1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Aurelian Jaggi |
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24 | * Co-authors: |
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25 | * Kevin Young |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file ForceField.cc |
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31 | @brief Implementation of the ForceField class. |
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32 | */ |
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33 | |
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34 | #include "ForceField.h" |
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35 | |
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36 | #include "core/CoreIncludes.h" |
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37 | #include "core/XMLPort.h" |
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38 | #include "worldentities/MobileEntity.h" |
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39 | |
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40 | namespace orxonox |
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41 | { |
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42 | RegisterClass(ForceField); |
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43 | |
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44 | /*static*/ const std::string ForceField::modeTube_s = "tube"; |
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45 | /*static*/ const std::string ForceField::modeSphere_s = "sphere"; |
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46 | /*static*/ const std::string ForceField::modeInvertedSphere_s = "invertedSphere"; |
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47 | |
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48 | /*static*/ const std::string ForceField::modeHomogen_s = "homogen"; |
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49 | |
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50 | /*static*/ const std::string ForceField::modeNewtonianGravity_s = "newtonianGravity"; |
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51 | /*static*/ const float ForceField::gravConstant_ = 6.673e-11; |
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52 | /*static*/ const float ForceField::attenFactor_ = 1; |
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53 | |
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54 | |
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55 | /** |
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56 | @brief |
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57 | Constructor. Registers the object and initializes some values. |
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58 | */ |
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59 | ForceField::ForceField(Context* context) : StaticEntity(context) |
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60 | { |
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61 | RegisterObject(ForceField); |
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62 | |
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63 | //Standard Values |
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64 | this->setDirection(Vector3::ZERO); |
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65 | this->setFieldVelocity(100); |
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66 | this->setDiameter(500); |
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67 | this->setMassDiameter(0); //! We allow point-masses |
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68 | this->setLength(2000); |
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69 | this->mode_ = ForceFieldMode::tube; |
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70 | |
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71 | this->registerVariables(); |
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72 | } |
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73 | |
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74 | /** |
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75 | @brief |
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76 | Destructor. |
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77 | */ |
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78 | ForceField::~ForceField() |
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79 | { |
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80 | } |
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81 | |
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82 | /** |
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83 | @brief |
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84 | Creates a ForceField object through XML. |
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85 | */ |
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86 | void ForceField::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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87 | { |
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88 | SUPER(ForceField, XMLPort, xmlelement, mode); |
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89 | |
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90 | XMLPortParam(ForceField, "velocity", setFieldVelocity, getFieldVelocity, xmlelement, mode).defaultValues(100); |
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91 | XMLPortParam(ForceField, "diameter", setDiameter, getDiameter, xmlelement, mode).defaultValues(500); |
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92 | XMLPortParam(ForceField, "massDiameter", setMassDiameter, getMassDiameter, xmlelement, mode).defaultValues(0); |
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93 | XMLPortParam(ForceField, "length", setLength , getLength , xmlelement, mode).defaultValues(2000); |
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94 | XMLPortParam(ForceField, "mode", setMode, getMode, xmlelement, mode); |
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95 | XMLPortParam(ForceField, "forcedirection", setForceDirection, getForceDirection, xmlelement, mode).defaultValues(Vector3(0,-400,0)); |
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96 | } |
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97 | |
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98 | void ForceField::registerVariables() |
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99 | { |
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100 | registerVariable(this->velocity_, VariableDirection::ToClient); |
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101 | registerVariable(this->radius_, VariableDirection::ToClient); |
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102 | registerVariable(this->massRadius_, VariableDirection::ToClient); |
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103 | registerVariable(this->halfLength_, VariableDirection::ToClient); |
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104 | registerVariable(this->mode_, VariableDirection::ToClient); |
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105 | } |
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106 | |
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107 | |
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108 | /** |
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109 | @brief |
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110 | A method that is called every tick. |
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111 | Implements the behavior of the ForceField. |
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112 | @param dt |
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113 | The amount of time that elapsed since the last tick. |
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114 | */ |
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115 | void ForceField::tick(float dt) |
