[859] | 1 | |
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| 2 | //Headerfile: Flocking.h |
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| 3 | |
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| 4 | #ifndef _Flocking_H__ |
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| 5 | #define _Flocking_H__ |
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| 6 | |
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| 7 | #include "util/Math.h" |
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| 8 | |
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| 9 | namespace orxonox |
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| 10 | { |
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| 11 | class Element // An element that flocks |
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| 12 | { |
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| 13 | |
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| 14 | public: |
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| 15 | Vector3 location; //!< locationvector of the element |
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| 16 | Vector3 speed; //!< speedvector of the element |
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| 17 | Vector3 acceleration; //!< accelerationvector of the element |
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| 18 | 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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| 19 | static int const SEPERATIONDISTANCE = 300; //!< detectionradius of seperation |
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| 20 | static int const ALIGNMENTDISTANCE = 300; //!< detectionradius of alignment |
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| 21 | static int const COHESIONDISTANCE = 5000; //!< detectionradius of cohesion |
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| 22 | static int const ANZELEMENTS = 9; //!< number of elements |
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| 23 | |
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| 24 | //! default constructor |
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| 25 | Element() { |
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| 26 | acceleration = Vector3(0,0,0); |
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| 27 | speed = Vector3(0,0,0); |
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| 28 | location = Vector3(0,0,0); |
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| 29 | movable = true; |
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| 30 | } |
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| 31 | |
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| 32 | /** constructor |
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| 33 | * @param location_ sets locationvector of the element |
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| 34 | * @param speed_ sets speedvector of the element |
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| 35 | * @param acceleration_ sets accelerationvector of the element |
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| 36 | * @param movable_ sets movability of the element |
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| 37 | */ |
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| 38 | Element(Vector3 location_, Vector3 speed_, Vector3 acceleration_, bool movable_) { |
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| 39 | acceleration = acceleration_; |
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| 40 | speed = speed_; |
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| 41 | location = location_; |
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| 42 | movable = movable_; |
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| 43 | } |
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| 44 | |
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| 45 | //! function to chance values of an element |
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| 46 | void setValues(Vector3 location_, Vector3 speed_, Vector3 acceleration_, bool movable_) { |
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| 47 | acceleration = acceleration_; |
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| 48 | speed = speed_; |
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| 49 | location = location_; |
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| 50 | movable = movable_; |
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| 51 | } |
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| 52 | |
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| 53 | /** calculates the distance between the element and an other point given by temp |
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| 54 | * @param e remote object to calculate distance to |
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| 55 | */ |
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| 56 | float getDistance(Element e) { |
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| 57 | Vector3 distance = e.location - location; |
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| 58 | return distance.length(); |
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| 59 | } |
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| 60 | |
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| 61 | //! updates the data of an element |
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| 62 | void update(Element arrayOfElements[]) { |
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| 63 | if (this->movable == true) {calculateAcceleration(arrayOfElements);} //if element is movable, calculate acceleration |
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| 64 | } |
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| 65 | |
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| 66 | //! calculates the new acceleration of an element |
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| 67 | void calculateAcceleration(Element arrayOfElements[]) { |
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| 68 | acceleration = separation(arrayOfElements) + alignment(arrayOfElements) + cohesion(arrayOfElements); //acceleration consisting of flocking-functions |
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| 69 | } |
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| 70 | |
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| 71 | //! separation-function (keep elements separated, avoid crashs) |
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| 72 | Vector3 separation(Element arrayOfElements[]) { |
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| 73 | using namespace Ogre; |
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| 74 | Vector3 steering = Vector3(0,0,0); //steeringvector |
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| 75 | Vector3 inverseDistance = Vector3(0,0,0); //vector pointing away from possible collisions |
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| 76 | int numberOfNeighbour = 0; //number of observed neighbours |
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| 77 | float distance = 0; // distance to the actual element |
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| 78 | for(int i=0; i<ANZELEMENTS; i++) { //go through all elements |
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| 79 | Element actual = arrayOfElements[i]; //get the actual element |
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| 80 | distance = getDistance(actual); //get distance between this and actual |
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| 81 | if ((distance > 0) && (distance < SEPERATIONDISTANCE)) { //do only if actual is inside detectionradius |
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| 82 | inverseDistance = (0,0,0); |
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| 83 | inverseDistance = location-actual.location; //calculate the distancevector heading towards this |
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| 84 | //adaptation of the inverseDistance to the distance |
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| 85 | if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;} |
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| 86 | if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;} |
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| 87 | if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;} |
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| 88 | if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;} |
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| 89 | steering = steering + inverseDistance; //add up all significant steeringvectors |
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| 90 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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| 91 | } |
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| 92 | } |
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| 93 | if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; } //devide the sum of steeringvectors by the number of elements -> separation steeringvector |
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| 94 | return steering; |
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| 95 | } |
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| 96 | |
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| 97 | //! alignment-function (lead elements to the same heading) |
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| 98 | Vector3 alignment(Element arrayOfElements[]) { |
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| 99 | using namespace Ogre; |
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| 100 | Vector3 steering = Vector3(0,0,0); //steeringvector |
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| 101 | int numberOfNeighbour = 0; //number of observed neighbours |
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| 102 | float distance = 0; |
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| 103 | //go through all elements |
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| 104 | for(int i=0; i<ANZELEMENTS; i++) { //just working with 3 elements at the moment |
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| 105 | Element actual = arrayOfElements[i]; //get the actual element |
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| 106 | float distance = getDistance(actual); //get distance between this and actual |
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| 107 | if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) { //check if actual element is inside detectionradius |
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| 108 | steering = steering + actual.speed; //add up all speedvectors inside the detectionradius |
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| 109 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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| 110 | } |
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| 111 | } |
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| 112 | if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; } //devide the sum of steeringvectors by the number of elements -> alignment steeringvector |
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| 113 | return steering; |
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| 114 | } |
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| 115 | |
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| 116 | //! cohseion-function (keep elements close to each other) |
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| 117 | Vector3 cohesion(Element arrayOfElements[]) { |
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| 118 | using namespace Ogre; |
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| 119 | Vector3 steering = Vector3(0,0,0); //steeringvector |
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| 120 | int numberOfNeighbour = 0; //number of observed neighbours |
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| 121 | float distance = 0; |
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| 122 | //go through all elements |
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| 123 | for(int i=0; i<ANZELEMENTS; i++) { //just working with 3 elements at the moment |
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| 124 | Element actual = arrayOfElements[i]; //get the actual element |
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| 125 | float distance = getDistance(actual); //get distance between this and actual |
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| 126 | if ((distance > 0) && (distance < COHESIONDISTANCE)) { //check if actual element is inside detectionradius |
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| 127 | steering = steering + actual.location; //add up all locations of elements inside the detectionradius |
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| 128 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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| 129 | } |
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| 130 | } |
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| 131 | if(numberOfNeighbour > 0) { |
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| 132 | steering = steering / (float)numberOfNeighbour; //devide the sum steeringvector by the number of elements -> cohesion steeringvector |
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| 133 | steering = steering - this->location; //transform the vector for the ship |
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| 134 | } |
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| 135 | return steering; |
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| 136 | } |
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| 137 | }; //End of class Element |
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| 138 | } |
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| 139 | |
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| 140 | #endif /* _Flocking_H__*/ |
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