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source: code/branches/tutorial/src/orxonox/objects/NPC.cc @ 2254

Last change on this file since 2254 was 859, checked in by landauf, 17 years ago

more or less a copy of the trunk

File size: 6.0 KB
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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  }
42
43  NPC::~NPC()
44  {
45  }
46
47  void NPC::loadParams(TiXmlElement* xmlElem)
48  {
49    Model::loadParams(xmlElem);
50  }
51
52  /**
53   * function to chance values of an element
54   */
55  void NPC::setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable) {
56    this->setAcceleration(acceleration);
57    this->setVelocity(speed);
58    this->translate(location);
59    movable_ = movable;
60  }
61
62  /**
63   * calculates the distance between the element and an other point given by temp
64   */
65  float NPC::getDistance(WorldEntity* temp)
66  {
67    Vector3 distance = temp->getPosition() - this->getPosition();
68    return distance.length();
69  }
70
71  /**
72   * updates the data of an element
73   */
74  void NPC::update()
75  {
76
77    //if element is movable, calculate acceleration
78    if (this->movable_ == true) calculateAcceleration();
79
80  }
81
82  /**
83   * tick this NPC
84   */
85  void NPC::tick(float dt)
86  {
87
88    this->setVelocity(0.995*this->getVelocity() + this->getAcceleration()*dt);
89    this->translate(this->getVelocity()*dt);
90    this->setAcceleration(Vector3(0,0,0));
91  }
92
93  /**
94   * calculates the new acceleration of an element
95   */
96  void NPC::calculateAcceleration()
97  {
98    //acceleration consisting of flocking-functions
99    this->setAcceleration(separation() + alignment() + cohesion());
100  }
101
102  /**
103   * separation-function (keep elements separated, avoid crashs)
104   */
105  Vector3 NPC::separation()
106  {
107    Vector3 steering = Vector3(0,0,0); //steeringvector
108    Vector3 inverseDistance = Vector3(0,0,0);  //vector pointing away from possible collisions
109    int numberOfNeighbour = 0;  //number of observed neighbours
110    float distance = 0;  // distance to the actual element
111    for(Iterator<WorldEntity> it = ObjectList<WorldEntity>::start(); it; ++it) {  //go through all elements
112      distance = getDistance(*it);  //get distance between this and actual
113      if ((distance > 0) && (distance < SEPERATIONDISTANCE)) {  //do only if actual is inside detectionradius
114        inverseDistance = Vector3(0,0,0);
115        inverseDistance = this->getPosition() - it->getPosition();  //calculate the distancevector heading towards this
116        //adaptation of the inverseDistance to the distance
117        if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;}
118        if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;}
119        if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;}
120        if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;}
121        steering = steering + inverseDistance;  //add up all significant steeringvectors
122        numberOfNeighbour++;  //counts the elements inside the detectionradius
123      }
124    }
125    if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> separation steeringvector
126    return steering;
127  }
128
129  /**
130   * alignment-function (lead elements to the same heading)
131   */
132  Vector3 NPC::alignment()
133  {
134    Vector3 steering = Vector3(0,0,0); //steeringvector
135    int numberOfNeighbour = 0;  //number of observed neighbours
136    //float distance = 0;
137    //go through all elements
138    for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment
139      float distance = getDistance(*it);  //get distance between this and actual
140      if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius
141        steering = steering + it->getVelocity();  //add up all speedvectors inside the detectionradius
142        numberOfNeighbour++;  //counts the elements inside the detectionradius
143      }
144    }
145    if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> alignment steeringvector
146    return steering;
147  }
148
149  /**
150   * cohseion-function (keep elements close to each other)
151   */
152  Vector3 NPC::cohesion()
153  {
154    Vector3 steering = Vector3(0,0,0); //steeringvector
155    int numberOfNeighbour = 0;  //number of observed neighbours
156    //float distance = 0;
157    //go through all elements
158    for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment
159      float distance = getDistance(*it);  //get distance between this and actual
160      if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius
161        steering = steering + it->getPosition();  //add up all locations of elements inside the detectionradius
162        numberOfNeighbour++;  //counts the elements inside the detectionradius
163      }
164    }
165    if(numberOfNeighbour > 0) {
166      steering = steering  / (float)numberOfNeighbour;  //devide the sum steeringvector by the number of elements -> cohesion steeringvector
167      steering = steering - this->getPosition();  //transform the vector for the ship
168    }
169    return steering;
170  }
171
172} // end of class NPC
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