| 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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