| 1 |  | 
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| 2 | //Headerfile: Flocking.h | 
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| 3 |  | 
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| 4 | #ifndef _Flocking_H__ | 
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| 5 | #define _Flocking_H__ | 
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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 | #include <iostream> | 
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| 12 |  | 
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| 13 |  | 
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| 14 |  | 
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| 15 | class Element // An element that flocks | 
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| 16 | { | 
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| 17 |  | 
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| 18 |   public: | 
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| 19 |     Ogre::Vector3 location;                       //!< locationvector of the element | 
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| 20 |     Ogre::Vector3 speed;                          //!< speedvector of the element | 
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| 21 |     Ogre::Vector3 acceleration;                   //!< accelerationvector of the element | 
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| 22 |     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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| 23 |     static int const SEPERATIONDISTANCE = 300;    //!< detectionradius of seperation | 
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| 24 |     static int const ALIGNMENTDISTANCE = 300;     //!< detectionradius of alignment | 
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| 25 |     static int const COHESIONDISTANCE = 5000;     //!< detectionradius of cohesion | 
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| 26 |     static int const ANZELEMENTS = 9;             //!< number of elements | 
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| 27 |  | 
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| 28 |   //! default constructor | 
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| 29 |   Element() { | 
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| 30 |     acceleration = Ogre::Vector3(0,0,0); | 
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| 31 |     speed = Ogre::Vector3(0,0,0); | 
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| 32 |     location = Ogre::Vector3(0,0,0); | 
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| 33 |     movable = true; | 
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| 34 |   } | 
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| 35 |  | 
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| 36 |   /** constructor | 
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| 37 |    *  @param location_ sets locationvector of the element | 
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| 38 |    *  @param speed_ sets speedvector of the element | 
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| 39 |    *  @param acceleration_ sets accelerationvector of the element | 
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| 40 |    *  @param movable_ sets movability of the element | 
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| 41 |    */ | 
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| 42 |   Element(Ogre::Vector3 location_, Ogre::Vector3 speed_, Ogre::Vector3 acceleration_, bool movable_) { | 
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| 43 |     acceleration = acceleration_; | 
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| 44 |     speed = speed_; | 
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| 45 |     location = location_; | 
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| 46 |     movable = movable_; | 
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| 47 |   } | 
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| 48 |  | 
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| 49 |   //! function to chance values of an element | 
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| 50 |   void setValues(Ogre::Vector3 location_, Ogre::Vector3 speed_, Ogre::Vector3 acceleration_, bool movable_) { | 
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| 51 |     acceleration = acceleration_; | 
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| 52 |     speed = speed_; | 
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| 53 |     location = location_; | 
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| 54 |     movable = movable_; | 
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| 55 |   } | 
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| 56 |  | 
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| 57 |   /** calculates the distance between the element and an other point given by temp | 
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| 58 |    * @param e remote object to calculate distance to | 
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| 59 |    */ | 
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| 60 |   float getDistance(Element e) { | 
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| 61 |     Ogre::Vector3 distance = e.location - location; | 
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| 62 |     return distance.length(); | 
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| 63 |   } | 
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| 64 |  | 
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| 65 |   //! updates the data of an element | 
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| 66 |   void update(Element arrayOfElements[]) { | 
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| 67 |     if (this->movable == true) {calculateAcceleration(arrayOfElements);} //if element is movable, calculate acceleration | 
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| 68 |   } | 
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| 69 |  | 
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| 70 |   //! calculates the new acceleration of an element | 
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| 71 |   void calculateAcceleration(Element arrayOfElements[]) { | 
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| 72 |     acceleration = separation(arrayOfElements) + alignment(arrayOfElements) + cohesion(arrayOfElements);  //acceleration consisting of flocking-functions | 
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| 73 |   } | 
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| 74 |  | 
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| 75 |   //! separation-function (keep elements separated, avoid crashs) | 
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| 76 |   Ogre::Vector3 separation(Element arrayOfElements[]) { | 
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| 77 |     using namespace Ogre; | 
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| 78 |     Vector3 steering = Vector3(0,0,0); //steeringvector | 
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| 79 |     Vector3 inverseDistance = Vector3(0,0,0);  //vector pointing away from possible collisions | 
