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source: code/trunk/src/modules/objects/ForceField.cc @ 11071

Last change on this file since 11071 was 11071, checked in by landauf, 8 years ago

merged branch cpp11_v3 back to trunk

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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 *      Kevin Young
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    RegisterClass(ForceField);
43
44    /*static*/ const std::string ForceField::modeTube_s = "tube";
45    /*static*/ const std::string ForceField::modeSphere_s = "sphere";
46    /*static*/ const std::string ForceField::modeInvertedSphere_s = "invertedSphere";
47
48    /*static*/ const std::string ForceField::modeHomogen_s = "homogen";
49
50    /*static*/ const std::string ForceField::modeNewtonianGravity_s = "newtonianGravity";
51    /*static*/ const float ForceField::gravConstant_ = 6.673e-11;
52    /*static*/ const float ForceField::attenFactor_ = 1;
53
54
55    /**
56    @brief
57        Constructor. Registers the object and initializes some values.
58    */
59    ForceField::ForceField(Context* context) : StaticEntity(context)
60    {
61        RegisterObject(ForceField);
62
63        //Standard Values
64        this->setDirection(Vector3::ZERO);
65        this->setVelocity(100);
66        this->setDiameter(500);
67        this->setMassDiameter(0);   //! We allow point-masses
68        this->setLength(2000);
69        this->mode_ = ForceFieldMode::tube;
70       
71        this->registerVariables();
72    }
73
74    /**
75    @brief
76        Destructor.
77    */
78    ForceField::~ForceField()
79    {
80    }
81
82    /**
83    @brief
84        Creates a ForceField object through XML.
85    */
86    void ForceField::XMLPort(Element& xmlelement, XMLPort::Mode mode)
87    {
88        SUPER(ForceField, XMLPort, xmlelement, mode);
89
90        XMLPortParam(ForceField, "velocity", setVelocity, getVelocity, xmlelement, mode).defaultValues(100);
91        XMLPortParam(ForceField, "diameter", setDiameter, getDiameter, xmlelement, mode).defaultValues(500);
92        XMLPortParam(ForceField, "massDiameter", setMassDiameter, getMassDiameter, xmlelement, mode).defaultValues(0);
93        XMLPortParam(ForceField, "length", setLength  , getLength  , xmlelement, mode).defaultValues(2000);
94        XMLPortParam(ForceField, "mode", setMode, getMode, xmlelement, mode);
95        XMLPortParam(ForceField, "forcedirection", setForceDirection, getForceDirection, xmlelement, mode).defaultValues(Vector3(0,-400,0));
96    }
97   
98    void ForceField::registerVariables()
99    {
100        registerVariable(this->velocity_, VariableDirection::ToClient);
101        registerVariable(this->radius_, VariableDirection::ToClient);
102        registerVariable(this->massRadius_, VariableDirection::ToClient);
103        registerVariable(this->halfLength_, VariableDirection::ToClient);
104        registerVariable(this->mode_, VariableDirection::ToClient);
105    }
106
107
108    /**
109    @brief
110        A method that is called every tick.
111        Implements the behavior of the ForceField.
112    @param dt
113        The amount of time that elapsed since the last tick.
114    */
115    void ForceField::tick(float dt)
116    {
117        if(this->mode_ == ForceFieldMode::tube)
118        {
119            // Iterate over all objects that could possibly be affected by the ForceField.
120            for (MobileEntity* mobileEntity : ObjectList<MobileEntity>())
121            {
122                // The direction of the orientation of the force field.
123                Vector3 direction = this->getOrientation() * WorldEntity::FRONT;
124                direction.normalise();
125
126                // Vector from the center of the force field to the object its acting on.
127                Vector3 distanceVector = mobileEntity->getWorldPosition() - (this->getWorldPosition() + (this->halfLength_ * direction));
128
129                // The object is outside a ball around the center with radius length/2 of the ForceField.
130                if(distanceVector.length() > this->halfLength_)
131                    continue;
132
133                // The distance of the object form the orientation vector. (Or rather the smallest distance from the orientation vector)
134                float distanceFromDirectionVector = ((mobileEntity->getWorldPosition() - this->getWorldPosition()).crossProduct(direction)).length();
135
136                // If the object in a tube of radius 'radius' around the direction of orientation.
137                if(distanceFromDirectionVector >= this->radius_)
138                    continue;
139
140                // Apply a force to the object in the direction of the orientation.
141                // The force is highest when the object is directly on the direction vector, with a linear decrease, finally reaching zero, when distanceFromDirectionVector = radius.
142                mobileEntity->applyCentralForce((this->radius_ - distanceFromDirectionVector)/this->radius_ * this->velocity_ * direction);
143            }
144        }
145        else if(this->mode_ == ForceFieldMode::sphere)
146        {
147            // Iterate over all objects that could possibly be affected by the ForceField.
148            for (MobileEntity* mobileEntity : ObjectList<MobileEntity>())
149            {
150                Vector3 distanceVector = mobileEntity->getWorldPosition() - this->getWorldPosition();
151                float distance = distanceVector.length();
152                // If the object is within 'radius' distance.
153                if (distance < this->radius_)
154                {
155                    distanceVector.normalise();
