| [603] | 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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| [784] | 27 |  | 
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| [786] | 28 | #include "OrxonoxStableHeaders.h" | 
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| [603] | 29 |  | 
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| [708] | 30 | #include "../core/CoreIncludes.h" | 
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| [603] | 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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| [627] | 35 |   CreateFactory(NPC); | 
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 | 36 |  | 
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| [603] | 37 |   NPC::NPC() | 
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 | 38 |   { | 
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| [627] | 39 |     RegisterObject(NPC); | 
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| [617] | 40 |     movable_ = true; | 
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| [603] | 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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| [627] | 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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| [617] | 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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| [627] | 65 |   float NPC::getDistance(WorldEntity* temp) | 
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| [617] | 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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| [619] | 74 |   void NPC::update() | 
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| [617] | 75 |   { | 
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 | 76 |  | 
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 | 77 |     //if element is movable, calculate acceleration | 
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| [627] | 78 |     if (this->movable_ == true) calculateAcceleration(); | 
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| [617] | 79 |  | 
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 | 80 |   } | 
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 | 81 |  | 
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 | 82 |   /** | 
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| [619] | 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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| [627] | 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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| [619] | 91 |   } | 
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 | 92 |  | 
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 | 93 |   /** | 
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| [617] | 94 |    * calculates the new acceleration of an element | 
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 | 95 |    */ | 
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| [627] | 96 |   void NPC::calculateAcceleration() | 
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| [617] | 97 |   { | 
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 | 98 |     //acceleration consisting of flocking-functions | 
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| [627] | 99 |     this->setAcceleration(separation() + alignment() + cohesion()); | 
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| [617] | 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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| [627] | 105 |   Vector3 NPC::separation() | 
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| [617] | 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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| [627] | 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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| [617] | 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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| [627] | 115 |         inverseDistance = this->getPosition() - it->getPosition();  //calculate the distancevector heading towards this | 
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| [617] | 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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| [627] | 132 |   Vector3 NPC::alignment() | 
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| [617] | 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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| [627] | 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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| [617] | 140 |       if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius | 
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| [627] | 141 |         steering = steering + it->getVelocity();  //add up all speedvectors inside the detectionradius | 
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| [617] | 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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| [627] | 152 |   Vector3 NPC::cohesion() | 
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| [617] | 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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| [627] | 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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| [617] | 160 |       if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius | 
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| [627] | 161 |         steering = steering + it->getPosition();  //add up all locations of elements inside the detectionradius | 
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| [617] | 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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