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Changeset 617


Ignore:
Timestamp:
Dec 18, 2007, 4:41:20 PM (16 years ago)
Author:
bknecht
Message:

implemented content of Flocking.h

Location:
code/branches/FICN/src/orxonox/objects
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • code/branches/FICN/src/orxonox/objects/NPC.cc

    r603 r617  
    2929#include "../core/Iterator.h"
    3030#include "../core/ObjectList.h"
    31 #include "../Flocking.h"
     31//#include "../Flocking.h"
    3232
    3333namespace orxonox {
     
    3535  NPC::NPC()
    3636  {
     37    movable_ = true;
    3738  }
    3839
     
    4142  }
    4243
    43 }
     44  /**
     45   * function to chance values of an element
     46   */
     47  void NPC::setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable) {
     48    this->setAcceleration(acceleration);
     49    this->setVelocity(speed);
     50    this->translate(location);
     51    movable_ = movable;
     52  }
     53
     54  /**
     55   * calculates the distance between the element and an other point given by temp
     56   */
     57  float NPC::getDistance(NPC* temp)
     58  {
     59    Vector3 distance = temp->getPosition() - this->getPosition();
     60    return distance.length();
     61  }
     62
     63  /**
     64   * updates the data of an element
     65   */
     66  void NPC::tick(float dt)
     67  {
     68
     69    // find out about this arrayOfElements
     70    NPC* arrayOfElements[ANZELEMENTS];
     71
     72    //if element is movable, calculate acceleration
     73    if (this->movable_ == true) calculateAcceleration(arrayOfElements);
     74
     75  }
     76
     77  /**
     78   * calculates the new acceleration of an element
     79   */
     80  void NPC::calculateAcceleration(NPC** arrayOfElements)
     81  {
     82    //acceleration consisting of flocking-functions
     83    this->setAcceleration(separation(arrayOfElements) + alignment(arrayOfElements) + cohesion(arrayOfElements));
     84  }
     85
     86  /**
     87   * separation-function (keep elements separated, avoid crashs)
     88   */
     89  Vector3 NPC::separation(NPC** arrayOfElements)
     90  {
     91    Vector3 steering = Vector3(0,0,0); //steeringvector
     92    Vector3 inverseDistance = Vector3(0,0,0);  //vector pointing away from possible collisions
     93    int numberOfNeighbour = 0;  //number of observed neighbours
     94    float distance = 0;  // distance to the actual element
     95    for(int i=0; i<ANZELEMENTS; i++) {  //go through all elements
     96      NPC* actual = arrayOfElements[i];  //get the actual element
     97      distance = getDistance(actual);  //get distance between this and actual
     98      if ((distance > 0) && (distance < SEPERATIONDISTANCE)) {  //do only if actual is inside detectionradius
     99        inverseDistance = Vector3(0,0,0);
     100        inverseDistance = this->getPosition() - actual->getPosition();  //calculate the distancevector heading towards this
     101        //adaptation of the inverseDistance to the distance
     102        if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;}
     103        if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;}
     104        if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;}
     105        if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;}
     106        steering = steering + inverseDistance;  //add up all significant steeringvectors
     107        numberOfNeighbour++;  //counts the elements inside the detectionradius
     108      }
     109    }
     110    if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> separation steeringvector
     111    return steering;
     112  }
     113
     114  /**
     115   * alignment-function (lead elements to the same heading)
     116   */
     117  Vector3 NPC::alignment(NPC** arrayOfElements)
     118  {
     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      NPC* actual = arrayOfElements[i];  //get the actual element
     125      float distance = getDistance(actual);  //get distance between this and actual
     126      if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius
     127        steering = steering + actual->getVelocity();  //add up all speedvectors inside the detectionradius
     128        numberOfNeighbour++;  //counts the elements inside the detectionradius
     129      }
     130    }
     131    if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> alignment steeringvector
     132    return steering;
     133  }
     134
     135  /**
     136   * cohseion-function (keep elements close to each other)
     137   */
     138  Vector3 NPC::cohesion(NPC** arrayOfElements)
     139  {
     140    Vector3 steering = Vector3(0,0,0); //steeringvector
     141    int numberOfNeighbour = 0;  //number of observed neighbours
     142    //float distance = 0;
     143    //go through all elements
     144    for(int i=0; i<ANZELEMENTS; i++) {  //just working with 3 elements at the moment
     145      NPC* actual = arrayOfElements[i];  //get the actual element
     146      float distance = getDistance(actual);  //get distance between this and actual
     147      if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius
     148        steering = steering + actual->getPosition();  //add up all locations of elements inside the detectionradius
     149        numberOfNeighbour++;  //counts the elements inside the detectionradius
     150      }
     151    }
     152    if(numberOfNeighbour > 0) {
     153      steering = steering  / (float)numberOfNeighbour;  //devide the sum steeringvector by the number of elements -> cohesion steeringvector
     154      steering = steering - this->getPosition();  //transform the vector for the ship
     155    }
     156    return steering;
     157  }
     158
     159} // end of class NPC
  • code/branches/FICN/src/orxonox/objects/NPC.h

    r603 r617  
    1010// includes
    1111#include "WorldEntity.h"
     12#include "Model.h"
    1213
    1314namespace orxonox {
    1415
    15   class NPC : public WorldEntity
     16  class NPC : public Model
    1617  {
    17     NPC();
    18     virtual ~NPC();
     18    public:
     19
     20      NPC();
     21      virtual ~NPC();
     22      void tick(float dt);
     23      void setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable);
     24
     25    private:
     26      float getDistance(NPC* temp);
     27      void calculateAcceleration(NPC** arrayOfElements);
     28      Vector3 separation(NPC** arrayOfElements);
     29      Vector3 alignment(NPC** arrayOfElements);
     30      Vector3 cohesion(NPC** arrayOfElements);
     31
     32
     33    private:
     34      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
     35
     36      // those values should maybe be controlled by a higher power and should maybe be parameters that can be changed
     37      static int const SEPERATIONDISTANCE = 300;  //detectionradius of seperation
     38      static int const ALIGNMENTDISTANCE = 300;  //detectionradius of alignment
     39      static int const COHESIONDISTANCE = 5000;  //detectionradius of cohesion
     40      static int const ANZELEMENTS = 9;  //number of elements
    1941  };
    2042
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