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.
157                    mobileEntity->applyCentralForce((this->radius_ - distance)/this->radius_ * this->velocity_ * distanceVector);
158                }
159            }
160        }
161        else if(this->mode_ == ForceFieldMode::invertedSphere)
162        {
163            // Iterate over all objects that could possibly be affected by the ForceField.
164            for (MobileEntity* mobileEntity : ObjectList<MobileEntity>())
165            {
166                Vector3 distanceVector = this->getWorldPosition() - mobileEntity->getWorldPosition();
167                float distance = distanceVector.length();
168                // If the object is within 'radius' distance and no more than 'length' away from the boundary of the sphere.
169                float range = this->radius_ - this->halfLength_*2;
170                if (distance < this->radius_ && distance > range)
171                {
172                    distanceVector.normalise();
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.
174                    mobileEntity->applyCentralForce((distance-range)/range * this->velocity_ * distanceVector);
175                }
176            }
177        }
178        else if(this->mode_ == ForceFieldMode::newtonianGravity)
179        {
180            // Iterate over all objects that could possibly be affected by the ForceField.
181            for (MobileEntity* mobileEntity : ObjectList<MobileEntity>())
182            {
183                Vector3 distanceVector = mobileEntity->getWorldPosition() - this->getWorldPosition();
184                float distance = distanceVector.length();
185                // If the object is within 'radius' distance and especially further away than massRadius_
186                if (distance < this->radius_ && distance > this->massRadius_)
187                {
188                    distanceVector.normalise();
189                    /* Apply a central force that follows the newtownian law of gravity, ie.:
190                     * F = G * (M*m) / D^2,
191                     * while M is the mass of the stellar body and m is the mass of the affected object.
192                     * D is the distance from the center of mass of both bodies
193                     * and it should be noted that massRadius_ denotes the radius of the stellar body,
194                     * at which point the force vanishes (you can use this to dictate the size of the body).
195                     * attenFactor_ weakens the field by a constant factor. The -1 is needed for an attractive force.
196                     */
197                   
198                    // Note: this so called force is actually an acceleration!
199                    mobileEntity->applyCentralForce((-1) * (ForceField::attenFactor_ * ForceField::gravConstant_ * this->getMass()) / (distance * distance) * distanceVector);
200                }
201            }
202        }
203        else if(this->mode_ == ForceFieldMode::homogen)
204        {
205            // Iterate over all objects that could possibly be affected by the ForceField.
206            for (MobileEntity* mobileEntity : ObjectList<MobileEntity>())
207            {
208                Vector3 distanceVector = mobileEntity->getWorldPosition() - this->getWorldPosition();
209                float distance = distanceVector.length();
210                if (distance < this->radius_ && distance > this->massRadius_)
211                {
212                    // Add a Acceleration in forceDirection_.
213                    // Vector3(0,0,0) is the direction, where the force should work.
214                    mobileEntity->addAcceleration(forceDirection_ , Vector3(0,0,0));
215                }
216            }
217        }
218    }
219
220    /**
221    @brief
222        Set the mode of the ForceField.
223    @param mode
224        The mode as a string.
225    */
226    void ForceField::setMode(const std::string& mode)
227    {
228        if(mode == ForceField::modeTube_s)
229            this->mode_ = ForceFieldMode::tube;
230        else if(mode == ForceField::modeSphere_s)
231            this->mode_ = ForceFieldMode::sphere;
232        else if(mode == ForceField::modeInvertedSphere_s)
233            this->mode_ = ForceFieldMode::invertedSphere;
234        else if(mode == ForceField::modeNewtonianGravity_s)
235            this->mode_ = ForceFieldMode::newtonianGravity;
236
237        else if(mode == ForceField::modeHomogen_s)
238            this->mode_ = ForceFieldMode::homogen;
239
240        else
241        {
242            orxout(internal_warning) << "Wrong mode '" << mode << "' in ForceField. Setting to 'tube'." << endl;
243            this->mode_ = ForceFieldMode::tube;
244        }
245    }
246
247    /**
248    @brief
249        Get the mode of the ForceField.
250    @return
251        Returns the mode of the ForceField as a string.
252    */
253    const std::string& ForceField::getMode(void)
254    {
255        switch(this->mode_)
256        {
257            case ForceFieldMode::tube:
258                return ForceField::modeTube_s;
259            case ForceFieldMode::sphere:
260                return ForceField::modeSphere_s;
261            case ForceFieldMode::invertedSphere:
262                return ForceField::modeInvertedSphere_s;
263            case ForceFieldMode::newtonianGravity:
264                return ForceField::modeNewtonianGravity_s;
265
266            case ForceFieldMode::homogen:
267                return ForceField::modeHomogen_s;
268
269            default:
270                return ForceField::modeTube_s;
271        }
272    }
273
274}
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