#include "Log.hh"
+struct SpringForce
+{
+ explicit SpringForce(Mf::Vector2 x) :
+ location(x) {}
+
+ const Mf::Vector2& operator () (const Mf::LinearState<2>& state)
+ {
+ Mf::Vector2 x = state.position - location;
+ Mf::Scalar mag = x.length();
+ Mf::Scalar d = 50.0;
+
+ // spring:
+ //current.force += -15.0 * x - 1.5 * current.velocity;
+ force = -20.0 * (mag - d) * (x / mag) - 2.0 * state.velocity;
+
+ return force;
+ }
+
+private:
+
+ Mf::Vector2 force;
+ Mf::Vector2 location;
+};
+
+struct ResistanceForce
+{
+ explicit ResistanceForce(Mf::Scalar scale = 1.0) :
+ k(scale) {}
+
+ const Mf::Vector2& operator () (const Mf::LinearState<2>& state)
+ {
+ force = -k * state.velocity;
+ return force;
+ }
+
+private:
+
+ Mf::Vector2 force;
+ Mf::Scalar k;
+};
+
+
Character::Character(const std::string& name) :
- tilemap_(name),
- animation_(name)
+ tilemap(name),
+ animation(name)
{
+ current.init();
+
current.mass = 1.0;
current.inverseMass = 1.0 / current.mass;
- // gravity
- //current.force = Mf::Vector2(0.0, -120.0);
+ // forces
+ current.force = Mf::Vector2(0.0, 0.0);
+ current.forces.push_back(SpringForce(Mf::Vector2(500.0, 200.0)));
+ current.forces.push_back(ResistanceForce(2.0));
+ current.forces.push_back(Mf::LinearState<2>::GravityForce(-1000.0));
// starting position
current.position = Mf::Vector2(64.0, 64.0);
current.recalculate();
previous = current;
-
- updateContainers();
}
{
previous = current;
- Mf::Scalar epsilon = 100.0;
+ //Mf::Vector2 x = current.position - Mf::Vector2(500.0, 200.0);
+ //Mf::Scalar mag = x.length();
+ //Mf::Scalar d = 50.0;
- //current.momentum = Mf::Vector2(0.0, -120.0);
- current.momentum = -5 * (current.position - Mf::Vector2(500.0, 200.0))
- - 2.0 * current.velocity;
- current.recalculate();
- std::cout << "force: " << current.momentum << std::endl;
+ //// 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;
- //if (std::abs(current.force[0]) < epsilon && std::abs(current.force[1]) < epsilon &&
- //std::abs(current.velocity[0]) < epsilon && std::abs(current.velocity[1]) < epsilon)
- //{
- //current.force = Mf::Vector2(0.0, 0.0);
- //current.velocity = Mf::Vector2(0.0, 0.0);
- //current.momentum = Mf::Vector2(0.0, 0.0);
- //}
+ //Mf::euler<State,Derivative>(current, t, dt);
- Mf::integrate<State,Derivative>(current, t, dt);
+ current.integrate(t, dt);
+ animation.update(t, dt);
- animation_.update(t, dt);
+ Mf::Vector3 center(current.position[0], current.position[1], z);
+ Mf::Vector3 a(current.position[0] - 16.0, current.position[1] - 16.0, z);
+ Mf::Vector3 b(current.position[0] + 16.0, current.position[1] + 16.0, z);
- updateContainers();
+ aabb_.init(a, b);
+ sphere_.init(center, a);
}
-void Character::updateContainers()
+
+void Character::draw(Mf::Scalar alpha) const
{
- 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();
+ Mf::Vector2 position = cml::lerp(previous.position, current.position, alpha);
+
+ //glColor3f(1.0f, 1.0f, 1.0f);
+ tilemap.bind();
+
+ Tilemap::Index frame = animation.getFrame();
+
+ Tilemap::Orientation orientation = Tilemap::NORMAL;
+
+ if (current.velocity[0] < 0.0) orientation = Tilemap::REVERSE;
+
+ Mf::Scalar coords[8];
+ tilemap.getTileCoords(frame, coords, orientation);
+
+ Mf::Scalar s = 16.0;
+
+ 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);
+ 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();
+
+ //glColor3f(1.0f, 1.0f, 1.0f);
}
-void Character::handleEvent(const Mf::Event& event)
+
+bool Character::isInsideAabb(const Mf::Aabb& aabb) const
{
- // really just for heroine...
