X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FCharacter.cc;h=3022c31acc7f1f9d2d060c10dc917ae7a0327924;hp=873f9e13c74db5a2103ddb893d27af2ac010f9b1;hb=2d77fb5fb3480f522658f30af6addd5146530517;hpb=5fa5f117f28922a7e539a432367960c1a61f837d diff --git a/src/Character.cc b/src/Character.cc index 873f9e1..3022c31 100644 --- a/src/Character.cc +++ b/src/Character.cc @@ -26,144 +26,258 @@ *******************************************************************************/ +#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) + tilemap(name), + animation(name) { - current.mass = 1.0; - current.inverseMass = 1.0 / current.mass; + mState.init(); - current.force = Mf::Vector2(0.0, -120.0); + mState.mass = 1.0; + mState.inverseMass = 1.0 / mState.mass; - current.position = Mf::Vector2(64.0, 64.0); - current.momentum = Mf::Vector2(0.0, 0.0); - current.recalculate(); + // 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)); - previous = current; + // starting position + mState.position = Mf::Vector2(5.0, 5.0); + mState.momentum = Mf::Vector2(0.0, 0.0); + mState.recalculate(); - updateContainers(); + mPrevState = mState; } -Character::~Character() + +void Character::update(Mf::Scalar t, Mf::Scalar dt) { - //delete texture; - //delete anim; + 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::update(Mf::Scalar t, Mf::Scalar dt) +void Character::draw(Mf::Scalar alpha) const { - previous = current; - Mf::integrate(current, t, dt); + //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; - animation_.update(t, dt); + if (mState.velocity[0] < 0.0) orientation = Tilemap::REVERSE; - updateContainers(); + Mf::Scalar coords[8]; + tilemap.getTileCoords(frame, coords, orientation); + + Mf::Scalar s = 0.5; + + glBegin(GL_TRIANGLE_FAN); + glTexCoord(coords[0], coords[1]); + glVertex(position[0]-s, position[1]-s, mZCoord); + glTexCoord(coords[2], coords[3]); + glVertex(position[0]+s, position[1]-s, mZCoord); + glTexCoord(coords[4], coords[5]); + glVertex(position[0]+s, position[1]+s, mZCoord); + glTexCoord(coords[6], coords[7]); + glVertex(position[0]-s, position[1]+s, mZCoord); + glEnd(); } -void Character::updateContainers() +void Character::setZCoord(Mf::Scalar z) { - aabb_.init(Mf::Vector3(current.position[0]-16.0, current.position[1]-16.0, z), - Mf::Vector3(current.position[0]+16.0, current.position[1]+16.0, z)); - sphere_.point = Mf::Vector3(current.position[0], current.position[1], z); - sphere_.radius = (aabb_.min - sphere_.point).length(); + mZCoord = z; } -void Character::handleEvent(const Mf::Event& event) + +int Character::getOctant(const Mf::Aabb<3>& aabb) const { - // really just for heroine... - - Mf::Scalar force = 500.0; - - Mf::Vector2 left = Mf::Vector2(-force, 0.0); - Mf::Vector2 right = Mf::Vector2(force, 0.0); - Mf::Vector2 down = Mf::Vector2(0.0, -force); - Mf::Vector2 up = Mf::Vector2(0.0, force); + int octantNum = -1; + + Mf::Plane::Halfspace halfspace; - switch (event.type) + Mf::Plane xy = aabb.getPlaneXY(); + halfspace = xy.intersects(mSphere); + if (halfspace == Mf::Plane::INTERSECT) { - case SDL_KEYDOWN: - if (event.key.keysym.sym == SDLK_a) + 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) { - current.force += left; + halfspace = yz.intersects(mAabb); } - else if (event.key.keysym.sym == SDLK_d) + + if (halfspace == Mf::Plane::POSITIVE) { - current.force += right; + octantNum = 2; } - else if (event.key.keysym.sym == SDLK_s) + else if (halfspace == Mf::Plane::NEGATIVE) { - current.force += down; + octantNum = 3; } - else if (event.key.keysym.sym == SDLK_w) + } + else if (halfspace == Mf::Plane::NEGATIVE) + { + Mf::Plane yz = aabb.getPlaneYZ(); + halfspace = yz.intersects(mSphere); + if (halfspace == Mf::Plane::INTERSECT) { - current.force += up; + halfspace = yz.intersects(mAabb); } - break; - case SDL_KEYUP: - if (event.key.keysym.sym == SDLK_a) + if (halfspace == Mf::Plane::POSITIVE) { - current.force -= left; + octantNum = 1; } - else if (event.key.keysym.sym == SDLK_d) + else if (halfspace == Mf::Plane::NEGATIVE) { - current.force -= right; + octantNum = 0; } - else if (event.key.keysym.sym == SDLK_s) + } + } + 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) { - current.force -= down; + octantNum = 6; } - else if (event.key.keysym.sym == SDLK_w) + else if (halfspace == Mf::Plane::NEGATIVE) { - current.force -= up; + octantNum = 7; } - break; + } + 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; + } + } } - Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]); + return octantNum; } -void Character::draw(Mf::Scalar alpha) const +void Character::addImpulse(Mf::Vector2 impulse) { - State state = cml::lerp(previous, current, alpha); - - glColor3f(1.0f, 1.0f, 1.0f); - tilemap_.bind(); - - Mf::Tilemap::Index frame = animation_.getFrame(); - - Mf::Scalar coords[8]; - tilemap_.getTileCoords(frame, coords); - - Mf::Scalar s = 16.0; - - glBegin(GL_QUADS); - glTexCoord2f(coords[0], coords[1]); - glVertex3(state.position[0]-s, state.position[1]-s, z); - glTexCoord2f(coords[2], coords[3]); - glVertex3(state.position[0]+s, state.position[1]-s, z); - glTexCoord2f(coords[4], coords[5]); - glVertex3(state.position[0]+s, state.position[1]+s, z); - glTexCoord2f(coords[6], coords[7]); - glVertex3(state.position[0]-s, state.position[1]+s, z); - glEnd(); + mState.momentum += impulse; } - -Mf::Tilemap& Character::getTilemap() +void Character::addForce(Mf::Vector2 force) { - return tilemap_; + mState.force += force; } -Mf::Animation& Character::getAnimation() +void Character::setPosition(Mf::Vector2 position) { - return animation_; + mState.position = position; }