/* * 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: * ... * */ #include "ForceField.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "worldentities/MobileEntity.h" namespace orxonox { CreateFactory(ForceField); ForceField::ForceField(BaseObject* creator) : StaticEntity(creator) { RegisterObject(ForceField); //Standard Values this->setDirection(Vector3::ZERO); velocity_ = 100; diameter_ = 500; length_ = 5000; } ForceField::~ForceField() {} void ForceField::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(ForceField, XMLPort, xmlelement, mode); //For correct xml import use: position, direction, velocity, scale XMLPortParam(ForceField, "velocity", setVelocity, getVelocity, xmlelement, mode).defaultValues(100); XMLPortParam(ForceField, "diameter", setDiameter, getDiameter, xmlelement, mode).defaultValues(500); XMLPortParam(ForceField, "length" , setLength , getLength , xmlelement, mode).defaultValues(2000); } void ForceField::tick(float dt) { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) { //calculate from Vector3 directionVec = this->getOrientation() * WorldEntity::FRONT; directionVec.normalise(); Vector3 distanceVec = it->getWorldPosition() - (this->getWorldPosition() + (this->length_ / 2 * directionVec)); //distance from centervector of the field ( float distFromCenterVec = ((it->getWorldPosition() - this->getWorldPosition()).crossProduct(directionVec)).length(); if (distanceVec.length() < this->length_ / 2 && distFromCenterVec < diameter_ / 2) { //normalize distance from center it->applyCentralForce(((diameter_ / 2 - distFromCenterVec) / (diameter_ / 2)) * directionVec * velocity_); } } } }