| [603] | 1 | /* | 
|---|
 | 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
|---|
| [1056] | 3 |  *                    > www.orxonox.net < | 
|---|
| [603] | 4 |  * | 
|---|
 | 5 |  * | 
|---|
 | 6 |  *   License notice: | 
|---|
 | 7 |  * | 
|---|
 | 8 |  *   This program is free software; you can redistribute it and/or | 
|---|
 | 9 |  *   modify it under the terms of the GNU General Public License | 
|---|
 | 10 |  *   as published by the Free Software Foundation; either version 2 | 
|---|
 | 11 |  *   of the License, or (at your option) any later version. | 
|---|
 | 12 |  * | 
|---|
 | 13 |  *   This program is distributed in the hope that it will be useful, | 
|---|
 | 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
|---|
 | 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
|---|
 | 16 |  *   GNU General Public License for more details. | 
|---|
 | 17 |  * | 
|---|
 | 18 |  *   You should have received a copy of the GNU General Public License | 
|---|
 | 19 |  *   along with this program; if not, write to the Free Software | 
|---|
 | 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
|---|
 | 21 |  * | 
|---|
 | 22 |  *   Author: | 
|---|
 | 23 |  *      Benjamin Knecht, beni_at_orxonox.net | 
|---|
 | 24 |  *   Co-authors: | 
|---|
 | 25 |  *      ... | 
|---|
 | 26 |  * | 
|---|
 | 27 |  */ | 
|---|
| [784] | 28 |  | 
|---|
| [1039] | 29 | #include "OrxonoxStableHeaders.h" | 
|---|
 | 30 | #include "NPC.h" | 
|---|
| [603] | 31 |  | 
|---|
| [1055] | 32 | #include "core/CoreIncludes.h" | 
|---|
| [603] | 33 |  | 
|---|
 | 34 | namespace orxonox { | 
|---|
 | 35 |  | 
|---|
| [627] | 36 |   CreateFactory(NPC); | 
|---|
 | 37 |  | 
|---|
| [1263] | 38 |   NPC::NPC() : | 
|---|
 | 39 |     movable_(true) | 
|---|
| [603] | 40 |   { | 
|---|
| [627] | 41 |     RegisterObject(NPC); | 
|---|
| [1264] | 42 |     registerAllVariables(); | 
|---|
| [603] | 43 |   } | 
|---|
 | 44 |  | 
|---|
 | 45 |   NPC::~NPC() | 
|---|
 | 46 |   { | 
|---|
 | 47 |   } | 
|---|
 | 48 |  | 
|---|
| [627] | 49 |   void NPC::loadParams(TiXmlElement* xmlElem) | 
|---|
 | 50 |   { | 
|---|
 | 51 |     Model::loadParams(xmlElem); | 
|---|
 | 52 |   } | 
|---|
 | 53 |  | 
|---|
| [617] | 54 |   /** | 
|---|
 | 55 |    * function to chance values of an element | 
|---|
 | 56 |    */ | 
|---|
 | 57 |   void NPC::setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable) { | 
|---|
 | 58 |     this->setAcceleration(acceleration); | 
|---|
 | 59 |     this->setVelocity(speed); | 
|---|
 | 60 |     this->translate(location); | 
|---|
 | 61 |     movable_ = movable; | 
|---|
 | 62 |   } | 
|---|
| [1264] | 63 |    | 
|---|
 | 64 |   void NPC::registerAllVariables(){ | 
|---|
 | 65 |     Model::registerAllVariables(); | 
|---|
 | 66 |     registerVar(&movable_, sizeof(movable_), network::DATA); | 
|---|
 | 67 |   } | 
|---|
 | 68 |    | 
|---|
 | 69 |   bool NPC::create(){ | 
|---|
 | 70 |     Model::create(); | 
|---|
 | 71 |     return true; | 
|---|
 | 72 |   } | 
|---|
| [617] | 73 |  | 
|---|
 | 74 |   /** | 
|---|
 | 75 |    * calculates the distance between the element and an other point given by temp | 
|---|
 | 76 |    */ | 
|---|
| [627] | 77 |   float NPC::getDistance(WorldEntity* temp) | 
|---|
| [617] | 78 |   { | 
|---|
 | 79 |     Vector3 distance = temp->getPosition() - this->getPosition(); | 
|---|
 | 80 |     return distance.length(); | 
|---|
 | 81 |   } | 
|---|
 | 82 |  | 
|---|
 | 83 |   /** | 
|---|
 | 84 |    * updates the data of an element | 
|---|
 | 85 |    */ | 
|---|
| [619] | 86 |   void NPC::update() | 
|---|
| [617] | 87 |   { | 
|---|
 | 88 |  | 
|---|
 | 89 |     //if element is movable, calculate acceleration | 
|---|
| [627] | 90 |     if (this->movable_ == true) calculateAcceleration(); | 
|---|
| [617] | 91 |  | 
|---|
 | 92 |   } | 
|---|
 | 93 |  | 
|---|
 | 94 |   /** | 
|---|
| [619] | 95 |    * tick this NPC | 
|---|
 | 96 |    */ | 
|---|
 | 97 |   void NPC::tick(float dt) | 
|---|
 | 98 |   { | 
|---|
| [1021] | 99 |     update(); | 
|---|
| [627] | 100 |     this->setVelocity(0.995*this->getVelocity() + this->getAcceleration()*dt); | 
|---|
 | 101 |     this->translate(this->getVelocity()*dt); | 
|---|
 | 102 |     this->setAcceleration(Vector3(0,0,0)); | 
|---|
| [619] | 103 |   } | 
|---|
 | 104 |  | 
|---|
 | 105 |   /** | 
|---|
| [617] | 106 |    * calculates the new acceleration of an element | 
|---|
 | 107 |    */ | 
|---|
| [627] | 108 |   void NPC::calculateAcceleration() | 
|---|
| [617] | 109 |   { | 
|---|
 | 110 |     //acceleration consisting of flocking-functions | 
|---|
| [627] | 111 |     this->setAcceleration(separation() + alignment() + cohesion()); | 
|---|
