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fieldofforce.h
1 // © Copyright 2010 - 2016 BlackTopp Studios Inc.
2 /* This file is part of The Mezzanine Engine.
3 
4  The Mezzanine Engine is free software: you can redistribute it and/or modify
5  it under the terms of the GNU General Public License as published by
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9  The Mezzanine Engine is distributed in the hope that it will be useful,
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11  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  GNU General Public License for more details.
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15  along with The Mezzanine Engine. If not, see <http://www.gnu.org/licenses/>.
16 */
17 /* The original authors have included a copy of the license specified above in the
18  'Docs' folder. See 'gpl.txt'
19 */
20 /* We welcome the use of the Mezzanine engine to anyone, including companies who wish to
21  Build professional software and charge for their product.
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23  However there are some practical restrictions, so if your project involves
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31  your distribution
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33  These and other limitations could cause serious legal problems if you ignore
34  them, so it is best to simply contact us or the Free Software Foundation, if
35  you have any questions.
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37  Joseph Toppi - toppij@gmail.com
38  John Blackwood - makoenergy02@gmail.com
39 */
40 #ifndef _fieldofforce_h
41 #define _fieldofforce_h
42 
43 #include "areaeffect.h"
44 
45 namespace Mezzanine
46 {
47  ///////////////////////////////////////////////////////////////////////////////
48  /// @brief This is field that applies force in a direction, and doesn't tamper with gravity.
49  /// @details This class is similiar to a gravity well in that it can attenuate, but different in
50  /// that the direction is constant, the source of force(for calculating attenuation) can be outside the
51  /// field itself, and the direction is constant. @n
52  /// Placing the source of attenuation inside the field will cause the object to accelerate as it gets close
53  /// to the source, and then will be applied less force(but in the same direction) as it moves from the source.
54  /// This behavior makes this class good for creating a booster-like AE.
55  ///////////////////////////////////////
57  {
58  protected:
59  /// @internal
60  /// @brief The user defined source if enabled.
62  /// @internal
63  /// @brief The direction the force is applied.
65  /// @internal
66  /// @brief How much the Gravity weakens over distance.
68  /// @internal
69  /// @brief The amount of force exerted on other objects
71  /// @internal
72  /// @brief How gravity weakens over distance, if at all.
74  public:
75  /// @brief Blank constructor.
76  /// @param TheWorld A pointer to the world this object belongs to.
77  FieldOfForce(World* TheWorld);
78  /// @brief Class constructor.
79  /// @param Name The name to be given to this object.
80  /// @param TheWorld A pointer to the world this object belongs to.
81  FieldOfForce(const String& Name, World* TheWorld);
82  /// @brief Class constructor.
83  /// @param Name The name to be given to this object.
84  /// @param Shape A pointer to the Collision shape that will be applied to this object.
85  /// @param TheWorld A pointer to the world this object belongs to.
86  FieldOfForce(const String& Name, Physics::CollisionShape* Shape, World* TheWorld);
87  /// @brief XML constructor.
88  /// @param SelfRoot An XML::Node containing the data to populate this class with.
89  /// @param TheWorld A pointer to the world this object belongs to.
90  FieldOfForce(const XML::Node& SelfRoot, World* TheWorld);
91  /// @brief Class destructor.
92  virtual ~FieldOfForce();
93 
94  ///////////////////////////////////////////////////////////////////////////////
95  // Utility
96 
97  /// @copydoc Mezzanine::WorldObject::GetType() const
98  virtual Mezzanine::WorldObjectType GetType() const;
99 
100  /// @copydoc Mezzanine::WorldObject::ApplyEffect()
101  virtual void ApplyEffect();
102 
103  ///////////////////////////////////////////////////////////////////////////////
104  // FieldOfForce Properties
105 
106  /// @brief Sets the strenth of the field.
107  /// @param FieldStrength The strength the field will have when exerting force onto other objects.
108  virtual void SetFieldStrength(const Real FieldStrength);
109  /// @brief Gets the strength of the field.
110  /// @return Returns a Real representing the value that is being multiplied by the direction to determine force appied to objects.
111  virtual Real GetFieldStrength() const;
112  /// @brief Sets the direction force is to be applied within this field.
113  /// @param ForceDirection A vector3 representing the direction force is to be applied.
114  virtual void SetDirectionOfForce(const Vector3& ForceDirection);
115  /// @brief Gets the currenly set direction force is to be applied.
116  /// @return Returns a vector3 representing the direction of force in this field.
117  virtual Vector3 GetDirectionOfForce() const;
118 
119  /// @brief Sets the attenuation for this field.
120  /// @param Amount The amount of force that is dropped off per 1 unit of distance objects are from the AE source.
121  /// @param Style The style of attenuation to apply, see the AttenuationStyle enum for more details.
122  /// @param Source A vector3 representing the source of force to use when calculating attenuation.
123  virtual void SetAttenuation(const Real Amount, const Mezzanine::AttenuationStyle Style, const Vector3& Source);
124  /// @brief Sets the method of attenuation of force over a distance.
125  /// @param Style The style of attenuation to apply, see the AttenuationStyle enum for more details.
126  virtual void SetAttenuationStyle(const Mezzanine::AttenuationStyle Style);
127  /// @brief Gets the method of attenuation of force over a distance.
128  /// @return Returns the style of attenuation currently being used by this field.
129  virtual Mezzanine::AttenuationStyle GetAttenuationStyle() const;
130  /// @brief Sets the amount of force that is attenuated over distance.
