| 1 |  | 
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| 2 | //Headerfile: Flocking.h | 
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| 3 |  | 
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| 4 | #ifndef _Flocking_H__ | 
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| 5 | #define _Flocking_H__ | 
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| 6 |  | 
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| 7 | #include "util/Math.h" | 
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| 8 |  | 
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| 9 | namespace orxonox | 
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| 10 | { | 
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| 11 |   class Element // An element that flocks | 
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| 12 |   { | 
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| 13 |  | 
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| 14 |   public: | 
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| 15 |     Vector3 location;                       //!< locationvector of the element | 
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| 16 |     Vector3 speed;                          //!< speedvector of the element | 
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| 17 |     Vector3 acceleration;                   //!< accelerationvector of the element | 
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| 18 |     bool movable;                                 //!< movability of the element, (false) gives the possiblity that an object can`t be moved by flocking but still gets into the calculation | 
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| 19 |     static int const SEPERATIONDISTANCE = 300;    //!< detectionradius of seperation | 
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| 20 |     static int const ALIGNMENTDISTANCE = 300;     //!< detectionradius of alignment | 
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| 21 |     static int const COHESIONDISTANCE = 5000;     //!< detectionradius of cohesion | 
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| 22 |     static int const ANZELEMENTS = 9;             //!< number of elements | 
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| 23 |  | 
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| 24 |     //! default constructor | 
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| 25 |     Element() { | 
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| 26 |       acceleration = Vector3(0,0,0); | 
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| 27 |       speed = Vector3(0,0,0); | 
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| 28 |       location = Vector3(0,0,0); | 
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| 29 |       movable = true; | 
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| 30 |     } | 
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| 31 |  | 
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| 32 |     /** constructor | 
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| 33 |     *  @param location_ sets locationvector of the element | 
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| 34 |     *  @param speed_ sets speedvector of the element | 
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| 35 |     *  @param acceleration_ sets accelerationvector of the element | 
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| 36 |     *  @param movable_ sets movability of the element | 
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| 37 |     */ | 
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| 38 |     Element(Vector3 location_, Vector3 speed_, Vector3 acceleration_, bool movable_) { | 
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| 39 |       acceleration = acceleration_; | 
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| 40 |       speed = speed_; | 
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| 41 |       location = location_; | 
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| 42 |       movable = movable_; | 
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| 43 |     } | 
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| 44 |  | 
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| 45 |     //! function to chance values of an element | 
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| 46 |     void setValues(Vector3 location_, Vector3 speed_, Vector3 acceleration_, bool movable_) { | 
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| 47 |       acceleration = acceleration_; | 
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| 48 |       speed = speed_; | 
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| 49 |       location = location_; | 
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| 50 |       movable = movable_; | 
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| 51 |     } | 
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| 52 |  | 
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| 53 |     /** calculates the distance between the element and an other point given by temp | 
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| 54 |     * @param e remote object to calculate distance to | 
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| 55 |     */ | 
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| 56 |     float getDistance(Element e) { | 
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| 57 |       Vector3 distance = e.location - location; | 
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| 58 |       return distance.length(); | 
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| 59 |     } | 
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| 60 |  | 
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| 61 |     //! updates the data of an element | 
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| 62 |     void update(Element arrayOfElements[]) { | 
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| 63 |       if (this->movable == true) {calculateAcceleration(arrayOfElements);} //if element is movable, calculate acceleration | 
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| 64 |     } | 
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| 65 |  | 
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| 66 |     //! calculates the new acceleration of an element | 
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| 67 |     void calculateAcceleration(Element arrayOfElements[]) { | 
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| 68 |       acceleration = separation(arrayOfElements) + alignment(arrayOfElements) + cohesion(arrayOfElements);  //acceleration consisting of flocking-functions | 
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| 69 |     } | 
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| 70 |  | 
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| 71 |     //! separation-function (keep elements separated, avoid crashs) | 
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| 72 |     Vector3 separation(Element arrayOfElements[]) { | 
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| 73 |       using namespace Ogre; | 
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| 74 |       Vector3 steering = Vector3(0,0,0); //steeringvector | 
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| 75 |       Vector3 inverseDistance = Vector3(0,0,0);  //vector pointing away from possible collisions | 
