*******************************************************************************/
+#include <iostream>
+
#include "Character.hh"
+#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 WindResistenceForce
+{
+ const Mf::Vector2& operator () (const Mf::LinearState<2>& state)
+ {
+ force = -2.0 * state.velocity;
+ return force;
+ }
+
+private:
+
+ Mf::Vector2 force;
+};
+
+
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, 000.0);
+ current.forces.push_back(SpringForce(Mf::Vector2(500.0, 200.0)));
+ current.forces.push_back(WindResistenceForce());
+ current.forces.push_back(Mf::LinearState<2>::GravityForce(-2000.0));
+
+ // starting position
+ current.position = Mf::Vector2(64.0, 64.0);
+ current.momentum = Mf::Vector2(0.0, 0.0);
+ current.recalculate();
+
+ previous = current;
+}
-Character::~Character()
+
+void Character::update(Mf::Scalar t, Mf::Scalar dt)
{
- //delete texture;
- //delete anim;
+ 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();
+ //std::cout << "force: " << current.momentum << std::endl;
+
+ //Mf::euler<State,Derivative>(current, t, dt);
+
+ //current.force = Mf::Vector2(0.0, -2000.0);
+ current.force = userForce;
+ current.integrate(t, dt);
+
+ animation_.update(t, dt);
}
-void Character::draw(Mf::Scalar alpha) {}
+void Character::draw(Mf::Scalar alpha) const
+{
+ Mf::Vector2 position = cml::lerp(previous.position, current.position, alpha);
+
+ //glColor3f(1.0f, 1.0f, 1.0f);
+ tilemap_.bind();
+
+ Mf::Tilemap::Index frame = animation_.getFrame();
+
+ Mf::Tilemap::Orientation orientation = Mf::Tilemap::NORMAL;
+
+ if (current.velocity[0] < 0.0) orientation = Mf::Tilemap::REVERSE;
+
+ Mf::Scalar coords[8];
+ tilemap_.getTileCoords(frame, coords, orientation);
+
+ Mf::Scalar s = 16.0;
+
+ glBegin(GL_TRIANGLE_FAN);
+ glTexCoord2f(coords[0], coords[1]);
+ glVertex3(position[0]-s, position[1]-s, z);
+ glTexCoord2f(coords[2], coords[3]);
+ glVertex3(position[0]+s, position[1]-s, z);
+ glTexCoord2f(coords[4], coords[5]);
+ glVertex3(position[0]+s, position[1]+s, z);
+ glTexCoord2f(coords[6], coords[7]);
+ glVertex3(position[0]-s, position[1]+s, z);
+ glEnd();
+
+ //glColor3f(0.0f, 0.0f, 0.0f);
+ Mf::Texture::resetBind();
+
+ glBegin(GL_TRIANGLES);
+ glVertex3(480.0, 190.0, 64.0);
+ glVertex3(520.0, 190.0, 64.0);
+ glVertex3(500.0, 210.0, 64.0);
+ glEnd();
+
+ //glColor3f(1.0f, 1.0f, 1.0f);
+}
+
Mf::Tilemap& Character::getTilemap()
{
- return tilemap;
+ return tilemap_;
}
Mf::Animation& Character::getAnimation()
{
- return animation;
+ return animation_;
}