#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)
{
+ 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(WindResistenceForce());
+ current.forces.push_back(Mf::LinearState<2>::GravityForce(-2000.0));
// starting position
current.position = Mf::Vector2(64.0, 64.0);
{
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);
+
+ //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) 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();
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);