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source: code/trunk/src/modules/objects/ForceField.cc @ 7676

Last change on this file since 7676 was 7676, checked in by dafrick, 14 years ago

Some documentation and simplification

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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 *      Aurelian Jaggi
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file ForceField.cc
31    @brief Implementation of the ForceField class.
32*/
33
34#include "ForceField.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38#include "worldentities/MobileEntity.h"
39
40namespace orxonox
41{
42    CreateFactory(ForceField);
43
44    /*static*/ const std::string ForceField::modeTube_s = "tube";
45    /*static*/ const std::string ForceField::modeSphere_s = "sphere";
46
47    /**
48    @brief
49        Constructor. Registers the object and initializes some values.
50    */
51    ForceField::ForceField(BaseObject* creator) : StaticEntity(creator)
52    {
53        RegisterObject(ForceField);
54
55        //Standard Values
56        this->setDirection(Vector3::ZERO);
57        this->setVelocity(100);
58        this->setDiameter(500);
59        this->setLength(2000);
60        this->mode_ = forceFieldMode::tube;
61    }
62
63    /**
64    @brief
65        Destructor.
66    */
67    ForceField::~ForceField()
68    {
69    }
70
71    /**
72    @brief
73        Creates a ForceField object through XML.
74    */
75    void ForceField::XMLPort(Element& xmlelement, XMLPort::Mode mode)
76    {
77        SUPER(ForceField, XMLPort, xmlelement, mode);
78
79        XMLPortParam(ForceField, "velocity", setVelocity, getVelocity, xmlelement, mode).defaultValues(100);
80        XMLPortParam(ForceField, "diameter", setDiameter, getDiameter, xmlelement, mode).defaultValues(500);
81        XMLPortParam(ForceField, "length"  , setLength  , getLength  , xmlelement, mode).defaultValues(2000);
82        XMLPortParam(ForceField, "mode", setMode, getMode, xmlelement, mode);
83    }
84
85    /**
86    @brief
87        A method that is called every tick.
88        Implements the behavior of teh ForceField.
89    @param dt
90        The amount of time that elapsed since the last tick.
91    */
92    void ForceField::tick(float dt)
93    {
94        if(this->mode_ == forceFieldMode::tube)
95        {
96            // Iterate over all objects that could possibly be affected by the ForceField.
97            for (ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it)
98            {
99                // The direction of the orientation of the force field.
100                Vector3 direction = this->getOrientation() * WorldEntity::FRONT;
101                direction.normalise();
102
103                // Vector from the center of the force field to the object its acting on.
104                // TODO: This could probably be simplified.
105                Vector3 distanceVector = it->getWorldPosition() - (this->getWorldPosition() + (this->halfLength_ * direction));
106
107                // The object is outside of the length of the ForceField.
108                if(distanceVector.length() > this->halfLength_)
109                    continue;
110
111                // The distance of the object form the orientation vector. (Or rather the smallest distance from the orientation vector)
112                float distanceFromDirectionVector = ((it->getWorldPosition() - this->getWorldPosition()).crossProduct(direction)).length();
113
114                // If the object in a tube of radius 'radius' around the direction of orientation.
115                if(distanceFromDirectionVector >= this->radius_)
116                    continue;
117
118                // Apply a force to the object in the direction of the orientation.
119                // The force is highest when the object is directly on the direction vector, with a linear decrease, finally reaching zero, when distanceFromDirectionVector = radius.
120                it->applyCentralForce((this->radius_ - distanceFromDirectionVector)/this->radius_ * this->velocity_ * direction);
121            }
122        }
123        else if(this->mode_ == forceFieldMode::sphere)
124        {
125            // Iterate over all objects that could possibly be affected by the ForceField.
126            for (ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it)
127            {
128                Vector3 distanceVector = it->getWorldPosition() - this->getWorldPosition();
129                float distance = distanceVector.length();
130                // If the object is within 'radius' distance.
131                if (distance < this->radius_)
132                {
133                    distanceVector.normalise();
134                    // 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.
135                    it->applyCentralForce((this->radius_ - distance)/this->radius_ * this->velocity_ * distanceVector);
136                }
137            }
138        }
139    }
140
141    /**
142    @brief
143        Set the mode of the ForceField.
144    @param mode
145        The mode as a string.
146    */
147    void ForceField::setMode(const std::string& mode)
148    {
149        if(mode == ForceField::modeTube_s)
150            this->mode_ = forceFieldMode::tube;
151        else if(mode == ForceField::modeSphere_s)
152            this->mode_ = forceFieldMode::sphere;
153        else
154        {
155            COUT(2) << "Wrong mode '" << mode << "' in ForceField. Setting to 'tube'." << std::endl;
156            this->mode_ = forceFieldMode::tube;
157        }
158    }
159
160    /**
161    @brief
162        Get the mode of the ForceField.
163    @return
164        Returns the mode of the ForceField as a string.
165    */
166    const std::string& ForceField::getMode(void)
167    {
168        switch(this->mode_)
169        {
170            case forceFieldMode::tube:
171                return ForceField::modeTube_s;
172            case forceFieldMode::sphere:
173                return ForceField::modeSphere_s;
174            default:
175                return ForceField::modeTube_s;
176        }
177    }
178
179}
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