-/*******************************************************************************
-
- Copyright (c) 2009, Charles McGarvey
- All rights reserved.
-
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
-
- * Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- * Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
- FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
- DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
- SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
- CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
- OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-*******************************************************************************/
+/*] Copyright (c) 2009-2010, Charles McGarvey [**************************
+**] All rights reserved.
+*
+* vi:ts=4 sw=4 tw=75
+*
+* Distributable under the terms and conditions of the 2-clause BSD license;
+* see the file COPYING for a complete text of the license.
+*
+**************************************************************************/
#include <iostream>
{
Mf::Vector2 x = state.position - location;
Mf::Scalar mag = x.length();
- Mf::Scalar d = 50.0;
+ Mf::Scalar d = 0.0;
// spring:
//mState.force += -15.0 * x - 1.5 * mState.velocity;
- force = SCALAR(-10.0) * (mag - d) * (x / mag) - 2.0 * state.velocity;
+ force = SCALAR(-10.0) * (mag - d) * (x / mag);// - SCALAR(2.0) * state.velocity;
return force;
}
// forces
mState.force = Mf::Vector2(0.0, 0.0);
- //mState.forces.push_back(SpringForce(Mf::Vector2(500.0, 200.0)));
+ //mState.forces.push_back(SpringForce(Mf::Vector2(5.0, 4.0)));
mState.forces.push_back(ResistanceForce(2.0));
- //mState.forces.push_back(Mf::LinearState<2>::GravityForce(-400.0));
+ //mState.forces.push_back(Mf::LinearState<2>::GravityForce(-9.8));
// starting position
mState.position = Mf::Vector2(5.0, 5.0);
animation.update(t, dt);
- Mf::Vector3 center(mState.position[0], mState.position[1], mZCoord);
- Mf::Vector3 a(mState.position[0] - 0.5, mState.position[1] - 0.5, mZCoord);
- Mf::Vector3 b(mState.position[0] + 0.5, mState.position[1] + 0.5, mZCoord);
+ Mf::Vector3 center(mState.position[0], mState.position[1], 0.0);
+ Mf::Vector3 a(mState.position[0] - 0.5, mState.position[1] - 0.5, 0.0);
+ Mf::Vector3 b(mState.position[0] + 0.5, mState.position[1] + 0.5, 0.0);
mAabb.init(a, b);
mSphere.init(center, a);
void Character::draw(Mf::Scalar alpha) const
{
- //Mf::Vector2 position = cml::lerp(mPrevState.position, mState.position, alpha);
Mf::State2 state = getState(alpha);
Mf::Vector2 position = state.position;
//glColor3f(1.0f, 1.0f, 1.0f);
tilemap.bind();
- Tilemap::Index frame = animation.getFrame();
+ Mf::Texture::TileIndex frame = animation.getFrame();
+ Mf::Texture::Orientation orientation = Mf::Texture::NORMAL;
- Tilemap::Orientation orientation = Tilemap::NORMAL;
-
- if (mState.velocity[0] < 0.0) orientation = Tilemap::REVERSE;
+ if (mState.velocity[0] < 0.0) orientation = Mf::Texture::REVERSE;
Mf::Scalar coords[8];
tilemap.getTileCoords(frame, coords, orientation);
Mf::Scalar s = 0.5;
glBegin(GL_TRIANGLE_FAN);
- glTexCoord2f(coords[0], coords[1]);
- glVertex3(position[0]-s, position[1]-s, mZCoord);
- glTexCoord2f(coords[2], coords[3]);
- glVertex3(position[0]+s, position[1]-s, mZCoord);
- glTexCoord2f(coords[4], coords[5]);
- glVertex3(position[0]+s, position[1]+s, mZCoord);
- glTexCoord2f(coords[6], coords[7]);
- glVertex3(position[0]-s, position[1]+s, mZCoord);
+ glTexCoord(coords[0], coords[1]);
+ glVertex(position[0]-s, position[1]-s);
+ glTexCoord(coords[2], coords[3]);
+ glVertex(position[0]+s, position[1]-s);
+ glTexCoord(coords[4], coords[5]);
+ glVertex(position[0]+s, position[1]+s);
+ glTexCoord(coords[6], coords[7]);
+ glVertex(position[0]-s, position[1]+s);
glEnd();
}
-void Character::setZCoord(Mf::Scalar z)
-{
- mZCoord = z;
-}
-
-int Character::getOctant(const Mf::Aabb& aabb) const
+/*int Character::getOctant(const Mf::Aabb<3>& aabb) const
{
int octantNum = -1;
return octantNum;
}
+*/
void Character::addImpulse(Mf::Vector2 impulse)
mState.position = position;
}
-
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-