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source: code/branches/network2/src/orxonox/objects/NPC.cc @ 1098

Last change on this file since 1098 was 1098, checked in by rgrieder, 16 years ago

merged network branch into new network2 branch (from trunk)

File size: 6.3 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
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 */
28
29#include "OrxonoxStableHeaders.h"
30#include "NPC.h"
31
32#include "core/CoreIncludes.h"
33
34namespace orxonox {
35
36  CreateFactory(NPC);
37
38  NPC::NPC()
39  {
40    RegisterObject(NPC);
41    movable_ = true;
42    registerAllVariables();
43  }
44
45  NPC::~NPC()
46  {
47  }
48
49  void NPC::loadParams(TiXmlElement* xmlElem)
50  {
51    Model::loadParams(xmlElem);
52  }
53
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  }
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  }
73
74  /**
75   * calculates the distance between the element and an other point given by temp
76   */
77  float NPC::getDistance(WorldEntity* temp)
78  {
79    Vector3 distance = temp->getPosition() - this->getPosition();
80    return distance.length();
81  }
82
83  /**
84   * updates the data of an element
85   */
86  void NPC::update()
87  {
88
89    //if element is movable, calculate acceleration
90    if (this->movable_ == true) calculateAcceleration();
91
92  }
93
94  /**
95   * tick this NPC
96   */
97  void NPC::tick(float dt)
98  {
99    update();
100    this->setVelocity(0.995*this->getVelocity() + this->getAcceleration()*dt);
101    this->translate(this->getVelocity()*dt);
102    this->setAcceleration(Vector3(0,0,0));
103  }
104
105  /**
106   * calculates the new acceleration of an element
107   */
108  void NPC::calculateAcceleration()
109  {
110    //acceleration consisting of flocking-functions
111    this->setAcceleration(separation() + alignment() + cohesion());
112  }
113
114  /**
115   * separation-function (keep elements separated, avoid crashs)
116   */
117  Vector3 NPC::separation()
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
123    for(Iterator<WorldEntity> it = ObjectList<WorldEntity>::start(); it; ++it) {  //go through all elements
124      distance = getDistance(*it);  //get distance between this and actual
125      if ((distance > 0) && (distance < SEPERATIONDISTANCE)) {  //do only if actual is inside detectionradius
126        inverseDistance = Vector3(0,0,0);
127        inverseDistance = this->getPosition() - it->getPosition();  //calculate the distancevector heading towards this
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   */
144  Vector3 NPC::alignment()
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
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
152      if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius
153        steering = steering + it->getVelocity();  //add up all speedvectors inside the detectionradius
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   */
164  Vector3 NPC::cohesion()
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
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
172      if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius
173        steering = steering + it->getPosition();  //add up all locations of elements inside the detectionradius
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
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