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- using System;
- using FarseerPhysics.Dynamics;
- using Microsoft.Xna.Framework;
- namespace FarseerPhysics.Controllers
- {
- public abstract class AbstractForceController : Controller
- {
- #region DecayModes enum
- /// <summary>
- /// Modes for Decay. Actual Decay must be implemented in inheriting
- /// classes
- /// </summary>
- public enum DecayModes
- {
- None,
- Step,
- Linear,
- InverseSquare,
- Curve
- }
- #endregion
- #region ForceTypes enum
- /// <summary>
- /// Forcetypes are used in the decay math to properly get the distance.
- /// They are also used to draw a representation in DebugView
- /// </summary>
- public enum ForceTypes
- {
- Point,
- Line,
- Area
- }
- #endregion
- #region TimingModes enum
- /// <summary>
- /// Timing Modes
- /// Switched: Standard on/off mode using the baseclass enabled property
- /// Triggered: When the Trigger() method is called the force is active
- /// for a specified Impulse Length
- /// Curve: Still to be defined. The basic idea is having a Trigger
- /// combined with a curve for the strength
- /// </summary>
- public enum TimingModes
- {
- Switched,
- Triggered,
- Curve
- }
- #endregion
- /// <summary>
- /// Curve to be used for Decay in Curve mode
- /// </summary>
- public Curve DecayCurve;
- /// <summary>
- /// The Forcetype of the instance
- /// </summary>
- public ForceTypes ForceType;
- /// <summary>
- /// Provided for reuse to provide Variation functionality in
- /// inheriting classes
- /// </summary>
- protected Random Randomize;
- /// <summary>
- /// Curve used by Curve Mode as an animated multiplier for the force
- /// strength.
- /// Only positions between 0 and 1 are considered as that range is
- /// stretched to have ImpulseLength.
- /// </summary>
- public Curve StrengthCurve;
- /// <summary>
- /// Constructor
- /// </summary>
- public AbstractForceController()
- : base(ControllerType.AbstractForceController)
- {
- Enabled = true;
- Strength = 1.0f;
- Position = new Vector2(0, 0);
- MaximumSpeed = 100.0f;
- TimingMode = TimingModes.Switched;
- ImpulseTime = 0.0f;
- ImpulseLength = 1.0f;
- Triggered = false;
- StrengthCurve = new Curve();
- Variation = 0.0f;
- Randomize = new Random(1234);
- DecayMode = DecayModes.None;
- DecayCurve = new Curve();
- DecayStart = 0.0f;
- DecayEnd = 0.0f;
- StrengthCurve.Keys.Add(new CurveKey(0, 5));
- StrengthCurve.Keys.Add(new CurveKey(0.1f, 5));
- StrengthCurve.Keys.Add(new CurveKey(0.2f, -4));
- StrengthCurve.Keys.Add(new CurveKey(1f, 0));
- }
- /// <summary>
- /// Overloaded Contstructor with supplying Timing Mode
- /// </summary>
- /// <param name="mode"></param>
- public AbstractForceController(TimingModes mode)
- : base(ControllerType.AbstractForceController)
- {
- TimingMode = mode;
- switch (mode)
- {
- case TimingModes.Switched:
- Enabled = true;
- break;
- case TimingModes.Triggered:
- Enabled = false;
- break;
- case TimingModes.Curve:
- Enabled = false;
- break;
- }
- }
- /// <summary>
- /// Global Strength of the force to be applied
- /// </summary>
- public float Strength { get; set; }
- /// <summary>
- /// Position of the Force. Can be ignored (left at (0,0) for forces
- /// that are not position-dependent
- /// </summary>
- public Vector2 Position { get; set; }
- /// <summary>
- /// Maximum speed of the bodies. Bodies that are travelling faster are
- /// supposed to be ignored
- /// </summary>
- public float MaximumSpeed { get; set; }
- /// <summary>
- /// Maximum Force to be applied. As opposed to Maximum Speed this is
- /// independent of the velocity of
- /// the affected body
- /// </summary>
- public float MaximumForce { get; set; }
- /// <summary>
- /// Timing Mode of the force instance
- /// </summary>
- public TimingModes TimingMode { get; set; }
- /// <summary>
- /// Time of the current impulse. Incremented in update till
- /// ImpulseLength is reached
- /// </summary>
- public float ImpulseTime { get; private set; }
- /// <summary>
- /// Length of a triggered impulse. Used in both Triggered and Curve Mode
- /// </summary>
- public float ImpulseLength { get; set; }
- /// <summary>
- /// Indicating if we are currently during an Impulse
- /// (Triggered and Curve Mode)
- /// </summary>
- public bool Triggered { get; private set; }
- /// <summary>
- /// Variation of the force applied to each body affected
- /// !! Must be used in inheriting classes properly !!
