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