X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FCharacter.cc;h=840099c8fcd97cd1cffb17d7a9010a635d0c383f;hp=f12ed5f2d88f66935f5b3923fd0d1f7b57632f9e;hb=ed5fcf5f1357fc42749408f705e9ec55531ff006;hpb=a31d65a998121df0651c57bfb68782e2a07d2e2f diff --git a/src/Character.cc b/src/Character.cc index f12ed5f..840099c 100644 --- a/src/Character.cc +++ b/src/Character.cc @@ -1,30 +1,13 @@ -/******************************************************************************* - - Copyright (c) 2009, Charles McGarvey - All rights reserved. - - Redistribution and use in source and binary forms, with or without - modification, are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, - this list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - - THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" - AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE - IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE - FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL - DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR - SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER - CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, - OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE - OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - -*******************************************************************************/ +/*] Copyright (c) 2009-2010, Charles McGarvey [************************** +**] All rights reserved. +* +* vi:ts=4 sw=4 tw=75 +* +* Distributable under the terms and conditions of the 2-clause BSD license; +* see the file COPYING for a complete text of the license. +* +**************************************************************************/ #include @@ -32,8 +15,10 @@ #include "Log.hh" -struct SpringForce +class SpringForce { +public: + explicit SpringForce(Mf::Vector2 x) : location(x) {} @@ -41,11 +26,11 @@ struct SpringForce { Mf::Vector2 x = state.position - location; Mf::Scalar mag = x.length(); - Mf::Scalar d = 50.0; + Mf::Scalar d = 0.0; // spring: //mState.force += -15.0 * x - 1.5 * mState.velocity; - force = SCALAR(-10.0) * (mag - d) * (x / mag) - 2.0 * state.velocity; + force = SCALAR(-10.0) * (mag - d) * (x / mag);// - SCALAR(2.0) * state.velocity; return force; } @@ -56,8 +41,10 @@ private: Mf::Vector2 location; }; -struct ResistanceForce +class ResistanceForce { +public: + explicit ResistanceForce(Mf::Scalar scale = 1.0) : k(scale) {} @@ -85,12 +72,12 @@ Character::Character(const std::string& name) : // 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(-100.0)); + //mState.forces.push_back(SpringForce(Mf::Vector2(5.0, 4.0))); + //mState.forces.push_back(ResistanceForce(2.0)); + //mState.forces.push_back(Mf::LinearState<2>::GravityForce(-9.8)); // starting position - mState.position = Mf::Vector2(64.0, 64.0); + mState.position = Mf::Vector2(5.0, 5.0); mState.momentum = Mf::Vector2(0.0, 0.0); mState.recalculate(); @@ -104,9 +91,9 @@ void Character::update(Mf::Scalar t, Mf::Scalar dt) animation.update(t, dt); - 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); + Mf::Vector3 center(mState.position[0], mState.position[1], 0.0); + Mf::Vector3 a(mState.position[0] - 0.5, mState.position[1] - 0.5, 0.0); + Mf::Vector3 b(mState.position[0] + 0.5, mState.position[1] + 0.5, 0.0); mAabb.init(a, b); mSphere.init(center, a); @@ -115,49 +102,36 @@ void Character::update(Mf::Scalar t, Mf::Scalar dt) void Character::draw(Mf::Scalar alpha) const { - //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(); + Mf::Texture::TileIndex frame = animation.getFrame(); + Mf::Texture::Orientation orientation = Mf::Texture::NORMAL; - Tilemap::Orientation orientation = Tilemap::NORMAL; - - if (mState.velocity[0] < 0.0) orientation = Tilemap::REVERSE; + if (mState.velocity[0] < 0.0) orientation = Mf::Texture::REVERSE; Mf::Scalar coords[8]; tilemap.getTileCoords(frame, coords, orientation); - Mf::Scalar s = 16.0; + Mf::Scalar s = 0.5; 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); + glTexCoord(coords[0], coords[1]); + glVertex(position[0]-s, position[1]-s); + glTexCoord(coords[2], coords[3]); + glVertex(position[0]+s, position[1]-s); + glTexCoord(coords[4], coords[5]); + glVertex(position[0]+s, position[1]+s); + glTexCoord(coords[6], coords[7]); + glVertex(position[0]-s, position[1]+s); glEnd(); - - //glColor3f(1.0f, 1.0f, 1.0f); } -int Character::getOctant(const Mf::Aabb& aabb) const +/*int Character::getOctant(const Mf::Aabb<3>& aabb) const { int octantNum = -1; @@ -265,7 +239,21 @@ int Character::getOctant(const Mf::Aabb& aabb) const return octantNum; } +*/ -/** vim: set ts=4 sw=4 tw=80: *************************************************/ +void Character::addImpulse(Mf::Vector2 impulse) +{ + mState.momentum += impulse; +} + +void Character::addForce(Mf::Vector2 force) +{ + mState.force += force; +} + +void Character::setPosition(Mf::Vector2 position) +{ + mState.position = position; +}