-
- Mf::Scalar force = 500.0;
-
- Mf::Vector2 left = Mf::Vector2(-force, 0.0);
- Mf::Vector2 right = Mf::Vector2(force, 0.0);
- Mf::Vector2 down = Mf::Vector2(0.0, -force);
- Mf::Vector2 up = Mf::Vector2(0.0, force);
+ // make sure the entity is fully inside the volume
+ if (!(aabb_.max[0] < aabb.max[0] &&
+ aabb_.min[0] > aabb.min[0] &&
+ aabb_.max[1] < aabb.max[1] &&
+ aabb_.min[1] > aabb.min[1] &&
+ aabb_.max[2] < aabb.max[2] &&
+ aabb_.min[2] > aabb.min[2]))
+ {
+ return false;
+ }
- switch (event.type)
+ return true;
+}
+
+int Character::getOctant(const Mf::Aabb& aabb) const
+{
+ int octantNum = -1;
+
+ Mf::Plane::Halfspace halfspace;
+
+ Mf::Plane xy = aabb.getPlaneXY();
+ halfspace = xy.intersects(sphere_);
+ if (halfspace == Mf::Plane::INTERSECT)
+ {
+ halfspace = xy.intersects(aabb_);
+ }
+
+ if (halfspace == Mf::Plane::POSITIVE)
{
- case SDL_KEYDOWN:
- if (event.key.keysym.sym == SDLK_a)
+ Mf::Plane xz = aabb.getPlaneXZ();
+ halfspace = xz.intersects(sphere_);
+ if (halfspace == Mf::Plane::INTERSECT)
+ {
+ halfspace = xz.intersects(aabb_);
+ }
+
+ if (halfspace == Mf::Plane::POSITIVE)
+ {
+ Mf::Plane yz = aabb.getPlaneYZ();
+ halfspace = yz.intersects(sphere_);
+ if (halfspace == Mf::Plane::INTERSECT)
{
- current.force += left;
+ halfspace = yz.intersects(aabb_);
}
- else if (event.key.keysym.sym == SDLK_d)
+
+ if (halfspace == Mf::Plane::POSITIVE)
{
- current.force += right;
+ octantNum = 2;
}
- else if (event.key.keysym.sym == SDLK_s)
+ else if (halfspace == Mf::Plane::NEGATIVE)
{
- current.force += down;
+ octantNum = 3;
}
- else if (event.key.keysym.sym == SDLK_w)
+ }
+ else if (halfspace == Mf::Plane::NEGATIVE)
+ {
+ Mf::Plane yz = aabb.getPlaneYZ();
+ halfspace = yz.intersects(sphere_);
+ if (halfspace == Mf::Plane::INTERSECT)
{
- current.force += up;
+ halfspace = yz.intersects(aabb_);
}
- break;
- case SDL_KEYUP:
- if (event.key.keysym.sym == SDLK_a)
+ if (halfspace == Mf::Plane::POSITIVE)
{
- current.force -= left;
+ octantNum = 1;
}
- else if (event.key.keysym.sym == SDLK_d)
+ else if (halfspace == Mf::Plane::NEGATIVE)
{
- current.force -= right;
+ octantNum = 0;
}
- else if (event.key.keysym.sym == SDLK_s)
+ }
+ }
+ else if (halfspace == Mf::Plane::NEGATIVE)
+ {
+ Mf::Plane xz = aabb.getPlaneXZ();
+ halfspace = xz.intersects(sphere_);
+ if (halfspace == Mf::Plane::INTERSECT)
+ {
+ halfspace = xz.intersects(aabb_);
+ }
+
+ if (halfspace == Mf::Plane::POSITIVE)
+ {
+ Mf::Plane yz = aabb.getPlaneYZ();
+ halfspace = yz.intersects(sphere_);
+ if (halfspace == Mf::Plane::INTERSECT)
{
- current.force -= down;
+ halfspace = yz.intersects(aabb_);
}
- else if (event.key.keysym.sym == SDLK_w)
+
+ if (halfspace == Mf::Plane::POSITIVE)
{
- current.force -= up;
+ octantNum = 6;
+ }
+ else if (halfspace == Mf::Plane::NEGATIVE)
+ {
+ octantNum = 7;
+ }
+ }
+ else if (halfspace == Mf::Plane::NEGATIVE)
+ {
+ Mf::Plane yz = aabb.getPlaneYZ();
+ halfspace = yz.intersects(sphere_);
+ if (halfspace == Mf::Plane::INTERSECT)
+ {
+ halfspace = yz.intersects(aabb_);
}
- break;
- }
-
- //Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]);
- //std::cerr << "current force: " << current.force << std::endl;
-}
-
-
-void Character::draw(Mf::Scalar alpha) const
-{
- State state = cml::lerp(previous, current, alpha);
-
- glColor3f(1.0f, 1.0f, 1.0f);
- tilemap_.bind();
-
- Mf::Tilemap::Index frame = animation_.getFrame();
-
- Mf::Scalar coords[8];
- tilemap_.getTileCoords(frame, coords);
-
- Mf::Scalar s = 16.0;
-
- 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();
-}
-
-Mf::Tilemap& Character::getTilemap()
-{
- return tilemap_;
-}
+ if (halfspace == Mf::Plane::POSITIVE)
+ {
+ octantNum = 5;
+ }
+ else if (halfspace == Mf::Plane::NEGATIVE)
+ {
+ octantNum = 4;
+ }
+ }
+ }
-Mf::Animation& Character::getAnimation()
-{
- return animation_;
+ return octantNum;
}