131  /// @param Amount The amount of force that is dropped off per 1 unit of distance (with linear attenuation).
132  virtual void SetAttenuationAmount(const Real Amount);
133  /// @brief Gets the amount of force that is attenuated over distance.
134  /// @return Returns a Real representing the amount of force that is dropped per 1 unit of distance (with linear attenuation).
135  virtual Real GetAttenuationAmount() const;
136  /// @brief Sets the source of the force for calculating attenuation.
137  /// @param Source A vector3 representing the source of force to use when calculating attenuation.
138  virtual void SetAttenuationSource(const Vector3& Source);
139  /// @brief Gets the source of the force for calculating attenuation.
140  /// @return Returns a Vector3 representing the source of the attenuating force.
141  virtual Vector3 GetAttenuationSource() const;
142 
143  ///////////////////////////////////////////////////////////////////////////////
144  // Serialization
145 
146  /// @copydoc Mezzanine::WorldObject::ProtoSerializeProperties(XML::Node&) const
147  virtual void ProtoSerializeProperties(XML::Node& SelfRoot) const;
148  /// @copydoc Mezzanine::WorldObject::ProtoDeSerializeProperties(const XML::Node&)
149  virtual void ProtoDeSerializeProperties(const XML::Node& SelfRoot);
150 
151  /// @copydoc Mezzanine::WorldObject::GetDerivedSerializableName() const
152  virtual String GetDerivedSerializableName() const;
153  /// @copydoc Mezzanine::WorldObject::GetSerializableName()
154  static String GetSerializableName();
155  };//FieldOfForce
156 
157  ///////////////////////////////////////////////////////////////////////////////
158  /// @brief A factory type for the creation of FieldOfForce objects.
159  /// @details
160  ///////////////////////////////////////
162  {
163  public:
164  /// @brief Class constructor.
166  /// @brief Class destructor.
167  virtual ~FieldOfForceFactory();
168 
169  /// @copydoc Mezzanine::WorldObjectFactory::GetTypeName() const
170  virtual String GetTypeName() const;
171 
172  /// @brief Creates a FieldOfForce object.
173  /// @param Name The name to be given to this object.
174  /// @param TheWorld A pointer to the world this object belongs to.
175  virtual FieldOfForce* CreateFieldOfForce(const String& Name, World* TheWorld);
176  /// @brief Creates a FieldOfForce object.
177  /// @param Name The name to be given to this object.
178  /// @param AEShape A pointer to the Collision shape that will be applied to this object.
179  /// @param TheWorld A pointer to the world this object belongs to.
180  virtual FieldOfForce* CreateFieldOfForce(const String& Name, Physics::CollisionShape* AEShape, World* TheWorld);
181  /// @brief Creates a FieldOfForce object.
182  /// @param XMLNode The node of the xml document to construct from.
183  /// @param TheWorld A pointer to the world this object belongs to.
184  virtual FieldOfForce* CreateFieldOfForce(const XML::Node& XMLNode, World* TheWorld);
185 
186  /// @copydoc Mezzanine::WorldObjectFactory::CreateAreaEffect(const String&, World*, const NameValuePairMap&)
187  virtual AreaEffect* CreateAreaEffect(const String& Name, World* TheWorld, const NameValuePairMap& Params);
188  /// @copydoc Mezzanine::WorldObjectFactory::CreateAreaEffect(const XML::Node&)
189  virtual AreaEffect* CreateAreaEffect(const XML::Node& XMLNode, World* TheWorld);
190  /// @copydoc Mezzanine::WorldObjectFactory::DestroyAreaEffect(AreaEffect*)
191  virtual void DestroyAreaEffect(AreaEffect* ToBeDestroyed);
192  };//FieldOfForceFactory
193 }//Mezzanine
194 
195 #endif
This is the base class for all collision shapes.
Real Strength
The amount of force exerted on other objects.
Definition: fieldofforce.h:70
Mezzanine::AttenuationStyle AttenStyle
How gravity weakens over distance, if at all.
Definition: fieldofforce.h:73
float Real
A Datatype used to represent a real floating point number.
Definition: datatypes.h:141
This class is used to define area's in the world that have unique effects.
Definition: areaeffect.h:65
This is field that applies force in a direction, and doesn't tamper with gravity. ...
Definition: fieldofforce.h:56
A light-weight handle for manipulating nodes in DOM tree.
Definition: node.h:89
A base factory type for the creation of AreaEffect objects.
Definition: areaeffect.h:249
This is used to represent a point in space, or a vector through space.
Definition: vector3.h:77
Vector3 Direction
The direction the force is applied.
Definition: fieldofforce.h:64
#define MEZZ_LIB
Some platforms require special decorations to denote what is exported/imported in a share library...
WorldObjectType
Used by various classes to help identify what class an object is.
Definition: enumerations.h:147
The bulk of the engine components go in this namspace.
Definition: actor.cpp:56
This class represents a world for objects to interact within.
Definition: world.h:74
Vector3 AttenSource
The user defined source if enabled.
Definition: fieldofforce.h:61
std::map< String, String > NameValuePairMap
This is a datatype mostly used for describing settings or parameters that can't be declared in advanc...
Definition: datatypes.h:209
std::string String
A datatype used to a series of characters.
Definition: datatypes.h:159
Real AttenAmount
How much the Gravity weakens over distance.
Definition: fieldofforce.h:67
AttenuationStyle
These values represent the kind of attenuation applied to the field strength over a distance...
Definition: enumerations.h:56
A factory type for the creation of FieldOfForce objects.
Definition: fieldofforce.h:161