| 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 | *      Benjamin Knecht, beni_at_orxonox.net | 
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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 | #include "OrxonoxStableHeaders.h" | 
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| 30 | #include "NPC.h" | 
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| 31 |  | 
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| 32 | #include "core/CoreIncludes.h" | 
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| 33 |  | 
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| 34 | namespace orxonox { | 
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| 35 |  | 
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| 36 | CreateFactory(NPC); | 
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| 37 |  | 
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| 38 | NPC::NPC() : | 
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| 39 | movable_(true) | 
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| 40 | { | 
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| 41 | RegisterObject(NPC); | 
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| 42 | registerAllVariables(); | 
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| 43 | } | 
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| 44 |  | 
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| 45 | NPC::~NPC() | 
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| 46 | { | 
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| 47 | } | 
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| 48 |  | 
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| 49 | void NPC::loadParams(TiXmlElement* xmlElem) | 
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| 50 | { | 
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| 51 | Model::loadParams(xmlElem); | 
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| 52 | } | 
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| 53 |  | 
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| 54 | /** | 
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| 55 | * function to chance values of an element | 
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| 56 | */ | 
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| 57 | void NPC::setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable) { | 
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| 58 | this->setAcceleration(acceleration); | 
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| 59 | this->setVelocity(speed); | 
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| 60 | this->translate(location); | 
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| 61 | movable_ = movable; | 
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| 62 | } | 
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| 63 |  | 
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| 64 | void NPC::registerAllVariables(){ | 
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| 65 | Model::registerAllVariables(); | 
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| 66 | registerVar(&movable_, sizeof(movable_), network::DATA); | 
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| 67 | } | 
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| 68 |  | 
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| 69 | bool NPC::create(){ | 
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| 70 | Model::create(); | 
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| 71 | return true; | 
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| 72 | } | 
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| 73 |  | 
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| 74 | /** | 
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| 75 | * calculates the distance between the element and an other point given by temp | 
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| 76 | */ | 
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| 77 | float NPC::getDistance(WorldEntity* temp) | 
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| 78 | { | 
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| 79 | Vector3 distance = temp->getPosition() - this->getPosition(); | 
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| 80 | return distance.length(); | 
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| 81 | } | 
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| 82 |  | 
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| 83 | /** | 
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| 84 | * updates the data of an element | 
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| 85 | */ | 
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| 86 | void NPC::update() | 
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| 87 | { | 
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| 88 |  | 
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| 89 | //if element is movable, calculate acceleration | 
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| 90 | if (this->movable_ == true) calculateAcceleration(); | 
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| 91 |  | 
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| 92 | } | 
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| 93 |  | 
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| 94 | /** | 
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| 95 | * tick this NPC | 
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| 96 | */ | 
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| 97 | void NPC::tick(float dt) | 
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| 98 | { | 
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| 99 | update(); | 
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| 100 | this->setVelocity(0.995*this->getVelocity() + this->getAcceleration()*dt); | 
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| 101 | this->translate(this->getVelocity()*dt); | 
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| 102 | this->setAcceleration(Vector3(0,0,0)); | 
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| 103 | } | 
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| 104 |  | 
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| 105 | /** | 
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| 106 | * calculates the new acceleration of an element | 
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| 107 | */ | 
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| 108 | void NPC::calculateAcceleration() | 
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| 109 | { | 
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| 110 | //acceleration consisting of flocking-functions | 
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| 111 | this->setAcceleration(separation() + alignment() + cohesion()); | 
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| 112 | } | 
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| 113 |  | 
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| 114 | /** | 
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| 115 | * separation-function (keep elements separated, avoid crashs) | 
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| 116 | */ | 
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| 117 | Vector3 NPC::separation() | 
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| 118 | { | 
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| 119 | Vector3 steering = Vector3(0,0,0); //steeringvector | 
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| 120 | Vector3 inverseDistance = Vector3(0,0,0);  //vector pointing away from possible collisions | 
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| 121 | int numberOfNeighbour = 0;  //number of observed neighbours | 
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| 122 | float distance = 0;  // distance to the actual element | 
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| 123 | for(Iterator<WorldEntity> it = ObjectList<WorldEntity>::start(); it; ++it) {  //go through all elements | 
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| 124 | distance = getDistance(*it);  //get distance between this and actual | 
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| 125 | if ((distance > 0) && (distance < SEPERATIONDISTANCE)) {  //do only if actual is inside detectionradius | 
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| 126 | inverseDistance = Vector3(0,0,0); | 
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| 127 | inverseDistance = this->getPosition() - it->getPosition();  //calculate the distancevector heading towards this | 
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| 128 | //adaptation of the inverseDistance to the distance | 
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| 129 | if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;} | 
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| 130 | if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;} | 
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| 131 | if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;} | 
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| 132 | if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;} | 
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| 133 | steering = steering + inverseDistance;  //add up all significant steeringvectors | 
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| 134 | numberOfNeighbour++;  //counts the elements inside the detectionradius | 
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| 135 | } | 
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| 136 | } | 
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| 137 | if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> separation steeringvector | 
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| 138 | return steering; | 
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| 139 | } | 
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| 140 |  | 
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| 141 | /** | 
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| 142 | * alignment-function (lead elements to the same heading) | 
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| 143 | */ | 
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| 144 | Vector3 NPC::alignment() | 
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| 145 | { | 
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| 146 | Vector3 steering = Vector3(0,0,0); //steeringvector | 
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| 147 | int numberOfNeighbour = 0;  //number of observed neighbours | 
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| 148 | //float distance = 0; | 
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| 149 | //go through all elements | 
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| 150 | for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment | 
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| 151 | float distance = getDistance(*it);  //get distance between this and actual | 
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| 152 | if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius | 
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| 153 | steering = steering + it->getVelocity();  //add up all speedvectors inside the detectionradius | 
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| 154 | numberOfNeighbour++;  //counts the elements inside the detectionradius | 
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| 155 | } | 
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| 156 | } | 
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| 157 | if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> alignment steeringvector | 
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| 158 | return steering; | 
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| 159 | } | 
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| 160 |  | 
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| 161 | /** | 
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| 162 | * cohseion-function (keep elements close to each other) | 
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| 163 | */ | 
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| 164 | Vector3 NPC::cohesion() | 
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| 165 | { | 
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| 166 | Vector3 steering = Vector3(0,0,0); //steeringvector | 
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| 167 | int numberOfNeighbour = 0;  //number of observed neighbours | 
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| 168 | //float distance = 0; | 
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| 169 | //go through all elements | 
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| 170 | for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment | 
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| 171 | float distance = getDistance(*it);  //get distance between this and actual | 
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| 172 | if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius | 
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| 173 | steering = steering + it->getPosition();  //add up all locations of elements inside the detectionradius | 
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| 174 | numberOfNeighbour++;  //counts the elements inside the detectionradius | 
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| 175 | } | 
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| 176 | } | 
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| 177 | if(numberOfNeighbour > 0) { | 
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| 178 | steering = steering  / (float)numberOfNeighbour;  //devide the sum steeringvector by the number of elements -> cohesion steeringvector | 
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| 179 | steering = steering - this->getPosition();  //transform the vector for the ship | 
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| 180 | } | 
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| 181 | return steering; | 
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| 182 | } | 
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| 183 |  | 
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| 184 | } // end of class NPC | 
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