1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * |
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4 | * |
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5 | * License notice: |
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6 | * |
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7 | * This program is free software; you can redistribute it and/or |
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8 | * modify it under the terms of the GNU General Public License |
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9 | * as published by the Free Software Foundation; either version 2 |
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10 | * of the License, or (at your option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the GNU General Public License |
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18 | * along with this program; if not, write to the Free Software |
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19 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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20 | * |
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21 | * Author: |
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22 | * Benjamin Knecht, beni_at_orxonox.net |
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23 | * Co-authors: |
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24 | * ... |
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25 | * |
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26 | */ |
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27 | |
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28 | #include "OrxonoxStableHeaders.h" |
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29 | |
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30 | #include "../core/CoreIncludes.h" |
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31 | #include "NPC.h" |
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32 | |
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33 | namespace orxonox { |
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34 | |
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35 | CreateFactory(NPC); |
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36 | |
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37 | NPC::NPC() |
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38 | { |
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39 | RegisterObject(NPC); |
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40 | movable_ = true; |
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41 | } |
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42 | |
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43 | NPC::~NPC() |
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44 | { |
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45 | } |
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46 | |
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47 | void NPC::loadParams(TiXmlElement* xmlElem) |
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48 | { |
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49 | Model::loadParams(xmlElem); |
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50 | } |
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51 | |
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52 | /** |
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53 | * function to chance values of an element |
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54 | */ |
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55 | void NPC::setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable) { |
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56 | this->setAcceleration(acceleration); |
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57 | this->setVelocity(speed); |
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58 | this->translate(location); |
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59 | movable_ = movable; |
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60 | } |
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61 | |
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62 | /** |
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63 | * calculates the distance between the element and an other point given by temp |
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64 | */ |
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65 | float NPC::getDistance(WorldEntity* temp) |
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66 | { |
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67 | Vector3 distance = temp->getPosition() - this->getPosition(); |
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68 | return distance.length(); |
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69 | } |
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70 | |
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71 | /** |
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72 | * updates the data of an element |
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73 | */ |
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74 | void NPC::update() |
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75 | { |
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76 | |
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77 | //if element is movable, calculate acceleration |
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78 | if (this->movable_ == true) calculateAcceleration(); |
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79 | |
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80 | } |
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81 | |
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82 | /** |
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83 | * tick this NPC |
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84 | */ |
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85 | void NPC::tick(float dt) |
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86 | { |
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87 | update(); |
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88 | this->setVelocity(0.995*this->getVelocity() + this->getAcceleration()*dt); |
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89 | this->translate(this->getVelocity()*dt); |
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90 | this->setAcceleration(Vector3(0,0,0)); |
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91 | } |
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92 | |
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93 | /** |
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94 | * calculates the new acceleration of an element |
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95 | */ |
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96 | void NPC::calculateAcceleration() |
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97 | { |
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98 | //acceleration consisting of flocking-functions |
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99 | this->setAcceleration(separation() + alignment() + cohesion()); |
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100 | } |
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101 | |
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102 | /** |
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103 | * separation-function (keep elements separated, avoid crashs) |
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104 | */ |
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105 | Vector3 NPC::separation() |
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106 | { |
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107 | Vector3 steering = Vector3(0,0,0); //steeringvector |
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108 | Vector3 inverseDistance = Vector3(0,0,0); //vector pointing away from possible collisions |
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109 | int numberOfNeighbour = 0; //number of observed neighbours |
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110 | float distance = 0; // distance to the actual element |
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111 | for(Iterator<WorldEntity> it = ObjectList<WorldEntity>::start(); it; ++it) { //go through all elements |
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112 | distance = getDistance(*it); //get distance between this and actual |
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113 | if ((distance > 0) && (distance < SEPERATIONDISTANCE)) { //do only if actual is inside detectionradius |
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114 | inverseDistance = Vector3(0,0,0); |
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115 | inverseDistance = this->getPosition() - it->getPosition(); //calculate the distancevector heading towards this |
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116 | //adaptation of the inverseDistance to the distance |
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117 | if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;} |
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118 | if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;} |
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119 | if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;} |
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120 | if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;} |
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121 | steering = steering + inverseDistance; //add up all significant steeringvectors |
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122 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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123 | } |
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124 | } |
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125 | if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; } //devide the sum of steeringvectors by the number of elements -> separation steeringvector |
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126 | return steering; |
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127 | } |
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128 | |
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129 | /** |
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130 | * alignment-function (lead elements to the same heading) |
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131 | */ |
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132 | Vector3 NPC::alignment() |
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133 | { |
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134 | Vector3 steering = Vector3(0,0,0); //steeringvector |
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135 | int numberOfNeighbour = 0; //number of observed neighbours |
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136 | //float distance = 0; |
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137 | //go through all elements |
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138 | for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) { //just working with 3 elements at the moment |
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139 | float distance = getDistance(*it); //get distance between this and actual |
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140 | if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) { //check if actual element is inside detectionradius |
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141 | steering = steering + it->getVelocity(); //add up all speedvectors inside the detectionradius |
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142 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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143 | } |
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144 | } |
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145 | if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; } //devide the sum of steeringvectors by the number of elements -> alignment steeringvector |
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146 | return steering; |
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147 | } |
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148 | |
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149 | /** |
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150 | * cohseion-function (keep elements close to each other) |
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151 | */ |
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152 | Vector3 NPC::cohesion() |
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153 | { |
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154 | Vector3 steering = Vector3(0,0,0); //steeringvector |
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155 | int numberOfNeighbour = 0; //number of observed neighbours |
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156 | //float distance = 0; |
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157 | //go through all elements |
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158 | for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) { //just working with 3 elements at the moment |
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159 | float distance = getDistance(*it); //get distance between this and actual |
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160 | if ((distance > 0) && (distance < COHESIONDISTANCE)) { //check if actual element is inside detectionradius |
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161 | steering = steering + it->getPosition(); //add up all locations of elements inside the detectionradius |
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162 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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163 | } |
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164 | } |
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165 | if(numberOfNeighbour > 0) { |
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166 | steering = steering / (float)numberOfNeighbour; //devide the sum steeringvector by the number of elements -> cohesion steeringvector |
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167 | steering = steering - this->getPosition(); //transform the vector for the ship |
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168 | } |
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169 | return steering; |
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170 | } |
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171 | |
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172 | } // end of class NPC |
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