[1039] | 1 | /* |
---|
| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
---|
[1056] | 3 | * > www.orxonox.net < |
---|
[1039] | 4 | * |
---|
| 5 | * |
---|
| 6 | * License notice: |
---|
| 7 | * |
---|
| 8 | * This program is free software; you can redistribute it and/or |
---|
| 9 | * modify it under the terms of the GNU General Public License |
---|
| 10 | * as published by the Free Software Foundation; either version 2 |
---|
| 11 | * of the License, or (at your option) any later version. |
---|
| 12 | * |
---|
| 13 | * This program is distributed in the hope that it will be useful, |
---|
| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
---|
| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
---|
| 16 | * GNU General Public License for more details. |
---|
| 17 | * |
---|
| 18 | * You should have received a copy of the GNU General Public License |
---|
| 19 | * along with this program; if not, write to the Free Software |
---|
| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
---|
| 21 | * |
---|
| 22 | * Author: |
---|
| 23 | * ... |
---|
| 24 | * Co-authors: |
---|
| 25 | * ... |
---|
| 26 | * |
---|
| 27 | */ |
---|
| 28 | |
---|
[603] | 29 | /** |
---|
| 30 | @file NPC.h |
---|
| 31 | @brief AI using WorldEntity |
---|
| 32 | @author Benjamin Knecht <beni_at_orxonox.net> |
---|
| 33 | */ |
---|
| 34 | |
---|
[673] | 35 | #ifndef _NPC_H__ |
---|
| 36 | #define _NPC_H__ |
---|
[708] | 37 | |
---|
[1039] | 38 | #include "OrxonoxPrereqs.h" |
---|
[603] | 39 | |
---|
[617] | 40 | #include "Model.h" |
---|
[603] | 41 | |
---|
| 42 | namespace orxonox { |
---|
| 43 | |
---|
[729] | 44 | class _OrxonoxExport NPC : public Model |
---|
[603] | 45 | { |
---|
[617] | 46 | public: |
---|
| 47 | |
---|
| 48 | NPC(); |
---|
| 49 | virtual ~NPC(); |
---|
[627] | 50 | virtual void loadParams(TiXmlElement* xmlElem); |
---|
[617] | 51 | void tick(float dt); |
---|
[619] | 52 | void update(); |
---|
[617] | 53 | void setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable); |
---|
| 54 | |
---|
| 55 | private: |
---|
[627] | 56 | float getDistance(WorldEntity* temp); |
---|
| 57 | void calculateAcceleration(); |
---|
| 58 | Vector3 separation(); |
---|
| 59 | Vector3 alignment(); |
---|
| 60 | Vector3 cohesion(); |
---|
[617] | 61 | |
---|
| 62 | |
---|
| 63 | private: |
---|
| 64 | 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 |
---|
| 65 | |
---|
| 66 | // those values should maybe be controlled by a higher power and should maybe be parameters that can be changed |
---|
| 67 | static int const SEPERATIONDISTANCE = 300; //detectionradius of seperation |
---|
| 68 | static int const ALIGNMENTDISTANCE = 300; //detectionradius of alignment |
---|
| 69 | static int const COHESIONDISTANCE = 5000; //detectionradius of cohesion |
---|
[728] | 70 | static int const NUMELEMENTS = 9; //number of elements |
---|
[603] | 71 | }; |
---|
| 72 | } |
---|
[673] | 73 | #endif /* _NPC_H__ */ |
---|