[325] | 1 | // |
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| 2 | // |
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| 3 | // TODO: testing orxonox -flocking interface |
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| 4 | // testing algorithm |
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[212] | 5 | |
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[325] | 6 | // ueberpruefen ob vektoren relativ richtig berechnet werden |
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| 7 | // |
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[212] | 8 | //My Flocking Class |
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| 9 | |
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| 10 | #ifndef Flocking_Class |
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| 11 | #define Flocking_Class |
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| 12 | |
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| 13 | #include <Ogre.h> |
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| 14 | #include <OgreVector3.h> |
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| 15 | |
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[325] | 16 | #include <iostream> |
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[212] | 17 | |
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[325] | 18 | |
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[212] | 19 | #endif |
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| 20 | |
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| 21 | using namespace std; |
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| 22 | using namespace Ogre; |
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| 23 | |
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| 24 | class Element // An element that flocks |
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| 25 | { |
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| 26 | |
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| 27 | public: |
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| 28 | Vector3 location; // locationvector of the element |
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| 29 | Vector3 speed; // speedvector of the element |
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| 30 | Vector3 acceleration; // accelerationvector of the element |
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| 31 | |
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[325] | 32 | Element() { |
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| 33 | acceleration = (0,0,0); |
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| 34 | speed = (0,0,0); |
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| 35 | location = (0,0,0); |
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| 36 | } |
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[212] | 37 | |
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[233] | 38 | Element(Vector3 location_, Vector3 speed_, Vector3 acceleration_) { |
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[212] | 39 | acceleration = acceleration_; |
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| 40 | speed = speed_; |
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| 41 | location = location_; |
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| 42 | } |
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| 43 | |
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[325] | 44 | void setValues(Vector3 location_, Vector3 speed_, Vector3 acceleration_) { |
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| 45 | acceleration = acceleration_; |
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| 46 | speed = speed_; |
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| 47 | location = location_; |
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| 48 | } |
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| 49 | |
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[212] | 50 | //calculates the distance between the element and an other point given by temp |
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| 51 | float getDistance(Element temp) { |
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| 52 | Vector3 distance = temp.location-location; //this doesn't work |
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| 53 | return distance.length(); |
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| 54 | } |
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| 55 | |
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| 56 | //EINF[GEN DES ELEMENTS |
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[325] | 57 | void update(Element arrayOfElements[], const FrameEvent& time) { |
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[233] | 58 | calculateAcceleration(arrayOfElements); //updates the acceleration |
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[325] | 59 | calculateSpeed(time); //updates the speed |
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| 60 | calculateLocation(time); //updates the location |
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[212] | 61 | } |
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| 62 | |
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| 63 | //EINF[GEN DES ELEMENTS |
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[325] | 64 | void calculateAcceleration(Element arrayOfElements[]) { |
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[212] | 65 | //calculates the accelerationvector based on the steeringvectors of |
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| 66 | //separtion, alignment and cohesion. |
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[325] | 67 | acceleration = separation(arrayOfElements) + alignment(arrayOfElements) + cohesion(arrayOfElements); |
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[212] | 68 | } |
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| 69 | |
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[325] | 70 | void calculateSpeed(const FrameEvent& time) { |
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| 71 | speed = speed + acceleration*time.timeSinceLastFrame; |
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[212] | 72 | } |
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| 73 | |
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[325] | 74 | void calculateLocation(const FrameEvent& time) { |
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| 75 | location = location + speed*time.timeSinceLastFrame; |
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[212] | 76 | } |
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| 77 | |
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[325] | 78 | |
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| 79 | Vector3 separation(Element arrayOfElements[]) { |
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| 80 | Vector3* steering = new Vector3(0,0,0); //steeringvector |
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| 81 | int numberOfNeighbour = 0; //number of observed neighbours |
