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fieldofforce.h
1 // © Copyright 2010 - 2014 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
6  the Free Software Foundation, either version 3 of the License, or
7  (at your option) any later version.
8 
9  The Mezzanine Engine is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY; without even the implied warranty of
11  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  GNU General Public License for more details.
13 
14  You should have received a copy of the GNU General Public License
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
24  any of the following you should contact us and we will try to work something
25  out:
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31  your distribution
32 
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.
36 
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 XML constructor.
83  /// @param SelfRoot An XML::Node containing the data to populate this class with.
84  /// @param TheWorld A pointer to the world this object belongs to.
85  FieldOfForce(const XML::Node& SelfRoot, World* TheWorld);
86  /// @brief Class destructor.
87  virtual ~FieldOfForce();
88 
89  ///////////////////////////////////////////////////////////////////////////////
90  // Utility
91 
92  /// @copydoc Mezzanine::WorldObject::GetType() const
93  virtual Mezzanine::WorldObjectType GetType() const;
94 
95  /// @copydoc Mezzanine::WorldObject::ApplyEffect()
96  virtual void ApplyEffect();
97 
98  ///////////////////////////////////////////////////////////////////////////////
99  // FieldOfForce Properties
100 
101  /// @brief Sets the strenth of the field.
102  /// @param FieldStrength The strength the field will have when exerting force onto other objects.
103  virtual void SetFieldStrength(const Real FieldStrength);
104  /// @brief Gets the strength of the field.
105  /// @return Returns a Real representing the value that is being multiplied by the direction to determine force appied to objects.
106  virtual Real GetFieldStrength() const;
107  /// @brief Sets the direction force is to be applied within this field.
108  /// @param ForceDirection A vector3 representing the direction force is to be applied.
109  virtual void SetDirectionOfForce(const Vector3& ForceDirection);
110  /// @brief Gets the currenly set direction force is to be applied.
111  /// @return Returns a vector3 representing the direction of force in this field.
112  virtual Vector3 GetDirectionOfForce() const;
113 
114  /// @brief Sets the attenuation for this field.
115  /// @param Amount The amount of force that is dropped off per 1 unit of distance objects are from the AE source.
116  /// @param Style The style of attenuation to apply, see the AttenuationStyle enum for more details.
117  /// @param Source A vector3 representing the source of force to use when calculating attenuation.
118  virtual void SetAttenuation(const Real Amount, const Mezzanine::AttenuationStyle Style, const Vector3& Source);
119  /// @brief Sets the method of attenuation of force over a distance.
120  /// @param Style The style of attenuation to apply, see the AttenuationStyle enum for more details.
121  virtual void SetAttenuationStyle(const Mezzanine::AttenuationStyle Style);
122  /// @brief Gets the method of attenuation of force over a distance.
123  /// @return Returns the style of attenuation currently being used by this field.
124  virtual Mezzanine::AttenuationStyle GetAttenuationStyle() const;
125  /// @brief Sets the amount of force that is attenuated over distance.
126  /// @param Amount The amount of force that is dropped off per 1 unit of distance (with linear attenuation).
127  virtual void SetAttenuationAmount(const Real Amount);
128  /// @brief Gets the amount of force that is attenuated over distance.
129  /// @return Returns a Real representing the amount of force that is dropped per 1 unit of distance (with linear attenuation).
130  virtual Real GetAttenuationAmount() const;
131  /// @brief Sets the source of the force for calculating attenuation.
132  /// @param Source A vector3 representing the source of force to use when calculating attenuation.
133  virtual void SetAttenuationSource(const Vector3& Source);
134  /// @brief Gets the source of the force for calculating attenuation.
135  /// @return Returns a Vector3 representing the source of the attenuating force.
136  virtual Vector3 GetAttenuationSource() const;
137 
138  ///////////////////////////////////////////////////////////////////////////////
139  // Serialization
140 
141  /// @copydoc Mezzanine::WorldObject::ProtoSerializeProperties(XML::Node&) const
142  virtual void ProtoSerializeProperties(XML::Node& SelfRoot) const;
143  /// @copydoc Mezzanine::WorldObject::ProtoDeSerializeProperties(const XML::Node&)
144  virtual void ProtoDeSerializeProperties(const XML::Node& SelfRoot);
145 
146  /// @copydoc Mezzanine::WorldObject::GetDerivedSerializableName() const
147  virtual String GetDerivedSerializableName() const;
148  /// @copydoc Mezzanine::WorldObject::GetSerializableName()
149  static String GetSerializableName();
150  };//FieldOfForce
151 
152  ///////////////////////////////////////////////////////////////////////////////
153  /// @brief A factory type for the creation of FieldOfForce objects.
154  /// @details
155  ///////////////////////////////////////
157  {
158  public:
159  /// @brief Class constructor.
161  /// @brief Class destructor.
162  virtual ~FieldOfForceFactory();
163 
164  /// @copydoc Mezzanine::WorldObjectFactory::GetTypeName() const
165  virtual String GetTypeName() const;
166 
167  /// @brief Creates a FieldOfForce object.
168  /// @param Name The name to be given to this object.
169  /// @param TheWorld A pointer to the world this object belongs to.
170  virtual FieldOfForce* CreateFieldOfForce(const String& Name, World* TheWorld);
171  /// @brief Creates a FieldOfForce object.
172  /// @param XMLNode The node of the xml document to construct from.
173  /// @param TheWorld A pointer to the world this object belongs to.
174  virtual FieldOfForce* CreateFieldOfForce(const XML::Node& XMLNode, World* TheWorld);
175 
176  /// @copydoc Mezzanine::WorldObjectFactory::CreateAreaEffect(const String&, World*, const NameValuePairMap&)
177  virtual AreaEffect* CreateAreaEffect(const String& Name, World* TheWorld, const NameValuePairMap& Params);
178  /// @copydoc Mezzanine::WorldObjectFactory::CreateAreaEffect(const XML::Node&)
179  virtual AreaEffect* CreateAreaEffect(const XML::Node& XMLNode, World* TheWorld);
180  /// @copydoc Mezzanine::WorldObjectFactory::DestroyAreaEffect(AreaEffect*)
181  virtual void DestroyAreaEffect(AreaEffect* ToBeDestroyed);
182  };//FieldOfForceFactory
183 }//Mezzanine
184 
185 #endif