-/*******************************************************************************
-
- 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>
#include "Log.hh"
-struct SpringForce
+class SpringForce
{
+public:
+
explicit SpringForce(Mf::Vector2 x) :
location(x) {}
{
Mf::Vector2 x = state.position - location;
Mf::Scalar mag = x.length();
- Mf::Scalar d = 50.0;
+ Mf::Scalar d = 0.0;
// spring:
- //current.force += -15.0 * x - 1.5 * current.velocity;
- force = -20.0 * (mag - d) * (x / mag) - 2.0 * state.velocity;
+ //mState.force += -15.0 * x - 1.5 * mState.velocity;
+ force = SCALAR(-10.0) * (mag - d) * (x / mag);// - SCALAR(2.0) * state.velocity;
return force;
}
Mf::Vector2 location;
};
-struct ResistanceForce
+class ResistanceForce
{
+public:
+
explicit ResistanceForce(Mf::Scalar scale = 1.0) :
k(scale) {}
tilemap(name),
animation(name)
{
- current.init();
+ mState.init();
- current.mass = 1.0;
- current.inverseMass = 1.0 / current.mass;
+ mState.mass = 1.0;
+ mState.inverseMass = 1.0 / mState.mass;
- // gravity
- current.force = Mf::Vector2(0.0, 000.0);
- current.forces.push_back(SpringForce(Mf::Vector2(500.0, 200.0)));
- current.forces.push_back(ResistanceForce(4.0));
- current.forces.push_back(Mf::LinearState<2>::GravityForce(-2000.0));
+ // forces
+ mState.force = Mf::Vector2(0.0, 0.0);
+ //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(-9.8));
// starting position
- current.position = Mf::Vector2(64.0, 64.0);
- current.momentum = Mf::Vector2(0.0, 0.0);
- current.recalculate();
+ mState.position = Mf::Vector2(5.0, 5.0);
+ mState.momentum = Mf::Vector2(0.0, 0.0);
+ mState.recalculate();
- previous = current;
+ mPrevState = mState;
}
void Character::update(Mf::Scalar t, Mf::Scalar dt)
{
- previous = current;
+ Mf::RigidBody2::update(t, dt); // update physics
- //Mf::Vector2 x = current.position - Mf::Vector2(500.0, 200.0);
- //Mf::Scalar mag = x.length();
- //Mf::Scalar d = 50.0;
-
- //// gravity:
- //current.force = Mf::Vector2(0.0, -2000.0);
- //// spring:
- ////current.force += -15.0 * x - 1.5 * current.velocity;
- //current.force += -20.0 * (mag - d) * (x / mag) - 2.0 * current.velocity;
- //// internal:
- //current.force += userForce;
- //current.recalculate();
- //std::cout << "force: " << current.momentum << std::endl;
+ animation.update(t, dt);
- //Mf::euler<State,Derivative>(current, t, dt);
+ 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);
- current.integrate(t, dt);
- animation.update(t, dt);
+ mAabb.init(a, b);
+ mSphere.init(center, a);
}
void Character::draw(Mf::Scalar alpha) const
{
- Mf::Vector2 position = cml::lerp(previous.position, current.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();
-
- Tilemap::Orientation orientation = Tilemap::NORMAL;
+ Mf::Texture::TileIndex frame = animation.getFrame();
+ Mf::Texture::Orientation orientation = Mf::Texture::NORMAL;
- if (current.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 = 16.0;
+ Mf::Scalar s = 0.5;
glBegin(GL_TRIANGLE_FAN);
- glTexCoord2f(coords[0], coords[1]);
