//----------------------------------------------------------------------------- // 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/PointForceController.h" #endif // Script bindings. #include "PointForceController_ScriptBinding.h" //------------------------------------------------------------------------------ IMPLEMENT_CONOBJECT(PointForceController); //------------------------------------------------------------------------------ PointForceController::PointForceController() { // Reset he controller. mPosition.SetZero(); mRadius = 1.0f; mForce = 0.0f; mNonLinear = true; mLinearDrag = 0.0f; mAngularDrag = 0.0f; } //------------------------------------------------------------------------------ PointForceController::~PointForceController() { } //------------------------------------------------------------------------------ void PointForceController::initPersistFields() { // Call parent. Parent::initPersistFields(); // Force. addField( "Position", TypeVector2, Offset( mPosition, PointForceController), "The position of the attractor controller."); addField( "Radius", TypeF32, Offset( mRadius, PointForceController), "The radius of the attractor circle centered on the attractors position."); addField( "Force", TypeF32, Offset( mForce, PointForceController), "The force to apply to attact to the controller position."); addField( "NonLinear", TypeBool, Offset( mNonLinear, PointForceController), "Whether to apply the force non-linearly (using the inverse square law) or linearly."); addField( "LinearDrag", TypeF32, Offset(mLinearDrag, PointForceController), "The linear drag co-efficient for the fluid." ); addField( "AngularDrag", TypeF32, Offset(mAngularDrag, PointForceController), "The angular drag co-efficient for the fluid." ); } //------------------------------------------------------------------------------ void PointForceController::copyTo(SimObject* object) { // Call to parent. Parent::copyTo(object); // Cast to controller. PointForceController* pController = static_cast(object); // Sanity! AssertFatal(pController != NULL, "PointForceController::copyTo() - Object is not the correct type."); // Copy state. pController->setForce( getForce() ); } //------------------------------------------------------------------------------ void PointForceController::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; // Prepare query filter. WorldQuery* pWorldQuery = prepareQueryFilter( pScene ); // Calculate the AABB of the attractor. b2AABB aabb; aabb.lowerBound.Set( mPosition.x - mRadius, mPosition.y - mRadius ); aabb.upperBound.Set( mPosition.x + mRadius, mPosition.y + mRadius ); // Query for candidate objects. pWorldQuery->anyQueryArea( aabb ); // Fetch results. typeWorldQueryResultVector& queryResults = pWorldQuery->getQueryResults(); // Fetch result count. const U32 resultCount = (U32)queryResults.size(); // Finish if nothing to process. if ( resultCount == 0 ) return; // Calculate the radius squared. const F32 radiusSqr = mRadius * mRadius; // Calculate the force squared in-case we need it. const F32 forceSqr = mForce * mForce * (( mForce < 0.0f ) ? -1.0f : 1.0f); // Calculate drag coefficients (time-integrated). const F32 linearDrag = mClampF( mLinearDrag, 0.0f, 1.0f ) * elapsedTime; const F32 angularDrag = mClampF( mAngularDrag, 0.0f, 1.0f ) * elapsedTime; // Iterate the results. for ( U32 n = 0; n < resultCount; n++ ) { // Fetch the scene object. SceneObject* pSceneObject = queryResults[n].mpSceneObject; // Ignore if it's a static body. if ( pSceneObject->getBodyType() == b2_staticBody ) continue; // Calculate the force distance to the controllers position. Vector2 distanceForce = mPosition - pSceneObject->getPosition(); // Skip if the position is outside the radius. if ( distanceForce.LengthSquared() > radiusSqr ) continue; // Non-Linear force? if ( mNonLinear ) { // Yes, so use an approximation of the inverse-square law. distanceForce *= (1.0f / distanceForce.LengthSquared()) * forceSqr; } else { // No, so normalize to the specified force (linear). distanceForce.Normalize( mForce ); } // Apply the force. pSceneObject->applyForce( distanceForce, true ); // Linear drag? if ( linearDrag > 0.0f ) { // Yes, so fetch linear velocity. Vector2 linearVelocity = pSceneObject->getLinearVelocity(); // Calculate linear velocity change. const Vector2 linearVelocityDelta = linearVelocity * linearDrag; // Set linear velocity. pSceneObject->setLinearVelocity( linearVelocity - linearVelocityDelta ); } // Angular drag? if ( angularDrag > 0.0f ) { // Yes, so fetch angular velocity. F32 angularVelocity = pSceneObject->getAngularVelocity(); // Calculate angular velocity change. const F32 angularVelocityDelta = angularVelocity * angularDrag; // Set angular velocity. pSceneObject->setAngularVelocity( angularVelocity - angularVelocityDelta ); } } } //------------------------------------------------------------------------------ void PointForceController::renderOverlay( Scene* pScene, const SceneRenderState* pSceneRenderState, BatchRender* pBatchRenderer ) { // Call parent. Parent::renderOverlay( pScene, pSceneRenderState, pBatchRenderer ); // Draw force radius. pScene->mDebugDraw.DrawCircle( mPosition, mRadius, ColorF(1.0f, 1.0f, 0.0f ) ); }