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source: code/branches/FICN/src/orxonox/objects/NPC.h @ 623

Last change on this file since 623 was 619, checked in by bknecht, 17 years ago

maybe this helps…

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1/**
2  @file NPC.h
3  @brief AI using WorldEntity
4  @author Benjamin Knecht <beni_at_orxonox.net>
5 */
6
7#ifndef MODULE_NPC_H
8#define MODULE_NPC_H
9
10// includes
11#include "WorldEntity.h"
12#include "Model.h"
13
14namespace orxonox {
15
16  class NPC : public Model
17  {
18    public:
19
20      NPC();
21      virtual ~NPC();
22      void tick(float dt);
23      void update();
24      void setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable);
25
26    private:
27      float getDistance(NPC* temp);
28      void calculateAcceleration(NPC** arrayOfElements);
29      Vector3 separation(NPC** arrayOfElements);
30      Vector3 alignment(NPC** arrayOfElements);
31      Vector3 cohesion(NPC** arrayOfElements);
32
33
34    private:
35      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
36
37      // those values should maybe be controlled by a higher power and should maybe be parameters that can be changed
38      static int const SEPERATIONDISTANCE = 300;  //detectionradius of seperation
39      static int const ALIGNMENTDISTANCE = 300;  //detectionradius of alignment
40      static int const COHESIONDISTANCE = 5000;  //detectionradius of cohesion
41      static int const ANZELEMENTS = 9;  //number of elements
42  };
43
44}
45#endif
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