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source: code/branches/FICN/src/orxonox/objects/NPC.cc @ 619

Last change on this file since 619 was 619, checked in by bknecht, 17 years ago

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