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| 76 |       int numberOfNeighbour = 0;  //number of observed neighbours | 
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| 77 |       float distance = 0;  // distance to the actual element | 
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| 78 |       for(int i=0; i<ANZELEMENTS; i++) {  //go through all elements | 
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| 79 |         Element actual = arrayOfElements[i];  //get the actual element | 
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| 80 |         distance = getDistance(actual);  //get distance between this and actual | 
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| 81 |         if ((distance > 0) && (distance < SEPERATIONDISTANCE)) {  //do only if actual is inside detectionradius | 
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| 82 |           inverseDistance = (0,0,0); | 
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| 83 |           inverseDistance = location-actual.location;  //calculate the distancevector heading towards this | 
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| 84 |           //adaptation of the inverseDistance to the distance | 
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| 85 |           if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;} | 
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| 86 |           if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;} | 
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| 87 |           if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;} | 
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| 88 |           if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;} | 
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| 89 |           steering = steering + inverseDistance;  //add up all significant steeringvectors | 
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| 90 |           numberOfNeighbour++;  //counts the elements inside the detectionradius | 
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| 91 |         } | 
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| 92 |       } | 
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| 93 |       if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> separation steeringvector | 
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| 94 |       return steering; | 
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| 95 |     } | 
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| 96 |  | 
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| 97 |     //! alignment-function (lead elements to the same heading) | 
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| 98 |     Vector3 alignment(Element arrayOfElements[]) { | 
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| 99 |       using namespace Ogre; | 
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| 100 |       Vector3 steering = Vector3(0,0,0); //steeringvector | 
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| 101 |       int numberOfNeighbour = 0;  //number of observed neighbours | 
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| 102 |       float distance = 0; | 
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| 103 |       //go through all elements | 
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| 104 |       for(int i=0; i<ANZELEMENTS; i++) {  //just working with 3 elements at the moment | 
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| 105 |         Element actual = arrayOfElements[i];  //get the actual element | 
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| 106 |         float distance = getDistance(actual);  //get distance between this and actual | 
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| 107 |         if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius | 
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| 108 |           steering = steering + actual.speed;  //add up all speedvectors inside the detectionradius | 
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| 109 |           numberOfNeighbour++;  //counts the elements inside the detectionradius | 
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| 110 |         } | 
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| 111 |       } | 
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| 112 |       if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> alignment steeringvector | 
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| 113 |       return steering; | 
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| 114 |     } | 
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| 115 |  | 
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| 116 |     //! cohseion-function (keep elements close to each other) | 
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| 117 |     Vector3 cohesion(Element arrayOfElements[]) { | 
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| 118 |       using namespace Ogre; | 
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| 119 |       Vector3 steering = Vector3(0,0,0); //steeringvector | 
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| 120 |       int numberOfNeighbour = 0;  //number of observed neighbours | 
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| 121 |       float distance = 0; | 
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| 122 |       //go through all elements | 
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| 123 |       for(int i=0; i<ANZELEMENTS; i++) {  //just working with 3 elements at the moment | 
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| 124 |         Element actual = arrayOfElements[i];  //get the actual element | 
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| 125 |         float distance = getDistance(actual);  //get distance between this and actual | 
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| 126 |         if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius | 
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| 127 |           steering = steering + actual.location;  //add up all locations of elements inside the detectionradius | 
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| 128 |           numberOfNeighbour++;  //counts the elements inside the detectionradius | 
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| 129 |         } | 
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| 130 |       } | 
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| 131 |       if(numberOfNeighbour > 0) { | 
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| 132 |         steering = steering  / (float)numberOfNeighbour;  //devide the sum steeringvector by the number of elements -> cohesion steeringvector | 
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| 133 |         steering = steering - this->location;  //transform the vector for the ship | 
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| 134 |       } | 
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| 135 |       return steering; | 
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| 136 |     } | 
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| 137 |   };     //End of class Element | 
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| 138 | } | 
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| 139 |  | 
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| 140 | #endif /* _Flocking_H__*/ | 
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