[603] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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[1056] | 3 | * > www.orxonox.net < |
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[603] | 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Benjamin Knecht, beni_at_orxonox.net |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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[784] | 28 | |
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[1039] | 29 | #include "OrxonoxStableHeaders.h" |
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| 30 | #include "NPC.h" |
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[603] | 31 | |
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[1055] | 32 | #include "core/CoreIncludes.h" |
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[603] | 33 | |
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| 34 | namespace orxonox { |
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| 35 | |
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[627] | 36 | CreateFactory(NPC); |
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| 37 | |
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[1263] | 38 | NPC::NPC() : |
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| 39 | movable_(true) |
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[603] | 40 | { |
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[627] | 41 | RegisterObject(NPC); |
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[1264] | 42 | registerAllVariables(); |
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[603] | 43 | } |
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| 44 | |
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| 45 | NPC::~NPC() |
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| 46 | { |
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| 47 | } |
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| 48 | |
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[627] | 49 | void NPC::loadParams(TiXmlElement* xmlElem) |
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| 50 | { |
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| 51 | Model::loadParams(xmlElem); |
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| 52 | } |
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| 53 | |
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[617] | 54 | /** |
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| 55 | * function to chance values of an element |
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| 56 | */ |
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| 57 | void NPC::setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable) { |
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| 58 | this->setAcceleration(acceleration); |
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| 59 | this->setVelocity(speed); |
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| 60 | this->translate(location); |
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| 61 | movable_ = movable; |
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| 62 | } |
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[1264] | 63 | |
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| 64 | void NPC::registerAllVariables(){ |
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| 65 | Model::registerAllVariables(); |
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| 66 | registerVar(&movable_, sizeof(movable_), network::DATA); |
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| 67 | } |
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| 68 | |
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| 69 | bool NPC::create(){ |
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| 70 | Model::create(); |
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| 71 | return true; |
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| 72 | } |
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[617] | 73 | |
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| 74 | /** |
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| 75 | * calculates the distance between the element and an other point given by temp |
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| 76 | */ |
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[627] | 77 | float NPC::getDistance(WorldEntity* temp) |
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[617] | 78 | { |
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| 79 | Vector3 distance = temp->getPosition() - this->getPosition(); |
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| 80 | return distance.length(); |
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| 81 | } |
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| 82 | |
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| 83 | /** |
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| 84 | * updates the data of an element |
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| 85 | */ |
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[619] | 86 | void NPC::update() |
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[617] | 87 | { |
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| 88 | |
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| 89 | //if element is movable, calculate acceleration |
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[627] | 90 | if (this->movable_ == true) calculateAcceleration(); |
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[617] | 91 | |
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| 92 | } |
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| 93 | |
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| 94 | /** |
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[619] | 95 | * tick this NPC |
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| 96 | */ |
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| 97 | void NPC::tick(float dt) |
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| 98 | { |
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[1021] | 99 | update(); |
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[627] | 100 | this->setVelocity(0.995*this->getVelocity() + this->getAcceleration()*dt); |
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| 101 | this->translate(this->getVelocity()*dt); |
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| 102 | this->setAcceleration(Vector3(0,0,0)); |
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[619] | 103 | } |
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| 104 | |
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| 105 | /** |
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[617] | 106 | * calculates the new acceleration of an element |
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| 107 | */ |
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[627] | 108 | void NPC::calculateAcceleration() |
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[617] | 109 | { |
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| 110 | //acceleration consisting of flocking-functions |
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[627] | 111 | this->setAcceleration(separation() + alignment() + cohesion()); |
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[617] | 112 | } |
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| 113 | |
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| 114 | /** |
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| 115 | * separation-function (keep elements separated, avoid crashs) |
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| 116 | */ |
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[627] | 117 | Vector3 NPC::separation() |
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[617] | 118 | { |
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| 119 | Vector3 steering = Vector3(0,0,0); //steeringvector |
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| 120 | Vector3 inverseDistance = Vector3(0,0,0); //vector pointing away from possible collisions |
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| 121 | int numberOfNeighbour = 0; //number of observed neighbours |
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| 122 | float distance = 0; // distance to the actual element |
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[627] | 123 | for(Iterator<WorldEntity> it = ObjectList<WorldEntity>::start(); it; ++it) { //go through all elements |
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| 124 | distance = getDistance(*it); //get distance between this and actual |
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[617] | 125 | if ((distance > 0) && (distance < SEPERATIONDISTANCE)) { //do only if actual is inside detectionradius |
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| 126 | inverseDistance = Vector3(0,0,0); |
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[627] | 127 | inverseDistance = this->getPosition() - it->getPosition(); //calculate the distancevector heading towards this |
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[617] | 128 | //adaptation of the inverseDistance to the distance |
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| 129 | if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;} |
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| 130 | if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;} |
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| 131 | if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;} |
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| 132 | if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;} |
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| 133 | steering = steering + inverseDistance; //add up all significant steeringvectors |
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| 134 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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| 135 | } |
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| 136 | } |
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| 137 | if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; } //devide the sum of steeringvectors by the number of elements -> separation steeringvector |
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| 138 | return steering; |
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| 139 | } |
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| 140 | |
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| 141 | /** |
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| 142 | * alignment-function (lead elements to the same heading) |
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| 143 | */ |
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[627] | 144 | Vector3 NPC::alignment() |
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[617] | 145 | { |
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| 146 | Vector3 steering = Vector3(0,0,0); //steeringvector |
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| 147 | int numberOfNeighbour = 0; //number of observed neighbours |
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| 148 | //float distance = 0; |
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| 149 | //go through all elements |
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[627] | 150 | for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) { //just working with 3 elements at the moment |
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| 151 | float distance = getDistance(*it); //get distance between this and actual |
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[617] | 152 | if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) { //check if actual element is inside detectionradius |
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[627] | 153 | steering = steering + it->getVelocity(); //add up all speedvectors inside the detectionradius |
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[617] | 154 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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| 155 | } |
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| 156 | } |
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| 157 | if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; } //devide the sum of steeringvectors by the number of elements -> alignment steeringvector |
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| 158 | return steering; |
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| 159 | } |
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| 160 | |
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| 161 | /** |
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| 162 | * cohseion-function (keep elements close to each other) |
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| 163 | */ |
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[627] | 164 | Vector3 NPC::cohesion() |
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[617] | 165 | { |
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| 166 | Vector3 steering = Vector3(0,0,0); //steeringvector |
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| 167 | int numberOfNeighbour = 0; //number of observed neighbours |
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| 168 | //float distance = 0; |
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| 169 | //go through all elements |
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[627] | 170 | for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) { //just working with 3 elements at the moment |
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| 171 | float distance = getDistance(*it); //get distance between this and actual |
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[617] | 172 | if ((distance > 0) && (distance < COHESIONDISTANCE)) { //check if actual element is inside detectionradius |
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[627] | 173 | steering = steering + it->getPosition(); //add up all locations of elements inside the detectionradius |
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[617] | 174 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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| 175 | } |
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| 176 | } |
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| 177 | if(numberOfNeighbour > 0) { |
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| 178 | steering = steering / (float)numberOfNeighbour; //devide the sum steeringvector by the number of elements -> cohesion steeringvector |
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| 179 | steering = steering - this->getPosition(); //transform the vector for the ship |
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| 180 | } |
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| 181 | return steering; |
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| 182 | } |
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| 183 | |
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| 184 | } // end of class NPC |
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