]> Dogcows Code - chaz/yoink/blobdiff - src/Character.cc
preliminary cleanup of character class
[chaz/yoink] / src / Character.cc
index accad6512ecc4e0ffc185a528bbc495b13a423f6..a29e63d792fd50d17935f6dc1d3bb82067cc2903 100644 (file)
 #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);
+       current.force = Mf::Vector2(0.0, 000.0);
+       current.forces.push_back(SpringForce(Mf::Vector2(500.0, 200.0)));
+       current.forces.push_back(ResistanceForce(4.0));
+       current.forces.push_back(Mf::LinearState<2>::GravityForce(-2000.0));
 
        // starting position
        current.position = Mf::Vector2(64.0, 64.0);
@@ -55,53 +102,54 @@ void Character::update(Mf::Scalar t, Mf::Scalar dt)
 {
        previous = current;
 
-       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();
+       //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);
+       //Mf::euler<State,Derivative>(current, t, dt);
 
-       animation_.update(t, dt);
+       current.integrate(t, dt);
+       animation.update(t, dt);
 }
 
 
 void Character::draw(Mf::Scalar alpha) const
 {
-       State state = cml::lerp(previous, current, alpha);
+       Mf::Vector2 position = cml::lerp(previous.position, current.position, alpha);
 
        //glColor3f(1.0f, 1.0f, 1.0f);
-       tilemap_.bind();
+       tilemap.bind();
 
-       Mf::Tilemap::Index frame = animation_.getFrame();
+       Tilemap::Index frame = animation.getFrame();
 
-       Mf::Tilemap::Orientation orientation = Mf::Tilemap::NORMAL;
+       Tilemap::Orientation orientation = Tilemap::NORMAL;
 
-       if (current.velocity[0] < 0.0) orientation = Mf::Tilemap::REVERSE;
+       if (current.velocity[0] < 0.0) orientation = Tilemap::REVERSE;
 
        Mf::Scalar coords[8];
-       tilemap_.getTileCoords(frame, coords, orientation);
+       tilemap.getTileCoords(frame, coords, orientation);
 
        Mf::Scalar s = 16.0;
 
        glBegin(GL_TRIANGLE_FAN);
                glTexCoord2f(coords[0], coords[1]);
-               glVertex3(state.position[0]-s, state.position[1]-s, z);
+               glVertex3(position[0]-s, position[1]-s, z);
                glTexCoord2f(coords[2], coords[3]);
-               glVertex3(state.position[0]+s, state.position[1]-s, z);
+               glVertex3(position[0]+s, position[1]-s, z);
                glTexCoord2f(coords[4], coords[5]);
-               glVertex3(state.position[0]+s, state.position[1]+s, z);
+               glVertex3(position[0]+s, position[1]+s, z);
                glTexCoord2f(coords[6], coords[7]);
-               glVertex3(state.position[0]-s, state.position[1]+s, z);
+               glVertex3(position[0]-s, position[1]+s, z);
        glEnd();
 
        //glColor3f(0.0f, 0.0f, 0.0f);
@@ -117,16 +165,5 @@ void Character::draw(Mf::Scalar alpha) const
 }
 
 
-Mf::Tilemap& Character::getTilemap()
-{
-       return tilemap_;
-}
-
-Mf::Animation& Character::getAnimation()
-{
-       return animation_;
-}
-
-
 /** vim: set ts=4 sw=4 tw=80: *************************************************/
 
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