| [212] | 1 | |
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| 2 | //My Flocking Class |
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| 3 | |
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| 4 | #ifndef Flocking_Class |
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| 5 | #define Flocking_Class |
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| 6 | |
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| 7 | #include <Ogre.h> |
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| 8 | #include <OgreVector3.h> |
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| 9 | |
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| 10 | |
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| 11 | #endif |
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| 12 | |
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| 13 | using namespace std; |
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| 14 | using namespace Ogre; |
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| 15 | |
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| 16 | class Element // An element that flocks |
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| 17 | { |
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| 18 | |
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| 19 | public: |
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| 20 | Vector3 location; // locationvector of the element |
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| 21 | Vector3 speed; // speedvector of the element |
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| 22 | Vector3 acceleration; // accelerationvector of the element |
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| 23 | |
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| 24 | |
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| 25 | void element(Vector3 location_, Vector3 speed_, Vector3 acceleration_) { |
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| 26 | acceleration = acceleration_; |
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| 27 | speed = speed_; |
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| 28 | location = location_; |
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| 29 | } |
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| 30 | |
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| 31 | //calculates the distance between the element and an other point given by temp |
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| 32 | float getDistance(Element temp) { |
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| 33 | Vector3 distance = temp.location-location; //this doesn't work |
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| 34 | return distance.length(); |
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| 35 | } |
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| 36 | |
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| 37 | //EINF[GEN DES ELEMENTS |
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| 38 | void update(/*Element übergeben*/) { |
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| 39 | calculateAcceleration(/*Elementübergabe*/); //updates the acceleration |
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| 40 | calculateSpeed(); //updates the speed |
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| 41 | calculateLocation(); //updates the location |
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| 42 | } |
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| 43 | |
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| 44 | //EINF[GEN DES ELEMENTS |
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| 45 | void calculateAcceleration(/*Element übergeben*/) { |
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| 46 | //calculates the accelerationvector based on the steeringvectors of |
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| 47 | //separtion, alignment and cohesion. |
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| 48 | acceleration = acceleration + separation() + alignment() + cohesion(); |
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| 49 | } |
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| 50 | |
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| 51 | void calculateSpeed() { |
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| 52 | speed = speed + acceleration; |
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| 53 | } |
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| 54 | |
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| 55 | void calculateLocation() { |
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| 56 | location = location + speed; |
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| 57 | acceleration = (0,0,0); //set acceleration to zero for the next calculation |
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| 58 | } |
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| 59 | |
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| 60 | Vector3 separation() { |
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| 61 | Vector3 steering; //steeringvector |
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| 62 | int numberOfNeighbour; //number of observed neighbours |
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| 63 | //go through all elements |
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| 64 | for(int i=1; i<3; i++) { //just working with 3 elements at the moment |
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| 65 | Element actual = arrayOfElements[i]; //get the actual element |
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| 66 | float distance = Element.getDistance(actual); //get distance between this and actual |
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| 67 | //DUMMY SEPERATION DETECTION DISTANCE = 25 |
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| 68 | if ((distance > 0) && (distance<25)) { //do only if actual is inside detectionradius |
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| 69 | Vector3 inverseDistance = actual.location-location; //calculate the distancevector heading towards this |
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| 70 | inverseDistance = inverseDistance.normalise(); //does this work correctly? //normalise the distancevector |
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| 71 | inverseDistance = inverseDistance/distance; //devide distancevector by distance (the closer the bigger gets the distancevector -> steeringvector) |
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| 72 | steering = steering + inverseDistance; //add up all significant steeringvectors |
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| 73 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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| 74 | } |
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| 75 | } |
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| 76 | if(numberOfNeighbour > 0) { |
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| 77 | steering = steering / (float)numberOfNeighbour; //devide the sum of steeringvectors by the number of elements -> separation steeringvector |
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| 78 | } |
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| 79 | return steering; |
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| 80 | } |
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| 81 | |
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| 82 | Vector3 alignment() { |
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| 83 | Vector3 steering; //steeringvector |
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| 84 | int numberOfNeighbour; //number of observed neighbours |
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| 85 | //go through all elements |
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| 86 | for(int i=1; i<3; i++) { //just working with 3 elements at the moment |
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| 87 | Element actual = arrayOfElements[i]; //get the actual element |
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| 88 | float distance = Element.getDistance(actual); //get distance between this and actual |
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| 89 | //DUMMY ALIGNMENT DETECTION DISTANCE = 50 |
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| 90 | if ((distance > 0) && (distance<50)) { //check if actual element is inside detectionradius |
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| 91 | steering = steering + actual.speed; //add up all speedvectors inside the detectionradius |
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| 92 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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| 93 | } |
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| 94 | } |
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| 95 | if(numberOfNeighbour > 0) { |
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| 96 | steering = steering / (float)numberOfNeighbour; //devide the sum of steeringvectors by the number of elements -> alignment steeringvector |
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| 97 | } |
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| 98 | return steering; |
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| 99 | } |
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| 100 | |
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| 101 | Vector3 cohesion() { |
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| 102 | Vector3 steering; //steeringvector |
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| 103 | int numberOfNeighbour; //number of observed neighbours |
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| 104 | //go through all elements |
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| 105 | for(int i=1; i<3; i++) { //just working with 3 elements at the moment |
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| 106 | Element actual = arrayOfElements[i]; //get the actual element |
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| 107 | float distance = Element.getDistance(actual); //get distance between this and actual |
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| 108 | // DUMMY COHESION DETECTION DISTANCE = 50 |
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| 109 | if ((distance > 0) && (distance<50)) { //check if actual element is inside detectionradius |
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| 110 | steering = steering + actual.location; //add up all locations of elements inside the detectionradius |
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| 111 | numberOfNeighbour++; //counts the elements inside the detectionradius |
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| 112 | } |
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| 113 | } |
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| 114 | if(numberOfNeighbour > 0) { |
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| 115 | steering = steering / (float)numberOfNeighbour; //devide the sum steeringvector by the number of elements -> cohesion steeringvector |
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| 116 | } |
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| 117 | } |
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| 118 | |
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| 119 | }; |
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| 120 | |
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| 121 | |
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| 122 | |
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| 123 | //End of My Flocking Class |
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