/******************************************************************************* 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. *******************************************************************************/ #include #include "Character.hh" #include "Log.hh" class SpringForce { public: 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: //mState.force += -15.0 * x - 1.5 * mState.velocity; force = SCALAR(-10.0) * (mag - d) * (x / mag) - 2.0 * state.velocity; return force; } private: Mf::Vector2 force; Mf::Vector2 location; }; class ResistanceForce { public: 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) { mState.init(); mState.mass = 1.0; mState.inverseMass = 1.0 / mState.mass; // forces mState.force = Mf::Vector2(0.0, 0.0); //mState.forces.push_back(SpringForce(Mf::Vector2(500.0, 200.0))); mState.forces.push_back(ResistanceForce(2.0)); //mState.forces.push_back(Mf::LinearState<2>::GravityForce(-400.0)); // starting position mState.position = Mf::Vector2(5.0, 5.0); mState.momentum = Mf::Vector2(0.0, 0.0); mState.recalculate(); mPrevState = mState; } void Character::update(Mf::Scalar t, Mf::Scalar dt) { Mf::RigidBody2::update(t, dt); // update physics animation.update(t, dt); Mf::Vector3 center(mState.position[0], mState.position[1], mZCoord); Mf::Vector3 a(mState.position[0] - 0.5, mState.position[1] - 0.5, mZCoord); Mf::Vector3 b(mState.position[0] + 0.5, mState.position[1] + 0.5, mZCoord); mAabb.init(a, b); mSphere.init(center, a); } void Character::draw(Mf::Scalar alpha) const { //Mf::Vector2 position = cml::lerp(mPrevState.position, mState.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; if (mState.velocity[0] < 0.0) orientation = Tilemap::REVERSE; Mf::Scalar coords[8]; tilemap.getTileCoords(frame, coords, orientation); Mf::Scalar s = 0.5; glBegin(GL_TRIANGLE_FAN); glTexCoord2f(coords[0], coords[1]); glVertex3(position[0]-s, position[1]-s, mZCoord); glTexCoord2f(coords[2], coords[3]); glVertex3(position[0]+s, position[1]-s, mZCoord); glTexCoord2f(coords[4], coords[5]); glVertex3(position[0]+s, position[1]+s, mZCoord); glTexCoord2f(coords[6], coords[7]); glVertex3(position[0]-s, position[1]+s, mZCoord); glEnd(); } void Character::setZCoord(Mf::Scalar z) { mZCoord = z; } int Character::getOctant(const Mf::Aabb& aabb) const { int octantNum = -1; 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; } 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; } /** vim: set ts=4 sw=4 tw=80: *************************************************/