Last change
on this file since 726 was
708,
checked in by rgrieder, 17 years ago
|
- added Vector2, Vector3, Matrix3, ColourValue, Quaternion and String to the misc folder as header files
(each of them contains #include <string> … typedef std::string String , etc.)
- please use String from now on by including <misc/String.h"
- removed #include <OgreVector3.h", etc. from "CoreIncludes.h" (adjusted all source files)
- adjusted all the source files (except network, that keeps <string> for the moment) (what a mess..)
- moved usleep hack to misc/Sleep.h
- relative include paths for files from other root directories (like misc, network, etc.)
(but it stills writes "../Orxonox.h" when in folder orxonox/objects)
- "OgreSceneManager.h" —> <OgreSceneManager.h>
- included OrxonoxPrereqs in every file in folder orxonox
- moved HUD and ParticleInterface to namespace orxonox
- removed some using namespace Ogre/std when appropriate
- I hope I haven't forgotten important points..
|
File size:
1.3 KB
|
Rev | Line | |
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[603] | 1 | /** |
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| 2 | @file NPC.h |
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| 3 | @brief AI using WorldEntity |
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| 4 | @author Benjamin Knecht <beni_at_orxonox.net> |
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| 5 | */ |
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| 6 | |
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[673] | 7 | #ifndef _NPC_H__ |
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| 8 | #define _NPC_H__ |
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[708] | 9 | |
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| 10 | #include "../OrxonoxPrereqs.h" |
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[603] | 11 | |
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[617] | 12 | #include "Model.h" |
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[603] | 13 | |
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[708] | 14 | class TiXmlElement; // Forward declaration |
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| 15 | |
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[603] | 16 | namespace orxonox { |
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| 17 | |
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[617] | 18 | class NPC : public Model |
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[603] | 19 | { |
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[617] | 20 | public: |
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| 21 | |
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| 22 | NPC(); |
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| 23 | virtual ~NPC(); |
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[627] | 24 | virtual void loadParams(TiXmlElement* xmlElem); |
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[617] | 25 | void tick(float dt); |
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[619] | 26 | void update(); |
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[617] | 27 | void setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable); |
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| 28 | |
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| 29 | private: |
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[627] | 30 | float getDistance(WorldEntity* temp); |
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| 31 | void calculateAcceleration(); |
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| 32 | Vector3 separation(); |
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| 33 | Vector3 alignment(); |
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| 34 | Vector3 cohesion(); |
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[617] | 35 | |
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| 36 | |
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| 37 | private: |
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| 38 | 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 |
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| 39 | |
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| 40 | // those values should maybe be controlled by a higher power and should maybe be parameters that can be changed |
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| 41 | static int const SEPERATIONDISTANCE = 300; //detectionradius of seperation |
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| 42 | static int const ALIGNMENTDISTANCE = 300; //detectionradius of alignment |
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| 43 | static int const COHESIONDISTANCE = 5000; //detectionradius of cohesion |
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| 44 | static int const ANZELEMENTS = 9; //number of elements |
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[603] | 45 | }; |
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| 46 | |
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| 47 | } |
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[673] | 48 | #endif /* _NPC_H__ */ |
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