-/*******************************************************************************
-
- 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 <moof/log.hh>
+
#include "Character.hh"
-#include "Log.hh"
-Character::Character(const std::string& name) :
- tilemap_(name),
- animation_(name)
+class SpringForce
{
- current.mass = 1.0;
- current.inverseMass = 1.0 / current.mass;
+public:
- // gravity
- current.force = Mf::Vector2(0.0, -120.0);
+ explicit SpringForce(moof::vector2 x) :
+ location(x) {}
- // starting position
- current.position = Mf::Vector2(64.0, 64.0);
- current.momentum = Mf::Vector2(0.0, 0.0);
- current.recalculate();
+ const moof::vector2& operator () (const moof::linear_state<2>& state)
+ {
+ moof::vector2 x = state.position - location;
+ moof::scalar mag = x.length();
+ moof::scalar d = 0.0;
- previous = current;
+ // spring:
+ //state_.force += -15.0 * x - 1.5 * state_.velocity;
+ force = SCALAR(-10.0) * (mag - d) * (x / mag);// - SCALAR(2.0) * state.velocity;
- //updateContainers();
-}
+ return force;
+ }
+
+private:
+ moof::vector2 force;
+ moof::vector2 location;
+};
-void Character::update(Mf::Scalar t, Mf::Scalar dt)
+class ResistanceForce
{
- previous = current;
+public:
- Mf::Vector2 x = current.position - Mf::Vector2(500.0, 200.0);
- Mf::Scalar mag = x.length();
- Mf::Scalar d = 50.0;
+ explicit ResistanceForce(moof::scalar scale = 1.0) :
+ k(scale) {}
- current.force = Mf::Vector2(0.0, -2000.0);
- //current.force += -15.0 * x - 1.5 * current.velocity;
- current.force += -20.0 * (mag - d) * (x / mag) - 2.0 * current.velocity;
- current.force += userForce;
- current.recalculate();
- //std::cout << "force: " << current.momentum << std::endl;
+ const moof::vector2& operator () (const moof::linear_state<2>& state)
+ {
+ force = -k * state.velocity;
+ return force;
+ }
- Mf::integrate<State,Derivative>(current, t, dt);
+private:
- animation_.update(t, dt);
+ moof::vector2 force;
+ moof::scalar k;
+};
- //updateContainers();
-}
-//void Character::updateContainers()
-//{
- //aabb_.init(Mf::Vector3(current.position[0]-16.0, current.position[1]-16.0, z),
- //Mf::Vector3(current.position[0]+16.0, current.position[1]+16.0, z));
- //sphere_.point = Mf::Vector3(current.position[0], current.position[1], z);
- //sphere_.radius = (aabb_.min - sphere_.point).length();
-//}
+Character::Character(const std::string& name) :
+ tilemap(name),
+ animation(name)
+{
+ state_.init();
+
+ state_.mass = 1.0;
+ state_.inverse_mass = 1.0 / state_.mass;
+ // forces
+ state_.force = moof::vector2(0.0, 0.0);
+ state_.forces.push_back(SpringForce(moof::vector2(5.0, 4.0)));
+ state_.forces.push_back(ResistanceForce(2.0));
+ state_.forces.push_back(moof::linear_state<2>::gravity_force(-9.8));
+
+ // starting position
+ state_.position = moof::vector2(5.0, 5.0);
+ state_.momentum = moof::vector2(1.0, 0.0);
+ state_.recalculate();
-void Character::draw(Mf::Scalar alpha) const
+ prev_state_ = state_;
+}
+
+
+void Character::update(moof::scalar t, moof::scalar dt)
{
- State state = cml::lerp(previous, current, alpha);
+ moof::rigid_body2::update(t, dt); // update physics
- //glColor3f(1.0f, 1.0f, 1.0f);
- tilemap_.bind();
+ animation.update(t, dt);
- Mf::Tilemap::Index frame = animation_.getFrame();
+ moof::vector3 center(state_.position[0], state_.position[1], 0.0);
+ moof::vector3 a(state_.position[0] - 0.5, state_.position[1] - 0.5, 0.0);
+ moof::vector3 b(state_.position[0] + 0.5, state_.position[1] + 0.5, 0.0);
- Mf::Tilemap::Orientation orientation = Mf::Tilemap::NORMAL;
+ aabb_.init(a, b);
+ sphere_.init(center, a);
- if (current.velocity[0] < 0.0) orientation = Mf::Tilemap::REVERSE;
+ int frame = animation.getFrame();
+ tilemap.tile(frame);
+}
- Mf::Scalar coords[8];
- tilemap_.getTileCoords(frame, coords, orientation);
