Browse Source

- Add Attractor controller WIP.

MelvMay-GG 12 years ago
parent
commit
fff1dbb

+ 9 - 0
engine/compilers/VisualStudio 2010/Torque 2D.vcxproj

@@ -239,6 +239,9 @@
     <ClCompile Include="..\..\source\2d\assets\ParticleAssetEmitter.cc" />
     <ClCompile Include="..\..\source\2d\assets\ParticleAssetField.cc" />
     <ClCompile Include="..\..\source\2d\assets\ParticleAssetFieldCollection.cc" />
+    <ClCompile Include="..\..\source\2d\controllers\AttractorController.cc" />
+    <ClCompile Include="..\..\source\2d\controllers\BuoyancyController.cc" />
+    <ClCompile Include="..\..\source\2d\controllers\ConstantForceController.cc" />
     <ClCompile Include="..\..\source\2d\controllers\SceneController.cc" />
     <ClCompile Include="..\..\source\2d\core\BatchRender.cc" />
     <ClCompile Include="..\..\source\2d\core\CoreMath.cc" />
@@ -615,6 +618,12 @@
     <ClInclude Include="..\..\source\2d\assets\ParticleAssetField.h" />
     <ClInclude Include="..\..\source\2d\assets\ParticleAssetFieldCollection.h" />
     <ClInclude Include="..\..\source\2d\assets\ParticleAsset_ScriptBinding.h" />
+    <ClInclude Include="..\..\source\2d\controllers\AttractorController.h" />
+    <ClInclude Include="..\..\source\2d\controllers\AttractorController_ScriptBinding.h" />
+    <ClInclude Include="..\..\source\2d\controllers\BuoyancyController.h" />
+    <ClInclude Include="..\..\source\2d\controllers\BuoyancyController_ScriptBinding.h" />
+    <ClInclude Include="..\..\source\2d\controllers\ConstantForceController.h" />
+    <ClInclude Include="..\..\source\2d\controllers\ConstantForceController_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\controllers\SceneController.h" />
     <ClInclude Include="..\..\source\2d\controllers\SceneController_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\core\BatchRender.h" />

+ 27 - 0
engine/compilers/VisualStudio 2010/Torque 2D.vcxproj.filters

@@ -1281,6 +1281,15 @@
     <ClCompile Include="..\..\source\2d\sceneobject\SceneObjectSet.cc">
       <Filter>2d\sceneobject</Filter>
     </ClCompile>
+    <ClCompile Include="..\..\source\2d\controllers\AttractorController.cc">
+      <Filter>2d\controllers</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\2d\controllers\BuoyancyController.cc">
+      <Filter>2d\controllers</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\2d\controllers\ConstantForceController.cc">
+      <Filter>2d\controllers</Filter>
+    </ClCompile>
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\source\audio\audio.h">
@@ -2616,6 +2625,24 @@
     <ClInclude Include="..\..\source\2d\sceneobject\SceneObjectSet_ScriptBinding.h">
       <Filter>2d\sceneobject</Filter>
     </ClInclude>
+    <ClInclude Include="..\..\source\2d\controllers\AttractorController.h">
+      <Filter>2d\controllers</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\controllers\AttractorController_ScriptBinding.h">
+      <Filter>2d\controllers</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\controllers\BuoyancyController.h">
+      <Filter>2d\controllers</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\controllers\BuoyancyController_ScriptBinding.h">
+      <Filter>2d\controllers</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\controllers\ConstantForceController.h">
+      <Filter>2d\controllers</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\controllers\ConstantForceController_ScriptBinding.h">
+      <Filter>2d\controllers</Filter>
+    </ClInclude>
   </ItemGroup>
   <ItemGroup>
     <CustomBuild Include="..\..\source\math\mMath_ASM.asm">

+ 3 - 0
engine/compilers/VisualStudio 2012/Torque 2D.vcxproj

@@ -246,6 +246,7 @@
     <ClCompile Include="..\..\source\2d\assets\ParticleAssetEmitter.cc" />
     <ClCompile Include="..\..\source\2d\assets\ParticleAssetField.cc" />
     <ClCompile Include="..\..\source\2d\assets\ParticleAssetFieldCollection.cc" />
+    <ClCompile Include="..\..\source\2d\controllers\AttractorController.cc" />
     <ClCompile Include="..\..\source\2d\controllers\BuoyancyController.cc" />
     <ClCompile Include="..\..\source\2d\controllers\ConstantForceController.cc" />
     <ClCompile Include="..\..\source\2d\controllers\SceneController.cc" />
@@ -624,6 +625,8 @@
     <ClInclude Include="..\..\source\2d\assets\ParticleAssetField.h" />
     <ClInclude Include="..\..\source\2d\assets\ParticleAssetFieldCollection.h" />
     <ClInclude Include="..\..\source\2d\assets\ParticleAsset_ScriptBinding.h" />
+    <ClInclude Include="..\..\source\2d\controllers\AttractorController.h" />
+    <ClInclude Include="..\..\source\2d\controllers\AttractorController_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\controllers\BuoyancyController.h" />
     <ClInclude Include="..\..\source\2d\controllers\BuoyancyController_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\controllers\ConstantForceController.h" />

+ 9 - 0
engine/compilers/VisualStudio 2012/Torque 2D.vcxproj.filters

@@ -1287,6 +1287,9 @@
     <ClCompile Include="..\..\source\2d\controllers\BuoyancyController.cc">
       <Filter>2d\controllers</Filter>
     </ClCompile>
+    <ClCompile Include="..\..\source\2d\controllers\AttractorController.cc">
+      <Filter>2d\controllers</Filter>
+    </ClCompile>
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\source\audio\audio.h">
@@ -2631,6 +2634,12 @@
     <ClInclude Include="..\..\source\2d\controllers\BuoyancyController_ScriptBinding.h">
       <Filter>2d\controllers</Filter>
     </ClInclude>
+    <ClInclude Include="..\..\source\2d\controllers\AttractorController.h">
+      <Filter>2d\controllers</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\controllers\AttractorController_ScriptBinding.h">
+      <Filter>2d\controllers</Filter>
+    </ClInclude>
   </ItemGroup>
   <ItemGroup>
     <CustomBuild Include="..\..\source\math\mMath_ASM.asm">

