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source: code/branches/network/src/orxonox/objects/NPC.cc @ 990

Last change on this file since 990 was 977, checked in by scheusso, 17 years ago

more adjustments for synchronisation

File size: 6.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *
4 *
5 *   License notice:
6 *
7 *   This program is free software; you can redistribute it and/or
8 *   modify it under the terms of the GNU General Public License
9 *   as published by the Free Software Foundation; either version 2
10 *   of the License, or (at your option) any later version.
11 *
12 *   This program is distributed in the hope that it will be useful,
13 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
14 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 *   GNU General Public License for more details.
16 *
17 *   You should have received a copy of the GNU General Public License
18 *   along with this program; if not, write to the Free Software
19 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
20 *
21 *   Author:
22 *      Benjamin Knecht, beni_at_orxonox.net
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28#include "OrxonoxStableHeaders.h"
29
30#include "../core/CoreIncludes.h"
31#include "NPC.h"
32
33namespace orxonox {
34
35  CreateFactory(NPC);
36
37  NPC::NPC()
38  {
39    RegisterObject(NPC);
40    movable_ = true;
41    registerAllVariables();
42  }
43
44  NPC::~NPC()
45  {
46  }
47
48  void NPC::loadParams(TiXmlElement* xmlElem)
49  {
50    Model::loadParams(xmlElem);
51  }
52
53  /**
54   * function to chance values of an element
55   */
56  void NPC::setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable) {
57    this->setAcceleration(acceleration);
58    this->setVelocity(speed);
59    this->translate(location);
60    movable_ = movable;
61  }
62 
63  void NPC::registerAllVariables(){
64    Model::registerAllVariables();
65    registerVar(&movable_, sizeof(movable_), network::DATA);
66  }
67 
68  bool NPC::create(){
69    Model::create();
70    return true;
71  }
72
73  /**
74   * calculates the distance between the element and an other point given by temp
75   */
76  float NPC::getDistance(WorldEntity* temp)
77  {
78    Vector3 distance = temp->getPosition() - this->getPosition();
79    return distance.length();
80  }
81
82  /**
83   * updates the data of an element
84   */
85  void NPC::update()
86  {
87
88    //if element is movable, calculate acceleration
89    if (this->movable_ == true) calculateAcceleration();
90
91  }
92
93  /**
94   * tick this NPC
95   */
96  void NPC::tick(float dt)
97  {
98    update();
99    this->setVelocity(0.995*this->getVelocity() + this->getAcceleration()*dt);
100    this->translate(this->getVelocity()*dt);
101    this->setAcceleration(Vector3(0,0,0));
102  }
103
104  /**
105   * calculates the new acceleration of an element
106   */
107  void NPC::calculateAcceleration()
108  {
109    //acceleration consisting of flocking-functions
110    this->setAcceleration(separation() + alignment() + cohesion());
111  }
112
113  /**
114   * separation-function (keep elements separated, avoid crashs)
115   */
116  Vector3 NPC::separation()
117  {
118    Vector3 steering = Vector3(0,0,0); //steeringvector
119    Vector3 inverseDistance = Vector3(0,0,0);  //vector pointing away from possible collisions
120    int numberOfNeighbour = 0;  //number of observed neighbours
121    float distance = 0;  // distance to the actual element
122    for(Iterator<WorldEntity> it = ObjectList<WorldEntity>::start(); it; ++it) {  //go through all elements
123      distance = getDistance(*it);  //get distance between this and actual
124      if ((distance > 0) && (distance < SEPERATIONDISTANCE)) {  //do only if actual is inside detectionradius
125        inverseDistance = Vector3(0,0,0);
126        inverseDistance = this->getPosition() - it->getPosition();  //calculate the distancevector heading towards this
127        //adaptation of the inverseDistance to the distance
128        if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;}
129        if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;}
130        if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;}
131        if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;}
132        steering = steering + inverseDistance;  //add up all significant steeringvectors
133        numberOfNeighbour++;  //counts the elements inside the detectionradius
134      }
135    }
136    if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> separation steeringvector
137    return steering;
138  }
139
140  /**
141   * alignment-function (lead elements to the same heading)
142   */
143  Vector3 NPC::alignment()
144  {
145    Vector3 steering = Vector3(0,0,0); //steeringvector
146    int numberOfNeighbour = 0;  //number of observed neighbours
147    //float distance = 0;
148    //go through all elements
149    for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment
150      float distance = getDistance(*it);  //get distance between this and actual
151      if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius
152        steering = steering + it->getVelocity();  //add up all speedvectors inside the detectionradius
153        numberOfNeighbour++;  //counts the elements inside the detectionradius
154      }
155    }
156    if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> alignment steeringvector
157    return steering;
158  }
159
160  /**
161   * cohseion-function (keep elements close to each other)
162   */
163  Vector3 NPC::cohesion()
164  {
165    Vector3 steering = Vector3(0,0,0); //steeringvector
166    int numberOfNeighbour = 0;  //number of observed neighbours
167    //float distance = 0;
168    //go through all elements
169    for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment
170      float distance = getDistance(*it);  //get distance between this and actual
171      if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius
172        steering = steering + it->getPosition();  //add up all locations of elements inside the detectionradius
173        numberOfNeighbour++;  //counts the elements inside the detectionradius
174      }
175    }
176    if(numberOfNeighbour > 0) {
177      steering = steering  / (float)numberOfNeighbour;  //devide the sum steeringvector by the number of elements -> cohesion steeringvector
178      steering = steering - this->getPosition();  //transform the vector for the ship
179    }
180    return steering;
181  }
182
183} // end of class NPC
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