include <iostream> |
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17 | |
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18 | |
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19 | #endif |
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20 | |
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21 | using namespace std; |
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22 | using namespace Ogre; |
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23 | |
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24 | class Element // An element that flocks |
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25 | { |
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26 | |
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27 | public: |
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28 | Vector3 location; // locationvector of the element |
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29 | Vector3 speed; // speedvector of the element |
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30 | Vector3 acceleration; // accelerationvector of the element |
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31 | |
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32 | Element() { |
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33 | acceleration = (0,0,0); |
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34 | speed = (0,0,0); |
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35 | location = (0,0,0); |
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36 | } |
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37 | |
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38 | Element(Vector3 location_, Vector3 speed_, Vector3 acceleration_) { |
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39 | acceleration = acceleration_; |
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40 | speed = speed_; |
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41 | location = location_; |
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42 | } |
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43 | |
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44 | void setValues(Vector3 location_, Vector3 speed_, Vector3 acceleration_) { |
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45 | acceleration = acceleration_; |
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46 | speed = speed_; |
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47 | location = location_; |
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48 | } |
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49 | |
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50 | //calculates the distance between the element and an other point given by temp |
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51 | float getDistance(Element temp) { |
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52 | Vector3 distance = temp.location-location; //this doesn't work |
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53 | return distance.length(); |
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54 | } |
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55 | |
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56 | //EINF[GEN DES ELEMENTS |
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57 | void update(Element arrayOfElements[], const FrameEvent& time) { |
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58 | calculateAcceleration(arrayOfElements); //updates the acceleration |
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59 | calculateSpeed(time); //updates the speed |
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60 | calculateLocation(time); //updates the location |
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61 | } |
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62 | |
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63 | //EINF[GEN DES ELEMENTS |
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64 | void calculateAcceleration(Element arrayOfElements[]) { |
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65 | //calculates the accelerationvector based on the steeringvectors of |
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66 | //separtion, alignment and cohesion. |
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67 | acceleration = separation(arrayOfElements) + alignment(arrayOfElements) + cohesion(arrayOfElements); |
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68 | } |
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69 | |
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70 | void calculateSpeed(const FrameEvent& time) { |
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71 | speed = speed + acceleration*time.timeSinceLastFrame; |
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72 | } |
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73 | |
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74 | void calculateLocation(const FrameEvent& time) { |
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75 | location = location + speed*time.timeSinceLastFrame; |
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76 | } |
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77 | |
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78 | |
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79 | Vector3 separation(Element arrayOfElements[]) { |
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80 | Vector3* steering = new Vector3(0,0,0); //steeringvector |
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81 | int numberOfNeighbour = 0; //number of observed neighbours |
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82 | //go through all elements |
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83 | for(int i=0; i<3; i++) { //just working with 3 elements at the moment |
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84 | Element actual = arrayOfElements[i]; //get the actual element |
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85 | float distance = getDistance(actual); //get distance between this and actual |
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86 | //DUMMY SEPERATION DETECTION DISTANCE =100 |
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87 | if ((distance > 0) && (distance<100)) { //do only if actual is inside detectionradius |
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88 | Vector3 inverseDistance = actual.location-location; //calculate the distancevector heading towards this |
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89 | inverseDistance = inverseDistance.normalise(); //does this work correctly? //normalise the distancevector |
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90 | inverseDistance = inverseDistance/*/distance*/; //devide distancevector by distance (the closer the bigger gets the distancevector -> steeringvector) |
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91 | *steering = *steering + inverseDistance; //add up all significant steeringvectors |
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92 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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93 | } |
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94 | } |
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95 | if(numberOfNeighbour > 0) { |
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96 | *steering = *steering / (float)numberOfNeighbour; //devide the sum of steeringvectors by the number of elements -> separation steeringvector |
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97 | } |
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98 | return *steering; |
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99 | } |
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100 | |
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101 | Vector3 alignment(Element arrayOfElements[]) { |
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102 | Vector3* steering = new Vector3(0,0,0); //steeringvector |
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103 | int numberOfNeighbour = 0; //number of observed neighbours |
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104 | //go through all elements |
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105 | for(int i=0; i<3; i++) { //just working with 3 elements at the moment |
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106 | Element actual = arrayOfElements[i]; //get the actual element |
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107 | float distance = getDistance(actual); //get distance between this and actual |
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108 | //DUMMY ALIGNMENT DETECTION DISTANCE = 1000 |
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109 | if ((distance > 0) && (distance<1000)) { //check if actual element is inside detectionradius |
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110 | *steering = *steering + actual.speed; //add up all speedvectors inside the detectionradius |
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111 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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112 | } |
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113 | } |
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114 | if(numberOfNeighbour > 0) { |
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115 | *steering = *steering / (float)numberOfNeighbour; //devide the sum of steeringvectors by the number of elements -> alignment steeringvector |
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116 | } |
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117 | return *steering; |
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118 | } |
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119 | |
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120 | Vector3 cohesion(Element arrayOfElements[]) { |
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121 | Vector3* steering = new Vector3(0,0,0); //steeringvector |
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122 | int numberOfNeighbour = 0; //number of observed neighbours |
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123 | //go through all elements |
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124 | for(int i=0; i<3; i++) { //just working with 3 elements at the moment |
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125 | Element actual = arrayOfElements[i]; //get the actual element |
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126 | float distance = getDistance(actual); //get distance between this and actual |
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127 | // DUMMY COHESION DETECTION DISTANCE = 1000 |
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128 | if ((distance > 0) && (distance<1000)) { //check if actual element is inside detectionradius |
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129 | *steering = *steering + actual.location; //add up all locations of elements inside the detectionradius |
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130 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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131 | } |
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132 | } |
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133 | if(numberOfNeighbour > 0) { |
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134 | *steering = *steering / (float)numberOfNeighbour; //devide the sum steeringvector by the number of elements -> cohesion steeringvector |
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135 | } |
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136 | return *steering; |
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137 | } |
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138 | |
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139 | }; |
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140 | |
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141 | |
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142 | |
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143 | //End of My Flocking Class |
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