| 1 |  | 
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| 2 | // Arrival Class | 
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| 3 |  | 
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| 4 |  | 
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| 5 | #ifndef _Arrival_H__ | 
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| 6 | #define _Arrival_H__ | 
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| 7 |  | 
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| 8 | // #include <Ogre.h> | 
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| 9 | #include <OgreVector3.h> | 
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| 10 |  | 
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| 11 |  | 
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| 12 | #include <iostream> | 
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| 13 |  | 
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| 14 | // FIXME: using namspace xy; in header files is a bad idea | 
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| 15 | using namespace std; | 
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| 16 | using namespace Ogre; | 
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| 17 |  | 
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| 18 | class Arrival { | 
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| 19 |  | 
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| 20 |   public: | 
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| 21 |     Vector3 location;           //!< locationvector of the element | 
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| 22 |     Vector3 speed;              //!< speedvector of the element | 
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| 23 |     Vector3 acceleration;       //!< accelerationvector of the element | 
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| 24 |     Vector3 target;             //!< target to arrive | 
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| 25 |     int accelerationForwards;   //!< from steering-interface | 
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| 26 |     int MaxSpeed;               //!< from steering-interface | 
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| 27 |  | 
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| 28 |  | 
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| 29 |   Arrival() { | 
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| 30 |     acceleration = (0,0,0); | 
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| 31 |     speed = (0,0,0); | 
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| 32 |     location = (0,0,0); | 
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| 33 |     target = (0,0,0); | 
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| 34 |   } | 
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| 35 |  | 
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| 36 |   Arrival(Vector3 location_, Vector3 speed_, Vector3 acceleration_, Vector3 target_) { | 
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| 37 |     acceleration = acceleration_; | 
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| 38 |     speed = speed_; | 
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| 39 |     location = location_; | 
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| 40 |     target = target_; | 
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| 41 |   } | 
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| 42 |  | 
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| 43 |   void setValues(Vector3 location_, Vector3 speed_, Vector3 acceleration_, Vector3 target_) { | 
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| 44 |     acceleration = acceleration_; | 
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| 45 |     speed = speed_; | 
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| 46 |     location = location_; | 
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| 47 |     target = target_; | 
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| 48 |   } | 
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| 49 |  | 
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| 50 |   void setTarget(Vector3 target_) { | 
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| 51 |     setValues(this.location, this.speed, this.acceleration, target_); | 
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| 52 |   } | 
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| 53 |  | 
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| 54 |   Vector3 getDirection() { | 
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| 55 |     Vector3 direction = target-location; | 
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| 56 |   } | 
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| 57 |  | 
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| 58 |   double relativeDirectApproach() { | 
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| 59 |     // Maxspeed / accelerationForwards = time needed to break with max acceleration | 
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| 60 |     // 2*getDistance()length/(MaxSpeed/accelerationForwards)^2 = required acceleration to arrive at the target with speed = 0 | 
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| 61 |     return (accelerationForwards / (2*getDirection().length / (MaxSpeed/accelerationForwards)^2) ); | 
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| 62 |   } | 
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| 63 |  | 
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| 64 |   void Approach() { | 
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| 65 |     Quaternion rotation = (0,0,0,0); | 
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| 66 |     if (relativeDirectApproach() > 1) { | 
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| 67 |       float length = speed.length(); | 
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| 68 |       speed = (speed+getDirection()); | 
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| 69 |       speed.normalise(); | 
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| 70 |       speed = speed*length; | 
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| 71 |       if (relativeDirectApproach > 4) { | 
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| 72 |         //accelerate | 
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| 73 |       } | 
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| 74 |       else { | 
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| 75 |         // speed will stay constant | 
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| 76 |       } | 
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| 77 |  | 
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| 78 |  | 
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| 79 |     } | 
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| 80 |     else { | 
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| 81 |  | 
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| 82 |  | 
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| 83 |     } | 
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| 84 |  | 
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| 85 |   } | 
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| 86 | } | 
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| 87 |  | 
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| 88 | #endif /* _Arrival_H__ */ | 
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