[12177] | 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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