]> Dogcows Code - chaz/yoink/blob - src/Character.cc
finally fixed broken main loop
[chaz/yoink] / src / Character.cc
1
2 /*******************************************************************************
3
4 Copyright (c) 2009, Charles McGarvey
5 All rights reserved.
6
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
9
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.
15
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.
26
27 *******************************************************************************/
28
29 #include <iostream>
30
31 #include "Character.hh"
32 #include "Log.hh"
33
34
35 class SpringForce
36 {
37 public:
38
39 explicit SpringForce(Mf::Vector2 x) :
40 location(x) {}
41
42 const Mf::Vector2& operator () (const Mf::LinearState<2>& state)
43 {
44 Mf::Vector2 x = state.position - location;
45 Mf::Scalar mag = x.length();
46 Mf::Scalar d = 0.0;
47
48 // spring:
49 //mState.force += -15.0 * x - 1.5 * mState.velocity;
50 force = SCALAR(-10.0) * (mag - d) * (x / mag) - 2.0 * state.velocity;
51
52 return force;
53 }
54
55 private:
56
57 Mf::Vector2 force;
58 Mf::Vector2 location;
59 };
60
61 class ResistanceForce
62 {
63 public:
64
65 explicit ResistanceForce(Mf::Scalar scale = 1.0) :
66 k(scale) {}
67
68 const Mf::Vector2& operator () (const Mf::LinearState<2>& state)
69 {
70 force = -k * state.velocity;
71 return force;
72 }
73
74 private:
75
76 Mf::Vector2 force;
77 Mf::Scalar k;
78 };
79
80
81 Character::Character(const std::string& name) :
82 tilemap(name),
83 animation(name)
84 {
85 mState.init();
86
87 mState.mass = 1.0;
88 mState.inverseMass = 1.0 / mState.mass;
89
90 // forces
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));
95
96 // starting position
97 mState.position = Mf::Vector2(5.0, 5.0);
98 mState.momentum = Mf::Vector2(0.0, 0.0);
99 mState.recalculate();
100
101 mPrevState = mState;
102 }
103
104
105 void Character::update(Mf::Scalar t, Mf::Scalar dt)
106 {
107 Mf::RigidBody2::update(t, dt); // update physics
108
109 animation.update(t, dt);
110
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);
114
115 mAabb.init(a, b);
116 mSphere.init(center, a);
117 }
118
119
120 void Character::draw(Mf::Scalar alpha) const
121 {
122 //Mf::Vector2 position = cml::lerp(mPrevState.position, mState.position, alpha);
123 Mf::State2 state = getState(alpha);
124 Mf::Vector2 position = state.position;
125
126 //glColor3f(1.0f, 1.0f, 1.0f);
127 tilemap.bind();
128
129 Tilemap::Index frame = animation.getFrame();
130
131 Tilemap::Orientation orientation = Tilemap::NORMAL;
132
133 if (mState.velocity[0] < 0.0) orientation = Tilemap::REVERSE;
134
135 Mf::Scalar coords[8];
136 tilemap.getTileCoords(frame, coords, orientation);
137
138 Mf::Scalar s = 0.5;
139
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);
149 glEnd();
150 }
151
152
153 /*int Character::getOctant(const Mf::Aabb<3>& aabb) const
154 {
155 int octantNum = -1;
156
157 Mf::Plane::Halfspace halfspace;
158
159 Mf::Plane xy = aabb.getPlaneXY();
160 halfspace = xy.intersects(mSphere);
161 if (halfspace == Mf::Plane::INTERSECT)
162 {
163 halfspace = xy.intersects(mAabb);
164 }
165
166 if (halfspace == Mf::Plane::POSITIVE)
167 {
168 Mf::Plane xz = aabb.getPlaneXZ();
169 halfspace = xz.intersects(mSphere);
170 if (halfspace == Mf::Plane::INTERSECT)
171 {
172 halfspace = xz.intersects(mAabb);
173 }
174
175 if (halfspace == Mf::Plane::POSITIVE)
176 {
177 Mf::Plane yz = aabb.getPlaneYZ();
178 halfspace = yz.intersects(mSphere);
179 if (halfspace == Mf::Plane::INTERSECT)
180 {
181 halfspace = yz.intersects(mAabb);
182 }
183
184 if (halfspace == Mf::Plane::POSITIVE)
185 {
186 octantNum = 2;
187 }
188 else if (halfspace == Mf::Plane::NEGATIVE)
189 {
190 octantNum = 3;
191 }
192 }
193 else if (halfspace == Mf::Plane::NEGATIVE)
194 {
195 Mf::Plane yz = aabb.getPlaneYZ();
196 halfspace = yz.intersects(mSphere);
197 if (halfspace == Mf::Plane::INTERSECT)
198 {
199 halfspace = yz.intersects(mAabb);
200 }
201
202 if (halfspace == Mf::Plane::POSITIVE)
203 {
204 octantNum = 1;
205 }
206 else if (halfspace == Mf::Plane::NEGATIVE)
207 {
208 octantNum = 0;
209 }
210 }
211 }
212 else if (halfspace == Mf::Plane::NEGATIVE)
213 {
214 Mf::Plane xz = aabb.getPlaneXZ();
215 halfspace = xz.intersects(mSphere);
216 if (halfspace == Mf::Plane::INTERSECT)
217 {
218 halfspace = xz.intersects(mAabb);
219 }
220
221 if (halfspace == Mf::Plane::POSITIVE)
222 {
223 Mf::Plane yz = aabb.getPlaneYZ();
224 halfspace = yz.intersects(mSphere);
225 if (halfspace == Mf::Plane::INTERSECT)
226 {
227 halfspace = yz.intersects(mAabb);
228 }
229
230 if (halfspace == Mf::Plane::POSITIVE)
231 {
232 octantNum = 6;
233 }
234 else if (halfspace == Mf::Plane::NEGATIVE)
235 {
236 octantNum = 7;
237 }
238 }
239 else if (halfspace == Mf::Plane::NEGATIVE)
240 {
241 Mf::Plane yz = aabb.getPlaneYZ();
242 halfspace = yz.intersects(mSphere);
243 if (halfspace == Mf::Plane::INTERSECT)
244 {
245 halfspace = yz.intersects(mAabb);
246 }
247
248 if (halfspace == Mf::Plane::POSITIVE)
249 {
250 octantNum = 5;
251 }
252 else if (halfspace == Mf::Plane::NEGATIVE)
253 {
254 octantNum = 4;
255 }
256 }
257 }
258
259 return octantNum;
260 }
261 */
262
263
264 void Character::addImpulse(Mf::Vector2 impulse)
265 {
266 mState.momentum += impulse;
267 }
268
269 void Character::addForce(Mf::Vector2 force)
270 {
271 mState.force += force;
272 }
273
274 void Character::setPosition(Mf::Vector2 position)
275 {
276 mState.position = position;
277 }
278
279
280 /** vim: set ts=4 sw=4 tw=80: *************************************************/
281
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