| 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 |  | 
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| 70 |   /** | 
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| 71 |    * calculates the distance between the element and an other point given by temp | 
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| 72 |    */ | 
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| 73 |   float NPC::getDistance(WorldEntity* temp) | 
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| 74 |   { | 
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| 75 |     Vector3 distance = temp->getPosition() - this->getPosition(); | 
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| 76 |     return distance.length(); | 
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| 77 |   } | 
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| 78 |  | 
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| 79 |   /** | 
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| 80 |    * updates the data of an element | 
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| 81 |    */ | 
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| 82 |   void NPC::update() | 
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| 83 |   { | 
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| 84 |  | 
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| 85 |     //if element is movable, calculate acceleration | 
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| 86 |     if (this->movable_ == true) calculateAcceleration(); | 
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| 87 |  | 
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| 88 |   } | 
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| 89 |  | 
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| 90 |   /** | 
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| 91 |    * tick this NPC | 
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| 92 |    */ | 
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| 93 |   void NPC::tick(float dt) | 
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| 94 |   { | 
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| 95 |     update(); | 
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| 96 |     this->setVelocity(0.995*this->getVelocity() + this->getAcceleration()*dt); | 
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| 97 |     this->translate(this->getVelocity()*dt); | 
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| 98 |     this->setAcceleration(Vector3(0,0,0)); | 
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| 99 |   } | 
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| 100 |  | 
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| 101 |   /** | 
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| 102 |    * calculates the new acceleration of an element | 
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| 103 |    */ | 
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| 104 |   void NPC::calculateAcceleration() | 
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| 105 |   { | 
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| 106 |     //acceleration consisting of flocking-functions | 
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| 107 |     this->setAcceleration(separation() + alignment() + cohesion()); | 
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| 108 |   } | 
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| 109 |  | 
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| 110 |   /** | 
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| 111 |    * separation-function (keep elements separated, avoid crashs) | 
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| 112 |    */ | 
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| 113 |   Vector3 NPC::separation() | 
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| 114 |   { | 
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| 115 |     Vector3 steering = Vector3(0,0,0); //steeringvector | 
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| 116 |     Vector3 inverseDistance = Vector3(0,0,0);  //vector pointing away from possible collisions | 
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| 117 |     int numberOfNeighbour = 0;  //number of observed neighbours | 
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| 118 |     float distance = 0;  // distance to the actual element | 
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| 119 |     for(Iterator<WorldEntity> it = ObjectList<WorldEntity>::start(); it; ++it) {  //go through all elements | 
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| 120 |       distance = getDistance(*it);  //get distance between this and actual | 
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| 121 |       if ((distance > 0) && (distance < SEPERATIONDISTANCE)) {  //do only if actual is inside detectionradius | 
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| 122 |         inverseDistance = Vector3(0,0,0); | 
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| 123 |         inverseDistance = this->getPosition() - it->getPosition();  //calculate the distancevector heading towards this | 
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| 124 |         //adaptation of the inverseDistance to the distance | 
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| 125 |         if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;} | 
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| 126 |         if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;} | 
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| 127 |         if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;} | 
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| 128 |         if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;} | 
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| 129 |         steering = steering + inverseDistance;  //add up all significant steeringvectors | 
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| 130 |         numberOfNeighbour++;  //counts the elements inside the detectionradius | 
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| 131 |       } | 
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| 132 |     } | 
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| 133 |     if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> separation steeringvector | 
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| 134 |     return steering; | 
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| 135 |   } | 
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| 136 |  | 
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| 137 |   /** | 
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| 138 |    * alignment-function (lead elements to the same heading) | 
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| 139 |    */ | 
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| 140 |   Vector3 NPC::alignment() | 
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| 141 |   { | 
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| 142 |     Vector3 steering = Vector3(0,0,0); //steeringvector | 
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| 143 |     int numberOfNeighbour = 0;  //number of observed neighbours | 
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| 144 |     //float distance = 0; | 
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| 145 |     //go through all elements | 
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| 146 |     for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment | 
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| 147 |       float distance = getDistance(*it);  //get distance between this and actual | 
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| 148 |       if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius | 
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| 149 |         steering = steering + it->getVelocity();  //add up all speedvectors inside the detectionradius | 
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| 150 |         numberOfNeighbour++;  //counts the elements inside the detectionradius | 
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| 151 |       } | 
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| 152 |     } | 
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| 153 |     if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> alignment steeringvector | 
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| 154 |     return steering; | 
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| 155 |   } | 
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| 156 |  | 
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| 157 |   /** | 
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| 158 |    * cohseion-function (keep elements close to each other) | 
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| 159 |    */ | 
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| 160 |   Vector3 NPC::cohesion() | 
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| 161 |   { | 
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| 162 |     Vector3 steering = Vector3(0,0,0); //steeringvector | 
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| 163 |     int numberOfNeighbour = 0;  //number of observed neighbours | 
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| 164 |     //float distance = 0; | 
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| 165 |     //go through all elements | 
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| 166 |     for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment | 
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| 167 |       float distance = getDistance(*it);  //get distance between this and actual | 
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| 168 |       if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius | 
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| 169 |         steering = steering + it->getPosition();  //add up all locations of elements inside the detectionradius | 
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| 170 |         numberOfNeighbour++;  //counts the elements inside the detectionradius | 
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| 171 |       } | 
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| 172 |     } | 
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| 173 |     if(numberOfNeighbour > 0) { | 
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| 174 |       steering = steering  / (float)numberOfNeighbour;  //devide the sum steeringvector by the number of elements -> cohesion steeringvector | 
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| 175 |       steering = steering - this->getPosition();  //transform the vector for the ship | 
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| 176 |     } | 
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| 177 |     return steering; | 
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| 178 |   } | 
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| 179 |  | 
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| 180 | } // end of class NPC | 
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