+ 126 - 0
engine/source/2d/controllers/AttractorController.cc

@@ -0,0 +1,126 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2013 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+#ifndef _ATTRACTOR_CONTROLLER_H_
+#include "2d/controllers/AttractorController.h"
+#endif
+
+// Script bindings.
+#include "AttractorController_ScriptBinding.h"
+
+//------------------------------------------------------------------------------
+
+IMPLEMENT_CONOBJECT(AttractorController);
+
+//------------------------------------------------------------------------------
+
+AttractorController::AttractorController()        
+{
+    // Reset he controller.
+    mPosition.SetZero();
+    mRadius = 1.0f;
+    mForce = 0.0f;
+}
+
+//------------------------------------------------------------------------------
+
+AttractorController::~AttractorController()
+{
+}
+
+
+//------------------------------------------------------------------------------
+
+void AttractorController::initPersistFields()
+{
+    // Call parent.
+    Parent::initPersistFields();
+
+    // Force.
+    addProtectedField("Position", TypeVector2, Offset( mPosition, AttractorController), &defaultProtectedSetFn, &defaultProtectedGetFn, "The position of the attractor controller.");
+    addProtectedField("Radius", TypeVector2, Offset( mRadius, AttractorController), &defaultProtectedSetFn, &defaultProtectedGetFn, "The radius of the attractor circle centered on the attractors position.");
+    addProtectedField("Force", TypeF32, Offset( mForce, AttractorController), &defaultProtectedSetFn, &defaultProtectedGetFn, "The force to apply to attact to the controller position.");
+}
+
+//------------------------------------------------------------------------------
+
+void AttractorController::copyTo(SimObject* object)
+{
+    // Call to parent.
+    Parent::copyTo(object);
+
+    // Cast to controller.
+    AttractorController* pController = static_cast<AttractorController*>(object);
+
+    // Sanity!
+    AssertFatal(pController != NULL, "AttractorController::copyTo() - Object is not the correct type.");
+
+    // Copy state.
+    pController->setForce( getForce() );
+}
+
+//------------------------------------------------------------------------------
+
+void AttractorController::integrate( Scene* pScene, const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
+{
+    // Finish if the attractor would have no effect.
+    if ( mIsZero( mForce ) || mIsZero( mRadius ) )
+        return;
+
+    // Fetch world query and clear results.
+    WorldQuery* pWorldQuery = pScene->getWorldQuery( true );
+
+    // Set filter.
+    WorldQueryFilter queryFilter( 0xFFFFFFFF, 0xFFFFFFFF, true, false, true, true );
+    pWorldQuery->setQueryFilter( queryFilter );
+
+    // Calculate the AABB of the attractor.
+    b2AABB aabb;
+    aabb.lowerBound.Set( mPosition.x - mRadius, mPosition.y - mRadius );
+    aabb.lowerBound.Set( mPosition.x + mRadius, mPosition.y + mRadius );
+
+    // Query for candidate objects.
+    pWorldQuery->anyQueryArea( aabb ); 
+
+    // Fetch results.
+    typeWorldQueryResultVector& queryResults = pWorldQuery->getQueryResults();
+
+    // Add picked objects.
+    for ( U32 n = 0; n < (U32)queryResults.size(); n++ )
+    {
+        // Fetch the scene object.
+        SceneObject* pSceneObject = queryResults[n].mpSceneObject;
+
+        // Ignore if it's a static body.
+        if ( pSceneObject->getBodyType() == b2BodyType::b2_staticBody )
+            continue;
+
+        // Calculate the force direction to the controllers position.
+        Vector2 forceDirection = mPosition - pSceneObject->getPosition();
+
+        // Normalize to the specified force.
+        forceDirection.Normalize( mForce );
+
+        // Apply the force.
+        pSceneObject->applyForce( forceDirection, true );
+    }
+}

+ 62 - 0
engine/source/2d/controllers/AttractorController.h

@@ -0,0 +1,62 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2013 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+#ifndef _ATTRACTOR_CONTROLLER_H_
+#define _ATTRACTOR_CONTROLLER_H_
+
+#ifndef _SCENE_CONTROLLER_H_
+#include "2d/controllers/sceneController.h"
+#endif
+
+#ifndef _VECTOR2_H_
+#include "2d/core/vector2.h"
+#endif
+
+//------------------------------------------------------------------------------
+
+class AttractorController : public SceneController
+{
+private:
+    typedef SceneController Parent;
+
+    Vector2 mPosition;
+    F32 mRadius;
+    F32 mForce;
+
+public:
+    AttractorController();
+    virtual ~AttractorController();
+
+    static void initPersistFields();
+    virtual void copyTo(SimObject* object);
+
+    /// Integration.
+    virtual void integrate( Scene* pScene, const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats );
+
+    inline void setForce( const F32& force ) { mForce = force; }
+    inline const F32 getForce( void ) const { return mForce; }
+
+    /// Declare Console Object.
+    DECLARE_CONOBJECT( AttractorController );
+};
+
+#endif // _ATTRACTOR_CONTROLLER_H_

+ 23 - 0
engine/source/2d/controllers/AttractorController_ScriptBinding.h

@@ -0,0 +1,23 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2013 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+