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source: code/trunk/src/orxonox/objects/NPC.h @ 1747

Last change on this file since 1747 was 1747, checked in by landauf, 16 years ago

merged core3 back to trunk

  • Property svn:eol-style set to native
File size: 2.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30  @file NPC.h
31  @brief AI using WorldEntity
32  @author Benjamin Knecht <beni_at_orxonox.net>
33 */
34
35#ifndef _NPC_H__
36#define _NPC_H__
37
38#include "OrxonoxPrereqs.h"
39
40#include "Model.h"
41
42namespace orxonox {
43
44  class _OrxonoxExport NPC : public Model
45  {
46    public:
47
48      NPC();
49      virtual ~NPC();
50      virtual void tick(float dt);
51      void update();
52      void setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable);
53      void registerAllVariables();
54      virtual bool create(){return Model::create();}
55
56    private:
57      float getDistance(WorldEntity* temp);
58      void calculateAcceleration();
59      Vector3 separation();
60      Vector3 alignment();
61      Vector3 cohesion();
62
63
64    private:
65      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
66
67      // those values should maybe be controlled by a higher power and should maybe be parameters that can be changed
68      static int const SEPERATIONDISTANCE = 300;  //detectionradius of seperation
69      static int const ALIGNMENTDISTANCE = 300;  //detectionradius of alignment
70      static int const COHESIONDISTANCE = 5000;  //detectionradius of cohesion
71      static int const NUMELEMENTS = 9;  //number of elements
72  };
73}
74#endif /* _NPC_H__ */
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