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[212] | 82 | //go through all elements |
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[325] | 83 | for(int i=0; i<3; i++) { //just working with 3 elements at the moment |
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[212] | 84 | Element actual = arrayOfElements[i]; //get the actual element |
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[233] | 85 | float distance = getDistance(actual); //get distance between this and actual |
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[325] | 86 | //DUMMY SEPERATION DETECTION DISTANCE =100 |
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| 87 | if ((distance > 0) && (distance<100)) { //do only if actual is inside detectionradius |
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[212] | 88 | Vector3 inverseDistance = actual.location-location; //calculate the distancevector heading towards this |
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| 89 | inverseDistance = inverseDistance.normalise(); //does this work correctly? //normalise the distancevector |
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[325] | 90 | inverseDistance = inverseDistance/*/distance*/; //devide distancevector by distance (the closer the bigger gets the distancevector -> steeringvector) |
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| 91 | *steering = *steering + inverseDistance; //add up all significant steeringvectors |
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[212] | 92 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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| 93 | } |
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| 94 | } |
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| 95 | if(numberOfNeighbour > 0) { |
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[325] | 96 | *steering = *steering / (float)numberOfNeighbour; //devide the sum of steeringvectors by the number of elements -> separation steeringvector |
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[212] | 97 | } |
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[325] | 98 | return *steering; |
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[212] | 99 | } |
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| 100 | |
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[325] | 101 | Vector3 alignment(Element arrayOfElements[]) { |
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| 102 | Vector3* steering = new Vector3(0,0,0); //steeringvector |
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| 103 | int numberOfNeighbour = 0; //number of observed neighbours |
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[212] | 104 | //go through all elements |
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[325] | 105 | for(int i=0; i<3; i++) { //just working with 3 elements at the moment |
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[212] | 106 | Element actual = arrayOfElements[i]; //get the actual element |
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[233] | 107 | float distance = getDistance(actual); //get distance between this and actual |
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[325] | 108 | //DUMMY ALIGNMENT DETECTION DISTANCE = 1000 |
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[233] | 109 | if ((distance > 0) && (distance<1000)) { //check if actual element is inside detectionradius |
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[325] | 110 | *steering = *steering + actual.speed; //add up all speedvectors inside the detectionradius |
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[212] | 111 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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| 112 | } |
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| 113 | } |
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| 114 | if(numberOfNeighbour > 0) { |
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[325] | 115 | *steering = *steering / (float)numberOfNeighbour; //devide the sum of steeringvectors by the number of elements -> alignment steeringvector |
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[212] | 116 | } |
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[325] | 117 | return *steering; |
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[212] | 118 | } |
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| 119 | |
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[325] | 120 | Vector3 cohesion(Element arrayOfElements[]) { |
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| 121 | Vector3* steering = new Vector3(0,0,0); //steeringvector |
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| 122 | int numberOfNeighbour = 0; //number of observed neighbours |
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[212] | 123 | //go through all elements |
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[325] | 124 | for(int i=0; i<3; i++) { //just working with 3 elements at the moment |
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[212] | 125 | Element actual = arrayOfElements[i]; //get the actual element |
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[233] | 126 | float distance = getDistance(actual); //get distance between this and actual |
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[325] | 127 | // DUMMY COHESION DETECTION DISTANCE = 1000 |
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[233] | 128 | if ((distance > 0) && (distance<1000)) { //check if actual element is inside detectionradius |
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[325] | 129 | *steering = *steering + actual.location; //add up all locations of elements inside the detectionradius |
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[212] | 130 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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| 131 | } |
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| 132 | } |
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| 133 | if(numberOfNeighbour > 0) { |
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[325] | 134 | *steering = *steering / (float)numberOfNeighbour; //devide the sum steeringvector by the number of elements -> cohesion steeringvector |
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[212] | 135 | } |
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[325] | 136 | return *steering; |
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[212] | 137 | } |
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[325] | 138 | |
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[212] | 139 | }; |
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| 140 | |
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| 141 | |
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| 142 | |
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| 143 | //End of My Flocking Class |
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