- Mf::Scalar s = 16.0;
+void Character::draw(moof::scalar alpha) const
+{
+ moof::state2 state = moof::rigid_body2::state(alpha);
+ const moof::vector2& position = state.position;
- glBegin(GL_TRIANGLE_FAN);
- glTexCoord2f(coords[0], coords[1]);
- glVertex3(state.position[0]-s, state.position[1]-s, z);
- glTexCoord2f(coords[2], coords[3]);
- glVertex3(state.position[0]+s, state.position[1]-s, z);
- glTexCoord2f(coords[4], coords[5]);
- glVertex3(state.position[0]+s, state.position[1]+s, z);
- glTexCoord2f(coords[6], coords[7]);
- glVertex3(state.position[0]-s, state.position[1]+s, z);
- glEnd();
+ const moof::scalar s = 0.5;
- //glColor3f(0.0f, 0.0f, 0.0f);
- Mf::Texture::resetBind();
+ moof::vector3 coords[4];
- 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();
+ coords[0] = moof::vector3(position[0] - s, position[1] - s, SCALAR(0.0));
+ coords[1] = moof::vector3(position[0] + s, position[1] - s, SCALAR(0.0));
+ coords[2] = moof::vector3(position[0] + s, position[1] + s, SCALAR(0.0));
+ coords[3] = moof::vector3(position[0] - s, position[1] + s, SCALAR(0.0));
- //glColor3f(1.0f, 1.0f, 1.0f);
+ tilemap.draw(coords);
}
-Mf::Tilemap& Character::getTilemap()
+/*int Character::getOctant(const moof::Aabb<3>& aabb) const
{
- return tilemap_;
+ int octantNum = -1;
+
+ moof::plane::halfspace halfspace;
+
+ moof::plane xy = aabb.xy_plane();
+ halfspace = xy.intersects(sphere_);
+ if (halfspace == moof::plane::intersecting)
+ {
+ halfspace = xy.intersects(aabb_);
+ }
+
+ if (halfspace == moof::plane::positive)
+ {
+ moof::plane xz = aabb.xz_plane();
+ halfspace = xz.intersects(sphere_);
+ if (halfspace == moof::plane::intersecting)
+ {
+ halfspace = xz.intersects(aabb_);
+ }
+
+ if (halfspace == moof::plane::positive)
+ {
+ moof::plane yz = aabb.yz_plane();
+ halfspace = yz.intersects(sphere_);
+ if (halfspace == moof::plane::intersecting)
+ {
+ halfspace = yz.intersects(aabb_);
+ }
+
+ if (halfspace == moof::plane::positive)
+ {
+ octantNum = 2;
+ }
+ else if (halfspace == moof::plane::negative)
+ {
+ octantNum = 3;
+ }
+ }
+ else if (halfspace == moof::plane::negative)
+ {
+ moof::plane yz = aabb.yz_plane();
+ halfspace = yz.intersects(sphere_);
+ if (halfspace == moof::plane::intersecting)
+ {
+ halfspace = yz.intersects(aabb_);
+ }
+
+ if (halfspace == moof::plane::positive)
+ {
+ octantNum = 1;
+ }
+ else if (halfspace == moof::plane::negative)
+ {
+ octantNum = 0;
+ }
+ }
+ }
+ else if (halfspace == moof::plane::negative)
+ {
+ moof::plane xz = aabb.xz_plane();
+ halfspace = xz.intersects(sphere_);
+ if (halfspace == moof::plane::intersecting)
+ {
+ halfspace = xz.intersects(aabb_);
+ }
+
+ if (halfspace == moof::plane::positive)
+ {
+ moof::plane yz = aabb.yz_plane();
+ halfspace = yz.intersects(sphere_);
+ if (halfspace == moof::plane::intersecting)
+ {
+ halfspace = yz.intersects(aabb_);
+ }
+
+ if (halfspace == moof::plane::positive)
+ {
+ octantNum = 6;
+ }
+ else if (halfspace == moof::plane::negative)
+ {
+ octantNum = 7;
+ }
+ }
+ else if (halfspace == moof::plane::negative)
+ {
+ moof::plane yz = aabb.yz_plane();
+ halfspace = yz.intersects(sphere_);
+ if (halfspace == moof::plane::intersecting)
+ {
+ halfspace = yz.intersects(aabb_);
+ }
+
+ if (halfspace == moof::plane::positive)
+ {
+ octantNum = 5;
+ }
+ else if (halfspace == moof::plane::negative)
+ {
+ octantNum = 4;
+ }
+ }
+ }
+
+ return octantNum;
}
+*/
-Mf::Animation& Character::getAnimation()
+
+void Character::addImpulse(moof::vector2 impulse)
{
- return animation_;
+ state_.momentum += impulse;
}
+void Character::addForce(moof::vector2 force)
+{
+ state_.force += force;
+}
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
+void Character::setPosition(moof::vector2 position)
+{
+ state_.position = position;
+}