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116 | { |
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117 | if(this->mode_ == ForceFieldMode::tube) |
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118 | { |
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119 | // Iterate over all objects that could possibly be affected by the ForceField. |
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120 | for (MobileEntity* mobileEntity : ObjectList<MobileEntity>()) |
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121 | { |
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122 | // The direction of the orientation of the force field. |
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123 | Vector3 direction = this->getOrientation() * WorldEntity::FRONT; |
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124 | direction.normalise(); |
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125 | |
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126 | // Vector from the center of the force field to the object its acting on. |
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127 | Vector3 distanceVector = mobileEntity->getWorldPosition() - (this->getWorldPosition() + (this->halfLength_ * direction)); |
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128 | |
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129 | // The object is outside a ball around the center with radius length/2 of the ForceField. |
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130 | if(distanceVector.length() > this->halfLength_) |
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131 | continue; |
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132 | |
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133 | // The distance of the object form the orientation vector. (Or rather the smallest distance from the orientation vector) |
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134 | float distanceFromDirectionVector = ((mobileEntity->getWorldPosition() - this->getWorldPosition()).crossProduct(direction)).length(); |
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135 | |
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136 | // If the object in a tube of radius 'radius' around the direction of orientation. |
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137 | if(distanceFromDirectionVector >= this->radius_) |
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138 | continue; |
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139 | |
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140 | // Apply a force to the object in the direction of the orientation. |
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141 | // The force is highest when the object is directly on the direction vector, with a linear decrease, finally reaching zero, when distanceFromDirectionVector = radius. |
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142 | mobileEntity->applyCentralForce((this->radius_ - distanceFromDirectionVector)/this->radius_ * this->velocity_ * direction); |
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143 | } |
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144 | } |
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145 | else if(this->mode_ == ForceFieldMode::sphere) |
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146 | { |
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147 | // Iterate over all objects that could possibly be affected by the ForceField. |
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148 | for (MobileEntity* mobileEntity : ObjectList<MobileEntity>()) |
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149 | { |
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150 | Vector3 distanceVector = mobileEntity->getWorldPosition() - this->getWorldPosition(); |
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151 | float distance = distanceVector.length(); |
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152 | // If the object is within 'radius' distance. |
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153 | if (distance < this->radius_) |
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154 | { |
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155 | distanceVector.normalise(); |
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156 | // Apply a force proportional to the velocity, with highest force at the origin of the sphere, linear decreasing until reaching a distance of 'radius' from the origin, where the force reaches zero. |
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157 | mobileEntity->applyCentralForce((this->radius_ - distance)/this->radius_ * this->velocity_ * distanceVector); |
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158 | } |
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159 | } |
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160 | } |
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161 | else if(this->mode_ == ForceFieldMode::invertedSphere) |
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162 | { |
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163 | // Iterate over all objects that could possibly be affected by the ForceField. |
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164 | for (MobileEntity* mobileEntity : ObjectList<MobileEntity>()) |
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165 | { |
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166 | Vector3 distanceVector = this->getWorldPosition() - mobileEntity->getWorldPosition(); |
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167 | float distance = distanceVector.length(); |
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168 | // If the object is within 'radius' distance and no more than 'length' away from the boundary of the sphere. |
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169 | float range = this->radius_ - this->halfLength_*2; |
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170 | if (distance < this->radius_ && distance > range) |
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171 | { |
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172 | distanceVector.normalise(); |
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173 | // Apply a force proportional to the velocity, with highest force at the boundary of the sphere, linear decreasing until reaching a distance of 'radius-length' from the origin, where the force reaches zero. |
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174 | mobileEntity->applyCentralForce((distance-range)/range * this->velocity_ * distanceVector); |
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175 | } |
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176 | } |
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177 | } |
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178 | else if(this->mode_ == ForceFieldMode::newtonianGravity) |
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179 | { |
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180 | // Iterate over all objects that could possibly be affected by the ForceField. |
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181 | for (MobileEntity* mobileEntity : ObjectList<MobileEntity>()) |
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182 | { |
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183 | Vector3 distanceVector = mobileEntity->getWorldPosition() - this->getWorldPosition(); |
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184 | float distance = distanceVector.length(); |
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185 | // If the object is within 'radius' distance and especially further away than massRadius_ |
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186 | if (distance < this->radius_ && distance > this->massRadius_) |
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187 | { |