- glVertex3(position[0]-s, position[1]-s, z);
- glTexCoord2f(coords[2], coords[3]);
- glVertex3(position[0]+s, position[1]-s, z);
- glTexCoord2f(coords[4], coords[5]);
- glVertex3(position[0]+s, position[1]+s, z);
- glTexCoord2f(coords[6], coords[7]);
- glVertex3(position[0]-s, position[1]+s, z);
+ 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();
+}
- //glColor3f(0.0f, 0.0f, 0.0f);
- Mf::Texture::resetBind();
- glBegin(GL_TRIANGLES);
- glVertex3(480.0, 190.0, 64.0);
- glVertex3(520.0, 190.0, 64.0);
- glVertex3(500.0, 210.0, 64.0);
- glEnd();
+/*int Character::getOctant(const Mf::Aabb<3>& aabb) const
+{
+ int octantNum = -1;
- //glColor3f(1.0f, 1.0f, 1.0f);
+ Mf::Plane::Halfspace halfspace;
+
+ Mf::Plane xy = aabb.getPlaneXY();
+ halfspace = xy.intersects(mSphere);
+ if (halfspace == Mf::Plane::INTERSECT)
+ {
+ halfspace = xy.intersects(mAabb);
+ }
+
+ if (halfspace == Mf::Plane::POSITIVE)
+ {
+ Mf::Plane xz = aabb.getPlaneXZ();
+ halfspace = xz.intersects(mSphere);
+ if (halfspace == Mf::Plane::INTERSECT)
+ {
+ halfspace = xz.intersects(mAabb);
+ }
+
+ if (halfspace == Mf::Plane::POSITIVE)
+ {
+ Mf::Plane yz = aabb.getPlaneYZ();
+ halfspace = yz.intersects(mSphere);
+ if (halfspace == Mf::Plane::INTERSECT)
+ {
+ halfspace = yz.intersects(mAabb);
+ }
+
+ if (halfspace == Mf::Plane::POSITIVE)
+ {
+ octantNum = 2;
+ }
+ else if (halfspace == Mf::Plane::NEGATIVE)
+ {
+ octantNum = 3;
+ }
+ }
+ else if (halfspace == Mf::Plane::NEGATIVE)
+ {
+ Mf::Plane yz = aabb.getPlaneYZ();
+ halfspace = yz.intersects(mSphere);
+ if (halfspace == Mf::Plane::INTERSECT)
+ {
+ halfspace = yz.intersects(mAabb);
+ }
+
+ if (halfspace == Mf::Plane::POSITIVE)
+ {
+ octantNum = 1;
+ }
+ else if (halfspace == Mf::Plane::NEGATIVE)
+ {
+ octantNum = 0;
+ }
+ }
+ }
+ else if (halfspace == Mf::Plane::NEGATIVE)
+ {
+ Mf::Plane xz = aabb.getPlaneXZ();
+ halfspace = xz.intersects(mSphere);
+ if (halfspace == Mf::Plane::INTERSECT)
+ {
+ halfspace = xz.intersects(mAabb);
+ }
+
+ if (halfspace == Mf::Plane::POSITIVE)
+ {
+ Mf::Plane yz = aabb.getPlaneYZ();
+ halfspace = yz.intersects(mSphere);
+ if (halfspace == Mf::Plane::INTERSECT)
+ {
+ halfspace = yz.intersects(mAabb);
+ }
+
+ if (halfspace == Mf::Plane::POSITIVE)
+ {
+ octantNum = 6;
+ }
+ else if (halfspace == Mf::Plane::NEGATIVE)
+ {
+ octantNum = 7;
+ }
+ }
+ else if (halfspace == Mf::Plane::NEGATIVE)
+ {
+ Mf::Plane yz = aabb.getPlaneYZ();
+ halfspace = yz.intersects(mSphere);
+ if (halfspace == Mf::Plane::INTERSECT)
+ {
+ halfspace = yz.intersects(mAabb);
+ }
+
+ if (halfspace == Mf::Plane::POSITIVE)
+ {
+ octantNum = 5;
+ }
+ else if (halfspace == Mf::Plane::NEGATIVE)
+ {
+ octantNum = 4;
+ }
+ }
+ }
+
+ return octantNum;
}
+*/
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
+void Character::addImpulse(Mf::Vector2 impulse)
+{
+ mState.momentum += impulse;
+}
+
+void Character::addForce(Mf::Vector2 force)
+{
+ mState.force += force;
+}
+
+void Character::setPosition(Mf::Vector2 position)
+{
+ mState.position = position;
+}