/*
* ORXONOX - the hottest 3D action shooter ever to exist
* > www.orxonox.net <
*
*
* License notice:
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Author:
* Aurelian Jaggi
* Co-authors:
* Damian 'Mozork' Frick
* Kevin Young
*
*/
/**
@file ForceField.h
@brief Definition of the ForceField class.
@ingroup Objects
*/
#ifndef _ForceField_H__
#define _ForceField_H__
#include "objects/ObjectsPrereqs.h"
#include "tools/interfaces/Tickable.h"
#include "worldentities/StaticEntity.h"
namespace orxonox
{
/**
@brief
The mode of the ForceField.
@ingroup Objects
*/
namespace forceFieldMode
{
enum Value {
tube, //!< The ForceField has a tube shape.
sphere, //!< The ForceField has a spherical shape.
invertedSphere, //!< The ForceField has a spherical shape but "inverted" behavior.
newtonianGravity, //!< The ForceField imitates Newtonian gravitation for use in stellar bodies.
homogen //!< Local homogenous Force field with changeable direction for the Space Station
};
}
/**
@brief
Implements a force field, that applies a force to any @ref orxonox::MobileEntity "MobileEntity" that enters its range.
The following parameters can be set to specify the behavior of the ForceField.
- @b forcedirection The direction and the strength of the homogenous force field. Default is 0,-400,0.
- @b velocity The amount of force the ForceField excerts. Default is 100.
- @b diameter The diameter of the ForceField. Default is 500.
- @b length The length of the ForceField. Default is 2000.
- @b mode The mode the ForceField is in. For mode:
- tube A ForceField which exerts force only in the direction it is oriented. The force is only exerted on objects that are in a tube of length length and diameter diameter (with rounded start and end faces, so in fact the length parameter specifies a ball with origin + length/2
as the center and length/2
as the radius). The magintude of the force is proportional to the velocity, being highest when an object is in the middle of the tube (radius-wise), linearly decreasing with greater radii and finally reaching zero, when the object is diameter/2
away from the orientation vector.
- sphere A Force Field which exerts force radially away from itself, with the greatest magnitude (proportional to velocity) being in the origin of the ForceField, linearly decreasing with respect to the distance to the origin and finally reaching zero at distance diameter/2
.
Default is tube.
- invertedSphere A ForceField which excerts force radially towards itself, with the 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.
@author
Aurelian Jaggi
@author
Damian 'Mozork' Frick
@ingroup Objects
*/
class _ObjectsExport ForceField : public StaticEntity, public Tickable
{
public:
ForceField(Context* context);
virtual ~ForceField();
virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; //!< Creates a ForceField object through XML.
void registerVariables(); //!< Registers the variables that should get synchronised over the network
virtual void tick(float dt) override; //!< A method that is called every tick.
/**
@brief Set the velocity of the ForceField.
@param vel The velocity to be set.
*/
inline void setVelocity(float vel)
{ this->velocity_ = vel; }
/**
@brief Get the velocity of the ForceField.
@return Returns the velocity of the ForceField.
*/
inline float getVelocity()
{ return this->velocity_; }
/**
@brief Set the diameter of the ForceField. In mode StellarBody this stands for the outer radius.
@param diam The diameter to be set.
*/
inline void setDiameter(float diam)
{ this->radius_ = diam/2; }
/**
@brief Get the diameter of the ForceField. In mode StellarBody this stands for the outer radius.
@return Returns the diameter of the ForceField.
*/
inline float getDiameter()
{ return this->radius_*2; }
/**
@brief Set the diameter of the stellar body for the Newtonian ForceField.
@param massDiam The diameter of the stellar body.
*/
inline void setMassDiameter(float massDiam)
{ this->massRadius_ = massDiam/2; }
/**
@brief Get the diameter of the stellar body for the Newtonian ForceField.
@return float Returns the diameter of the stellar body.
*/
inline float getMassDiameter()
{ return this->massRadius_*2; }
/**
@brief Set the length of the ForceField.
@param l The length to be set.
*/
inline void setLength(float l)
{ this->halfLength_ = l/2; }
/**
@brief Get the length of the ForceField.
@return Returns the length of the ForceField.
*/
inline float getLength()
{ return this->halfLength_*2; }
inline void setForceDirection(Vector3 forcedir)
{ this->forceDirection_ = forcedir; }
inline Vector3 getForceDirection()
{ return this->forceDirection_; }
void setMode(const std::string& mode); //!< Set the mode of the ForceField.
const std::string& getMode(void); //!< Get the mode of the ForceField.
//! Strings to represent the modes.
static const std::string modeTube_s;
static const std::string modeSphere_s;
static const std::string modeInvertedSphere_s;
static const std::string modeNewtonianGravity_s;
static const std::string modeHomogen_s;
private:
float velocity_; //!< The velocity of the ForceField.
float radius_; //!< The radius of the ForceField.
float massRadius_; //!< The radius of the stellar body for the Newtonian ForceField.
float halfLength_; //!< Half of the length of the ForceField.
int mode_; //!< The mode of the ForceField.
//! Gravitational constant for Newtonian ForceFields.
static const float gravConstant_;
//! Attenuation factor for Newtonian ForceFields
static const float attenFactor_;
Vector3 forceDirection_;
};
}
#endif