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Dogcows Code - chaz/yoink/blob - src/Character.cc
2 /*******************************************************************************
4 Copyright (c) 2009, Charles McGarvey
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
10 * Redistributions of source code must retain the above copyright notice,
11 this list of conditions and the following disclaimer.
12 * Redistributions in binary form must reproduce the above copyright notice,
13 this list of conditions and the following disclaimer in the documentation
14 and/or other materials provided with the distribution.
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
20 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
21 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
22 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
23 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
24 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 *******************************************************************************/
31 #include "Character.hh"
39 explicit SpringForce(Mf::Vector2 x
) :
42 const Mf::Vector2
& operator () (const Mf::LinearState
<2>& state
)
44 Mf::Vector2 x
= state
.position
- location
;
45 Mf::Scalar mag
= x
.length();
49 //mState.force += -15.0 * x - 1.5 * mState.velocity;
50 force
= SCALAR(-10.0) * (mag
- d
) * (x
/ mag
) - 2.0 * state
.velocity
;
65 explicit ResistanceForce(Mf::Scalar scale
= 1.0) :
68 const Mf::Vector2
& operator () (const Mf::LinearState
<2>& state
)
70 force
= -k
* state
.velocity
;
81 Character::Character(const std::string
& name
) :
88 mState
.inverseMass
= 1.0 / mState
.mass
;
91 mState
.force
= Mf::Vector2(0.0, 0.0);
92 //mState.forces.push_back(SpringForce(Mf::Vector2(20.0, 4.0)));
93 mState
.forces
.push_back(ResistanceForce(2.0));
94 //mState.forces.push_back(Mf::LinearState<2>::GravityForce(-9.8));
97 mState
.position
= Mf::Vector2(5.0, 5.0);
98 mState
.momentum
= Mf::Vector2(0.0, 0.0);
105 void Character::update(Mf::Scalar t
, Mf::Scalar dt
)
107 Mf::RigidBody2::update(t
, dt
); // update physics
109 animation
.update(t
, dt
);
111 Mf::Vector3
center(mState
.position
[0], mState
.position
[1], 0.0);
112 Mf::Vector3
a(mState
.position
[0] - 0.5, mState
.position
[1] - 0.5, 0.0);
113 Mf::Vector3
b(mState
.position
[0] + 0.5, mState
.position
[1] + 0.5, 0.0);
116 mSphere
.init(center
, a
);
120 void Character::draw(Mf::Scalar alpha
) const
122 //Mf::Vector2 position = cml::lerp(mPrevState.position, mState.position, alpha);
123 Mf::State2 state
= getState(alpha
);
124 Mf::Vector2 position
= state
.position
;
126 //glColor3f(1.0f, 1.0f, 1.0f);
129 Tilemap::Index frame
= animation
.getFrame();
131 Tilemap::Orientation orientation
= Tilemap::NORMAL
;
133 if (mState
.velocity
[0] < 0.0) orientation
= Tilemap::REVERSE
;
135 Mf::Scalar coords
[8];
136 tilemap
.getTileCoords(frame
, coords
, orientation
);
140 glBegin(GL_TRIANGLE_FAN
);
141 glTexCoord(coords
[0], coords
[1]);
142 glVertex(position
[0]-s
, position
[1]-s
);
143 glTexCoord(coords
[2], coords
[3]);
144 glVertex(position
[0]+s
, position
[1]-s
);
145 glTexCoord(coords
[4], coords
[5]);
146 glVertex(position
[0]+s
, position
[1]+s
);
147 glTexCoord(coords
[6], coords
[7]);
148 glVertex(position
[0]-s
, position
[1]+s
);
153 /*int Character::getOctant(const Mf::Aabb<3>& aabb) const
157 Mf::Plane::Halfspace halfspace;
159 Mf::Plane xy = aabb.getPlaneXY();
160 halfspace = xy.intersects(mSphere);
161 if (halfspace == Mf::Plane::INTERSECT)
163 halfspace = xy.intersects(mAabb);
166 if (halfspace == Mf::Plane::POSITIVE)
168 Mf::Plane xz = aabb.getPlaneXZ();
169 halfspace = xz.intersects(mSphere);
170 if (halfspace == Mf::Plane::INTERSECT)
172 halfspace = xz.intersects(mAabb);
175 if (halfspace == Mf::Plane::POSITIVE)
177 Mf::Plane yz = aabb.getPlaneYZ();
178 halfspace = yz.intersects(mSphere);
179 if (halfspace == Mf::Plane::INTERSECT)
181 halfspace = yz.intersects(mAabb);
184 if (halfspace == Mf::Plane::POSITIVE)
188 else if (halfspace == Mf::Plane::NEGATIVE)
193 else if (halfspace == Mf::Plane::NEGATIVE)
195 Mf::Plane yz = aabb.getPlaneYZ();
196 halfspace = yz.intersects(mSphere);
197 if (halfspace == Mf::Plane::INTERSECT)
199 halfspace = yz.intersects(mAabb);
202 if (halfspace == Mf::Plane::POSITIVE)
206 else if (halfspace == Mf::Plane::NEGATIVE)
212 else if (halfspace == Mf::Plane::NEGATIVE)
214 Mf::Plane xz = aabb.getPlaneXZ();
215 halfspace = xz.intersects(mSphere);
216 if (halfspace == Mf::Plane::INTERSECT)
218 halfspace = xz.intersects(mAabb);
221 if (halfspace == Mf::Plane::POSITIVE)
223 Mf::Plane yz = aabb.getPlaneYZ();
224 halfspace = yz.intersects(mSphere);
225 if (halfspace == Mf::Plane::INTERSECT)
227 halfspace = yz.intersects(mAabb);
230 if (halfspace == Mf::Plane::POSITIVE)
234 else if (halfspace == Mf::Plane::NEGATIVE)
239 else if (halfspace == Mf::Plane::NEGATIVE)
241 Mf::Plane yz = aabb.getPlaneYZ();
242 halfspace = yz.intersects(mSphere);
243 if (halfspace == Mf::Plane::INTERSECT)
245 halfspace = yz.intersects(mAabb);
248 if (halfspace == Mf::Plane::POSITIVE)
252 else if (halfspace == Mf::Plane::NEGATIVE)
264 void Character::addImpulse(Mf::Vector2 impulse
)
266 mState
.momentum
+= impulse
;
269 void Character::addForce(Mf::Vector2 force
)
271 mState
.force
+= force
;
274 void Character::setPosition(Mf::Vector2 position
)
276 mState
.position
= position
;
280 /** vim: set ts=4 sw=4 tw=80: *************************************************/
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