| [617] | 112 |   } | 
|---|
 | 113 |  | 
|---|
 | 114 |   /** | 
|---|
 | 115 |    * separation-function (keep elements separated, avoid crashs) | 
|---|
 | 116 |    */ | 
|---|
| [627] | 117 |   Vector3 NPC::separation() | 
|---|
| [617] | 118 |   { | 
|---|
 | 119 |     Vector3 steering = Vector3(0,0,0); //steeringvector | 
|---|
 | 120 |     Vector3 inverseDistance = Vector3(0,0,0);  //vector pointing away from possible collisions | 
|---|
 | 121 |     int numberOfNeighbour = 0;  //number of observed neighbours | 
|---|
 | 122 |     float distance = 0;  // distance to the actual element | 
|---|
| [627] | 123 |     for(Iterator<WorldEntity> it = ObjectList<WorldEntity>::start(); it; ++it) {  //go through all elements | 
|---|
 | 124 |       distance = getDistance(*it);  //get distance between this and actual | 
|---|
| [617] | 125 |       if ((distance > 0) && (distance < SEPERATIONDISTANCE)) {  //do only if actual is inside detectionradius | 
|---|
 | 126 |         inverseDistance = Vector3(0,0,0); | 
|---|
| [627] | 127 |         inverseDistance = this->getPosition() - it->getPosition();  //calculate the distancevector heading towards this | 
|---|
| [617] | 128 |         //adaptation of the inverseDistance to the distance | 
|---|
 | 129 |         if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;} | 
|---|
 | 130 |         if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;} | 
|---|
 | 131 |         if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;} | 
|---|
 | 132 |         if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;} | 
|---|
 | 133 |         steering = steering + inverseDistance;  //add up all significant steeringvectors | 
|---|
 | 134 |         numberOfNeighbour++;  //counts the elements inside the detectionradius | 
|---|
 | 135 |       } | 
|---|
 | 136 |     } | 
|---|
 | 137 |     if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> separation steeringvector | 
|---|
 | 138 |     return steering; | 
|---|
 | 139 |   } | 
|---|
 | 140 |  | 
|---|
 | 141 |   /** | 
|---|
 | 142 |    * alignment-function (lead elements to the same heading) | 
|---|
 | 143 |    */ | 
|---|
| [627] | 144 |   Vector3 NPC::alignment() | 
|---|
| [617] | 145 |   { | 
|---|
 | 146 |     Vector3 steering = Vector3(0,0,0); //steeringvector | 
|---|
 | 147 |     int numberOfNeighbour = 0;  //number of observed neighbours | 
|---|
 | 148 |     //float distance = 0; | 
|---|
 | 149 |     //go through all elements | 
|---|
| [627] | 150 |     for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment | 
|---|
 | 151 |       float distance = getDistance(*it);  //get distance between this and actual | 
|---|
| [617] | 152 |       if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius | 
|---|
| [627] | 153 |         steering = steering + it->getVelocity();  //add up all speedvectors inside the detectionradius | 
|---|
| [617] | 154 |         numberOfNeighbour++;  //counts the elements inside the detectionradius | 
|---|
 | 155 |       } | 
|---|
 | 156 |     } | 
|---|
 | 157 |     if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> alignment steeringvector | 
|---|
 | 158 |     return steering; | 
|---|
 | 159 |   } | 
|---|
 | 160 |  | 
|---|
 | 161 |   /** | 
|---|
 | 162 |    * cohseion-function (keep elements close to each other) | 
|---|
 | 163 |    */ | 
|---|
| [627] | 164 |   Vector3 NPC::cohesion() | 
|---|
| [617] | 165 |   { | 
|---|
 | 166 |     Vector3 steering = Vector3(0,0,0); //steeringvector | 
|---|
 | 167 |     int numberOfNeighbour = 0;  //number of observed neighbours | 
|---|
 | 168 |     //float distance = 0; | 
|---|
 | 169 |     //go through all elements | 
|---|
| [627] | 170 |     for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment | 
|---|
 | 171 |       float distance = getDistance(*it);  //get distance between this and actual | 
|---|
| [617] | 172 |       if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius | 
|---|
| [627] | 173 |         steering = steering + it->getPosition();  //add up all locations of elements inside the detectionradius | 
|---|
| [617] | 174 |         numberOfNeighbour++;  //counts the elements inside the detectionradius | 
|---|
 | 175 |       } | 
|---|
 | 176 |     } | 
|---|
 | 177 |     if(numberOfNeighbour > 0) { | 
|---|
 | 178 |       steering = steering  / (float)numberOfNeighbour;  //devide the sum steeringvector by the number of elements -> cohesion steeringvector | 
|---|
 | 179 |       steering = steering - this->getPosition();  //transform the vector for the ship | 
|---|
 | 180 |     } | 
|---|
 | 181 |     return steering; | 
|---|
 | 182 |   } | 
|---|
 | 183 |  | 
|---|
 | 184 | } // end of class NPC | 
|---|