- /// </summary>
- public float Variation { get; set; }
- /// <summary>
- /// See DecayModes
- /// </summary>
- public DecayModes DecayMode { get; set; }
- /// <summary>
- /// Start of the distance based Decay. To set a non decaying area
- /// </summary>
- public float DecayStart { get; set; }
- /// <summary>
- /// Maximum distance a force should be applied
- /// </summary>
- public float DecayEnd { get; set; }
- /// <summary>
- /// Calculate the Decay for a given body. Meant to ease force
- /// development and stick to the DRY principle and provide unified and
- /// predictable decay math.
- /// </summary>
- /// <param name="body">The body to calculate decay for</param>
- /// <returns>A multiplier to multiply the force with to add decay
- /// support in inheriting classes</returns>
- protected float GetDecayMultiplier(Body body)
- {
- //TODO: Consider ForceType in distance calculation!
- float distance = (body.Position - Position).Length();
- switch (DecayMode)
- {
- case DecayModes.None:
- {
- return 1.0f;
- }
- case DecayModes.Step:
- {
- if (distance < DecayEnd)
- return 1.0f;
- else
- return 0.0f;
- }
- case DecayModes.Linear:
- {
- if (distance < DecayStart)
- return 1.0f;
- if (distance > DecayEnd)
- return 0.0f;
- return (DecayEnd - DecayStart / distance - DecayStart);
- }
- case DecayModes.InverseSquare:
- {
- if (distance < DecayStart)
- return 1.0f;
- else
- return 1.0f / ((distance - DecayStart) * (distance - DecayStart));
- }
- case DecayModes.Curve:
- {
- if (distance < DecayStart)
- return 1.0f;
- else
- return DecayCurve.Evaluate(distance - DecayStart);
- }
- default:
- return 1.0f;
- }
- }
- /// <summary>
- /// Triggers the trigger modes (Trigger and Curve)
- /// </summary>
- public void Trigger()
- {
- Triggered = true;
- ImpulseTime = 0;
- }
- /// <summary>
- /// Inherited from Controller
- /// Depending on the TimingMode perform timing logic and call ApplyForce()
- /// </summary>
- /// <param name="dt"></param>
- public override void Update(float dt)
- {
- switch (TimingMode)
- {
- case TimingModes.Switched:
- {
- if (Enabled)
- {
- ApplyForce(dt, Strength);
- }
- break;
- }
- case TimingModes.Triggered:
- {
- if (Enabled && Triggered)
- {
- if (ImpulseTime < ImpulseLength)
- {
- ApplyForce(dt, Strength);
- ImpulseTime += dt;
- }
- else
- {
- Triggered = false;
- }
- }
- break;
- }
- case TimingModes.Curve:
- {
- if (Enabled && Triggered)
- {
- if (ImpulseTime < ImpulseLength)
- {
- ApplyForce(dt, Strength * StrengthCurve.Evaluate(ImpulseTime));
- ImpulseTime += dt;
- }
- else
- {
- Triggered = false;
- }
- }
- break;
- }
- }
- }
- /// <summary>
- /// Apply the force supplying strength (wich is modified in Update()
- /// according to the TimingMode
- /// </summary>
- /// <param name="dt"></param>
- /// <param name="strength">The strength</param>
- public abstract void ApplyForce(float dt, float strength);
- }
- }
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