Last change
on this file since 726 was
708,
checked in by rgrieder, 17 years ago
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- 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
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Line | |
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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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7 | #ifndef _NPC_H__ |
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8 | #define _NPC_H__ |
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9 | |
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10 | #include "../OrxonoxPrereqs.h" |
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11 | |
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12 | #include "Model.h" |
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13 | |
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14 | class TiXmlElement; // Forward declaration |
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15 | |
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16 | namespace orxonox { |
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17 | |
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18 | class NPC : public Model |
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19 | { |
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20 | public: |
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21 | |
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22 | NPC(); |
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23 | virtual ~NPC(); |
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24 | virtual void loadParams(TiXmlElement* xmlElem); |
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25 | void tick(float dt); |
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26 | void update(); |
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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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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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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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45 | }; |
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46 | |
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47 | } |
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48 | #endif /* _NPC_H__ */ |
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