[1505] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * ... |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file NPC.h |
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| 31 | @brief AI using WorldEntity |
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| 32 | @author Benjamin Knecht <beni_at_orxonox.net> |
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| 33 | */ |
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| 34 | |
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| 35 | #ifndef _NPC_H__ |
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| 36 | #define _NPC_H__ |
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| 37 | |
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| 38 | #include "OrxonoxPrereqs.h" |
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| 39 | |
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| 40 | #include "Model.h" |
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| 41 | |
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| 42 | namespace orxonox { |
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| 43 | |
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| 44 | class _OrxonoxExport NPC : public Model |
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| 45 | { |
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| 46 | public: |
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| 47 | |
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| 48 | NPC(); |
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| 49 | virtual ~NPC(); |
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| 50 | virtual void loadParams(TiXmlElement* xmlElem); |
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| 51 | void tick(float dt); |
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| 52 | void update(); |
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| 53 | void setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable); |
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| 54 | void registerAllVariables(); |
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| 55 | virtual bool create(){return Model::create();} |
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| 56 | |
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| 57 | private: |
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| 58 | float getDistance(WorldEntity* temp); |
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| 59 | void calculateAcceleration(); |
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| 60 | Vector3 separation(); |
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| 61 | Vector3 alignment(); |
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| 62 | Vector3 cohesion(); |
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| 63 | |
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| 64 | |
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| 65 | private: |
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| 66 | 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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| 67 | |
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| 68 | // those values should maybe be controlled by a higher power and should maybe be parameters that can be changed |
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| 69 | static int const SEPERATIONDISTANCE = 300; //detectionradius of seperation |
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| 70 | static int const ALIGNMENTDISTANCE = 300; //detectionradius of alignment |
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| 71 | static int const COHESIONDISTANCE = 5000; //detectionradius of cohesion |
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| 72 | static int const NUMELEMENTS = 9; //number of elements |
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| 73 | }; |
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| 74 | } |
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| 75 | #endif /* _NPC_H__ */ |
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