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| 80 |     int numberOfNeighbour = 0;  //number of observed neighbours | 
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| 81 |     float distance = 0;  // distance to the actual element | 
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| 82 |     for(int i=0; i<ANZELEMENTS; i++) {  //go through all elements | 
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| 83 |       Element actual = arrayOfElements[i];  //get the actual element | 
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| 84 |       distance = getDistance(actual);  //get distance between this and actual | 
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| 85 |       if ((distance > 0) && (distance < SEPERATIONDISTANCE)) {  //do only if actual is inside detectionradius | 
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| 86 |         inverseDistance = (0,0,0); | 
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| 87 |         inverseDistance = location-actual.location;  //calculate the distancevector heading towards this | 
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| 88 |         //adaptation of the inverseDistance to the distance | 
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| 89 |         if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;} | 
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| 90 |         if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;} | 
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| 91 |         if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;} | 
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| 92 |         if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;} | 
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| 93 |         steering = steering + inverseDistance;  //add up all significant steeringvectors | 
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| 94 |         numberOfNeighbour++;  //counts the elements inside the detectionradius | 
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| 95 |       } | 
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| 96 |     } | 
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| 97 |     if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> separation steeringvector | 
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| 98 |     return steering; | 
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| 99 |   } | 
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| 100 |  | 
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| 101 |   //! alignment-function (lead elements to the same heading) | 
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| 102 |   Ogre::Vector3 alignment(Element arrayOfElements[]) { | 
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| 103 |     using namespace Ogre; | 
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| 104 |     Vector3 steering = Vector3(0,0,0); //steeringvector | 
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| 105 |     int numberOfNeighbour = 0;  //number of observed neighbours | 
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| 106 |     float distance = 0; | 
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| 107 |     //go through all elements | 
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| 108 |     for(int i=0; i<ANZELEMENTS; i++) {  //just working with 3 elements at the moment | 
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| 109 |       Element actual = arrayOfElements[i];  //get the actual element | 
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| 110 |       float distance = getDistance(actual);  //get distance between this and actual | 
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| 111 |       if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius | 
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| 112 |         steering = steering + actual.speed;  //add up all speedvectors inside the detectionradius | 
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| 113 |         numberOfNeighbour++;  //counts the elements inside the detectionradius | 
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| 114 |       } | 
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| 115 |     } | 
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| 116 |     if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> alignment steeringvector | 
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| 117 |     return steering; | 
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| 118 |   } | 
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| 119 |  | 
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| 120 |   //! cohseion-function (keep elements close to each other) | 
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| 121 |   Ogre::Vector3 cohesion(Element arrayOfElements[]) { | 
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| 122 |     using namespace Ogre; | 
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| 123 |     Vector3 steering = Vector3(0,0,0); //steeringvector | 
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| 124 |     int numberOfNeighbour = 0;  //number of observed neighbours | 
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| 125 |     float distance = 0; | 
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| 126 |     //go through all elements | 
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| 127 |     for(int i=0; i<ANZELEMENTS; i++) {  //just working with 3 elements at the moment | 
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| 128 |       Element actual = arrayOfElements[i];  //get the actual element | 
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| 129 |       float distance = getDistance(actual);  //get distance between this and actual | 
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| 130 |       if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius | 
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| 131 |         steering = steering + actual.location;  //add up all locations of elements inside the detectionradius | 
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| 132 |         numberOfNeighbour++;  //counts the elements inside the detectionradius | 
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| 133 |       } | 
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| 134 |     } | 
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| 135 |     if(numberOfNeighbour > 0) { | 
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| 136 |       steering = steering  / (float)numberOfNeighbour;  //devide the sum steeringvector by the number of elements -> cohesion steeringvector | 
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| 137 |       steering = steering - this->location;  //transform the vector for the ship | 
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| 138 |     } | 
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| 139 |     return steering; | 
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| 140 |   } | 
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| 141 | };     //End of class Element | 
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| 142 |  | 
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| 143 | #endif /* _Flocking_H__*/ | 
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