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/**
ForceField
@author Zapper
Objects using this library must call _inherited on:
- Construction
This library provides force fields of two types (attractor/repulsor) that can be placed arbitrarily.
The force for a X|Y point can then be calculated, taking into account all forces and their specific falloff.
*/
static const Library_ForceField_Attractor = 0;
static const Library_ForceField_Repulsor = 1;
local ForceField;
public func Construction()
{
ForceField =
{
emitters = [], // can be both attractors and repulsors
default_max_distance = nil,
inversed = 0,
max_emitter_count = nil
};
return _inherited(...);
}
public func SetDefaultForceFieldMaxDistance(int max_distance)
{
ForceField.default_max_distance = max_distance;
}
public func SetDefaultForceFieldTTD(int time_to_die)
{
ForceField.default_time_to_die = time_to_die;
}
public func SetInverseForceFields(bool is_inversed)
{
if (is_inversed)
ForceField.inversed = 1;
else ForceField.inversed = 0;
}
public func SetMaxEmitterNumber(int amount)
{
ForceField.max_emitter_count = amount;
}
private func Helper_GetTargetX() { return this.target->GetX(); }
private func Helper_GetTargetY() { return this.target->GetY(); }
private func Helper_GetX() { return this.X; }
private func Helper_GetY() { return this.Y; }
public func AddRepulsor(x_or_obj, y, int strength, int max_distance, int time_to_die)
{
max_distance = max_distance ?? ForceField.default_max_distance;
time_to_die = time_to_die ?? ForceField.default_time_to_die;
strength = strength ?? 1000;
var new_emitter =
{
target = 0, // must be different from "nil"
type = Library_ForceField_Repulsor,
max_distance = max_distance,
time_to_die = time_to_die,
time_start = FrameCounter(),
strength = strength
};
if (GetType(x_or_obj) == C4V_C4Object)
{
new_emitter.target = x_or_obj;
new_emitter["GetX"] = Library_ForceField.Helper_GetTargetX;
new_emitter["GetY"] = Library_ForceField.Helper_GetTargetY;
}
else
{
new_emitter["X"] = x_or_obj;
new_emitter["Y"] = y;
new_emitter["GetX"] = Library_ForceField.Helper_GetX;
new_emitter["GetY"] = Library_ForceField.Helper_GetY;
}
// if we have too many emitters, clean up the oldest one
var emitter_count = 0, len = GetLength(ForceField.emitters);
var inserted = false, oldest = new_emitter.time_start, oldest_index = 0;
for (var i = 0; i < len; ++i)
{
var insert = false;
if (ForceField.emitters[i])
{
++emitter_count;
if (ForceField.emitters[i].time_start < oldest)
{
oldest = ForceField.emitters[i].time_start;
oldest_index = i;
}
// overwrite old emitters with the same target
if (ForceField.emitters[i].target && ForceField.emitters[i].target == new_emitter.target)
insert = true;
}
else
insert = true;
if (insert && !inserted)
{
ForceField.emitters[i] = new_emitter;
inserted = true;
}
}
if (!inserted)
PushBack(ForceField.emitters, new_emitter);
// is it necessary to delete one emitter?
if (emitter_count + 1 > ForceField.max_emitter_count)
{
ForceField.emitters[oldest_index] = nil;
}
return new_emitter;
}
public func AddAttractor(...)
{
var att = AddRepulsor(...);
att.type = Library_ForceField_Attractor;
return att;
}
public func CalculateForce(int x, int y)
{
if (x == nil)
{
x = GetX();
y = GetY();
}
var total_x_dir = 0, total_y_dir = 0;
var total_force = 0;
var frame_counter = FrameCounter();
for (var i = 0; i < GetLength(ForceField.emitters); ++i)
{
var emitter = ForceField.emitters[i];
if (!emitter) continue;
// kill old emitters
var remaining_time = (emitter.time_start + emitter.time_to_die) - frame_counter;
if (remaining_time <= 0 || emitter.target == nil)
{
ForceField.emitters[i] = nil;
continue;
}
var type = emitter.type ^ ForceField.inversed; // this is an exclusive OR
var x_dir = emitter->GetX() - x;
var y_dir = emitter->GetY() - y;
var distance = Sqrt(x_dir * x_dir + y_dir * y_dir);
distance = Max(1, distance);
// normalize further
x_dir = 1000 * x_dir / distance;
y_dir = 1000 * y_dir / distance;
var normalized_distance = 1000 * distance / emitter.max_distance;
// calculate actual force of the emitter
var force = 0;
if (type == Library_ForceField_Repulsor)
force = -BoundBy(50000 / normalized_distance, 0, 1000);
else // attractor
{
// -((x - 300)^2)/250 + x*2
normalized_distance = BoundBy(normalized_distance, 0, 1000);
force = - ((normalized_distance - 300)**2) / 250 + normalized_distance*2;
}
// now adjust the strength depending on several factors
force = emitter.strength * force / 1000;
force = remaining_time * force / emitter.time_to_die;
emitter.last_force = force;
total_x_dir += x_dir * force;
total_y_dir += y_dir * force;
total_force += Abs(force);
}
var divisor = total_force;
if (!total_force) divisor = 1;
return [total_x_dir / divisor, total_y_dir / divisor, total_force];
}
public func DebugShowForceField(int amount)
{
if (amount == nil) amount = 200;
for (var emitter in ForceField.emitters)
{
if (!emitter) continue;
var force = Abs(emitter.last_force);
var speed = force / 60;
if (emitter.type == Library_ForceField_Repulsor)
{
CreateParticle("SphereSpark", emitter->GetX() - GetX() + RandomX(-2, 2), emitter->GetY() - GetY() + RandomX(-2, 2), PV_Random(-speed, speed), PV_Random(-speed, speed), 60, {Prototype=Particles_Flash(), Size=PV_Linear(5, 0), R=255, G=0, B=0}, force / 20);
}
else
CreateParticle("SphereSpark", emitter->GetX() - GetX() + RandomX(-2, 2), emitter->GetY() - GetY() + RandomX(-2, 2), PV_Random(-speed, speed), PV_Random(-speed, speed), 60, {Prototype=Particles_Flash(), Size=PV_Linear(5, 0), R=0, G=0, B=255}, force / 20);
}
if (amount > 0)
ScheduleCall(this, "DebugShowForceField", 5, 1, amount - 1);
}
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