com.golemgame.functional.component.BFunctionApplier.java Source code

Java tutorial

Introduction

Here is the source code for com.golemgame.functional.component.BFunctionApplier.java

Source

/*******************************************************************************
 * Copyright 2008, 2009, 2010 Sam Bayless.
 * 
 *     This file is part of Golems.
 * 
 *     Golems is free software: you can redistribute it and/or modify
 *     it under the terms of the GNU General Public License as published by
 *     the Free Software Foundation, either version 3 of the License, or
 *     (at your option) any later version.
 * 
 *     Golems is distributed in the hope that it will be useful,
 *     but WITHOUT ANY WARRANTY; without even the implied warranty of
 *     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *     GNU General Public License for more details.
 * 
 *     You should have received a copy of the GNU General Public License
 *     along with Golems. If not, see <http://www.gnu.org/licenses/>.
 ******************************************************************************/
package com.golemgame.functional.component;

import java.util.logging.Level;

import org.apache.commons.math.FunctionEvaluationException;
import org.apache.commons.math.analysis.UnivariateRealFunction;

import com.golemgame.functional.FunctionSettings;
import com.golemgame.mvc.PropertyStore;
import com.golemgame.mvc.golems.BatteryInterpreter.ThresholdType;
import com.golemgame.mvc.golems.ModifierInterpreter.ModifierSwitchType;
import com.golemgame.states.StateManager;

public class BFunctionApplier extends BComponent {
    private static final long serialVersionUID = 1;

    private FunctionSettings settings;

    private UnivariateRealFunction function;

    private final BAuxInput switchInput = new BAuxInput();
    private float threshold = 0;
    private boolean switchActive = false;
    private float switchValue = 0f;
    private ThresholdType thresholdType;

    boolean hasHoldValue = false;

    private ModifierSwitchType switchType = ModifierSwitchType.On;

    private float holdValue = 0;

    public ModifierSwitchType getSwitchType() {
        return switchType;
    }

    public void setSwitchType(ModifierSwitchType switchType) {
        this.switchType = switchType;
    }

    public BFunctionApplier(FunctionSettings settings) {
        super();

        this.settings = settings;

        this.function = settings.buildFunction();

    }

    public BFunctionApplier() {
        this(new FunctionSettings(new PropertyStore()));

    }

    @Override
    public float generateSignal(float time) {

        if (this.switchActive && this.switchType == ModifierSwitchType.Pause && this.hasHoldValue)
            return this.holdValue;
        else if ((!this.switchActive) && this.switchType == ModifierSwitchType.Pause) {
            holdValue = 0;
            this.hasHoldValue = false;
        }

        if ((!this.switchActive) && (this.switchType == ModifierSwitchType.On)) {
            state = 0;//clear state
            return 0;
        }

        float output = 0;

        try {
            //a null pointer here is tied to physics not deleting...
            output = settings.clampY(
                    (float) function.value(settings.clampX(state / settings.getScaleX())) * settings.getScaleY());

        } catch (FunctionEvaluationException e) {
            StateManager.getLogger().log(Level.WARNING, e.getStackTrace().toString());
            //send no signal on error
        }

        if (this.switchType == ModifierSwitchType.Invert && this.switchActive)
            output = -output;
        else if (this.switchType == ModifierSwitchType.Multiply)//doesnt care if the switch is active
            output *= this.switchValue;
        else if (this.switchActive && this.switchType == ModifierSwitchType.Pause) {
            this.holdValue = output;
            this.hasHoldValue = true;
        }

        state = 0;
        return output;
    }

    public UnivariateRealFunction getFunction() {

        return function;
    }

    public void setFunction(UnivariateRealFunction function) {
        this.function = function;
    }

    protected class BAuxInput extends BComponent {
        private static final long serialVersionUID = 1;

        @Override
        public float generateSignal(float time) {
            switchValue = state;

            switch (thresholdType) {
            case GREATER_EQUAL:
                if (state >= threshold) {
                    setSwitchActive(true);
                } else
                    setSwitchActive(false);
                break;
            case LESSER_EQUAL:
                if (state <= threshold) {
                    setSwitchActive(true);
                } else
                    setSwitchActive(false);
                break;
            case GREATER_THAN:
                if (state > threshold) {
                    setSwitchActive(true);
                } else
                    setSwitchActive(false);
                break;
            case LESSER_THAN:
                if (state < threshold) {
                    setSwitchActive(true);
                } else
                    setSwitchActive(false);
                break;
            }

            state = 0;

            return 0;
        }

    }

    public float getThreshold() {
        return threshold;
    }

    public void setThreshold(float threshold) {
        this.threshold = threshold;
    }

    public BAuxInput getSwitchInput() {
        return switchInput;
    }

    /**
     * Set whether the function applier is 'closed' (allows signals through) 
     * or 'open' (outputs only 0).
     * @param b
     */
    public void setSwitchActive(boolean active) {
        this.switchActive = active;
    }

    public void setThresholdType(ThresholdType thresholdType) {
        this.thresholdType = thresholdType;

    }
}