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