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188 | distanceVector.normalise(); |
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189 | /* Apply a central force that follows the newtownian law of gravity, ie.: |
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190 | * F = G * (M*m) / D^2, |
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191 | * while M is the mass of the stellar body and m is the mass of the affected object. |
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192 | * D is the distance from the center of mass of both bodies |
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193 | * and it should be noted that massRadius_ denotes the radius of the stellar body, |
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194 | * at which point the force vanishes (you can use this to dictate the size of the body). |
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195 | * attenFactor_ weakens the field by a constant factor. The -1 is needed for an attractive force. |
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196 | */ |
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197 | |
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198 | // Note: this so called force is actually an acceleration! |
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199 | mobileEntity->applyCentralForce((-1) * (ForceField::attenFactor_ * ForceField::gravConstant_ * this->getMass()) / (distance * distance) * distanceVector); |
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200 | } |
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201 | } |
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202 | } |
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203 | else if(this->mode_ == ForceFieldMode::homogen) |
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204 | { |
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205 | // Iterate over all objects that could possibly be affected by the ForceField. |
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206 | for (MobileEntity* mobileEntity : ObjectList<MobileEntity>()) |
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207 | { |
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208 | Vector3 distanceVector = mobileEntity->getWorldPosition() - this->getWorldPosition(); |
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209 | float distance = distanceVector.length(); |
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210 | if (distance < this->radius_ && distance > this->massRadius_) |
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211 | { |
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212 | // Add a Acceleration in forceDirection_. |
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213 | // Vector3(0,0,0) is the direction, where the force should work. |
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214 | mobileEntity->addAcceleration(forceDirection_ , Vector3(0,0,0)); |
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215 | } |
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216 | } |
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217 | } |
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218 | } |
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219 | |
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220 | /** |
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221 | @brief |
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222 | Set the mode of the ForceField. |
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223 | @param mode |
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224 | The mode as a string. |
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225 | */ |
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226 | void ForceField::setMode(const std::string& mode) |
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227 | { |
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228 | if(mode == ForceField::modeTube_s) |
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229 | this->mode_ = ForceFieldMode::tube; |
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230 | else if(mode == ForceField::modeSphere_s) |
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231 | this->mode_ = ForceFieldMode::sphere; |
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232 | else if(mode == ForceField::modeInvertedSphere_s) |
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233 | this->mode_ = ForceFieldMode::invertedSphere; |
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234 | else if(mode == ForceField::modeNewtonianGravity_s) |
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235 | this->mode_ = ForceFieldMode::newtonianGravity; |
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236 | |
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237 | else if(mode == ForceField::modeHomogen_s) |
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238 | this->mode_ = ForceFieldMode::homogen; |
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239 | |
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240 | else |
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241 | { |
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242 | orxout(internal_warning) << "Wrong mode '" << mode << "' in ForceField. Setting to 'tube'." << endl; |
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243 | this->mode_ = ForceFieldMode::tube; |
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244 | } |
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245 | } |
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246 | |
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247 | /** |
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248 | @brief |
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249 | Get the mode of the ForceField. |
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250 | @return |
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251 | Returns the mode of the ForceField as a string. |
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252 | */ |
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253 | const std::string& ForceField::getMode(void) |
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254 | { |
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255 | switch(this->mode_) |
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256 | { |
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257 | case ForceFieldMode::tube: |
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258 | return ForceField::modeTube_s; |
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259 | case ForceFieldMode::sphere: |
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260 | return ForceField::modeSphere_s; |
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261 | case ForceFieldMode::invertedSphere: |
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262 | return ForceField::modeInvertedSphere_s; |
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263 | case ForceFieldMode::newtonianGravity: |
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264 | return ForceField::modeNewtonianGravity_s; |
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265 | |
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266 | case ForceFieldMode::homogen: |
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267 | return ForceField::modeHomogen_s; |
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268 | |
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269 | default: |
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270 | return ForceField::modeTube_s; |
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271 | } |
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272 | } |
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273 | |
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274 | } |
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