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;
+ //mState.force += -15.0 * x - 1.5 * mState.velocity;
+ force = SCALAR(-10.0) * (mag - d) * (x / mag) - 2.0 * state.velocity;
return force;
}
tilemap(name),
animation(name)
{
- current.init();
+ mState.init();
- current.mass = 1.0;
- current.inverseMass = 1.0 / current.mass;
+ mState.mass = 1.0;
+ mState.inverseMass = 1.0 / mState.mass;
// 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));
+ 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(-100.0));
// starting position
- current.position = Mf::Vector2(64.0, 64.0);
- current.momentum = Mf::Vector2(0.0, 0.0);
- current.recalculate();
+ mState.position = Mf::Vector2(64.0, 64.0);
+ mState.momentum = Mf::Vector2(0.0, 0.0);
+ mState.recalculate();
- previous = current;
+ mPrevState = mState;
}
void Character::update(Mf::Scalar t, Mf::Scalar dt)
{
- previous = current;
+ Mf::RigidBody2::update(t, dt); // update physics
- //Mf::Vector2 x = current.position - Mf::Vector2(500.0, 200.0);
- //Mf::Scalar mag = x.length();
- //Mf::Scalar d = 50.0;
-
- //// 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;
-
- //Mf::euler<State,Derivative>(current, t, dt);
-
- current.integrate(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);
+ Mf::Vector3 center(mState.position[0], mState.position[1], z);
+ Mf::Vector3 a(mState.position[0] - 16.0, mState.position[1] - 16.0, z);
+ Mf::Vector3 b(mState.position[0] + 16.0, mState.position[1] + 16.0, z);
- aabb_.init(a, b);
- sphere_.init(center, a);
+ mAabb.init(a, b);
+ mSphere.init(center, a);
}
void Character::draw(Mf::Scalar alpha) const
{
- Mf::Vector2 position = cml::lerp(previous.position, current.position, alpha);
+ //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::Orientation orientation = Tilemap::NORMAL;
- if (current.velocity[0] < 0.0) orientation = Tilemap::REVERSE;
+ if (mState.velocity[0] < 0.0) orientation = Tilemap::REVERSE;
Mf::Scalar coords[8];
tilemap.getTileCoords(frame, coords, orientation);
}
-bool Character::isInsideAabb(const Mf::Aabb& aabb) const
-{
- // 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;
- }
-
- 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_);
+ halfspace = xy.intersects(mSphere);
if (halfspace == Mf::Plane::INTERSECT)
{
- halfspace = xy.intersects(aabb_);
+ halfspace = xy.intersects(mAabb);
}
if (halfspace == Mf::Plane::POSITIVE)
{
Mf::Plane xz = aabb.getPlaneXZ();
- halfspace = xz.intersects(sphere_);
+ halfspace = xz.intersects(mSphere);
if (halfspace == Mf::Plane::INTERSECT)
{
- halfspace = xz.intersects(aabb_);
+ halfspace = xz.intersects(mAabb);
}
if (halfspace == Mf::Plane::POSITIVE)
{
Mf::Plane yz = aabb.getPlaneYZ();
- halfspace = yz.intersects(sphere_);
+ halfspace = yz.intersects(mSphere);
if (halfspace == Mf::Plane::INTERSECT)
{
- halfspace = yz.intersects(aabb_);
+ halfspace = yz.intersects(mAabb);
}
if (halfspace == Mf::Plane::POSITIVE)
else if (halfspace == Mf::Plane::NEGATIVE)
{
Mf::Plane yz = aabb.getPlaneYZ();
- halfspace = yz.intersects(sphere_);
+ halfspace = yz.intersects(mSphere);
if (halfspace == Mf::Plane::INTERSECT)
{
- halfspace = yz.intersects(aabb_);
+ halfspace = yz.intersects(mAabb);
}
if (halfspace == Mf::Plane::POSITIVE)
else if (halfspace == Mf::Plane::NEGATIVE)
{
Mf::Plane xz = aabb.getPlaneXZ();
- halfspace = xz.intersects(sphere_);
+ halfspace = xz.intersects(mSphere);
if (halfspace == Mf::Plane::INTERSECT)
{
- halfspace = xz.intersects(aabb_);
+ halfspace = xz.intersects(mAabb);
}
if (halfspace == Mf::Plane::POSITIVE)
{
Mf::Plane yz = aabb.getPlaneYZ();
- halfspace = yz.intersects(sphere_);
+ halfspace = yz.intersects(mSphere);
if (halfspace == Mf::Plane::INTERSECT)
{
- halfspace = yz.intersects(aabb_);
+ halfspace = yz.intersects(mAabb);
}
if (halfspace == Mf::Plane::POSITIVE)
else if (halfspace == Mf::Plane::NEGATIVE)
{
Mf::Plane yz = aabb.getPlaneYZ();
- halfspace = yz.intersects(sphere_);
+ halfspace = yz.intersects(mSphere);
if (halfspace == Mf::Plane::INTERSECT)
{
- halfspace = yz.intersects(aabb_);
+ halfspace = yz.intersects(mAabb);
}
if (halfspace == Mf::Plane::POSITIVE)