X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FCharacter.cc;h=a29e63d792fd50d17935f6dc1d3bb82067cc2903;hp=4ce11052274d0a0d9a23e378e3f5d7302ebd729a;hb=bc2bc12125d6c223d2935557e01926fe21166e38;hpb=df541170776dc4ac4f241ca480812bd70bcb6eca diff --git a/src/Character.cc b/src/Character.cc index 4ce1105..a29e63d 100644 --- a/src/Character.cc +++ b/src/Character.cc @@ -32,15 +32,62 @@ #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); @@ -48,8 +95,6 @@ Character::Character(const std::string& name) : current.recalculate(); previous = current; - - updateContainers(); } @@ -57,129 +102,66 @@ void Character::update(Mf::Scalar t, Mf::Scalar dt) { previous = current; - Mf::Scalar epsilon = 100.0; + //Mf::Vector2 x = current.position - Mf::Vector2(500.0, 200.0); + //Mf::Scalar mag = x.length(); + //Mf::Scalar d = 50.0; - //current.momentum = Mf::Vector2(0.0, -120.0); - current.momentum = -5 * (current.position - Mf::Vector2(500.0, 200.0)) - - 2.0 * current.velocity; - current.recalculate(); - std::cout << "force: " << current.momentum << std::endl; + //// 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; - //if (std::abs(current.force[0]) < epsilon && std::abs(current.force[1]) < epsilon && - //std::abs(current.velocity[0]) < epsilon && std::abs(current.velocity[1]) < epsilon) - //{ - //current.force = Mf::Vector2(0.0, 0.0); - //current.velocity = Mf::Vector2(0.0, 0.0); - //current.momentum = Mf::Vector2(0.0, 0.0); - //} + //Mf::euler(current, t, dt); - Mf::integrate(current, t, dt); - - animation_.update(t, dt); - - updateContainers(); + current.integrate(t, dt); + animation.update(t, dt); } -void Character::updateContainers() -{ - 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(); -} -void Character::handleEvent(const Mf::Event& event) +void Character::draw(Mf::Scalar alpha) 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); + Mf::Vector2 position = cml::lerp(previous.position, current.position, alpha); - switch (event.type) - { - case SDL_KEYDOWN: - if (event.key.keysym.sym == SDLK_a) - { - current.force += left; - } - else if (event.key.keysym.sym == SDLK_d) - { - current.force += right; - } - else if (event.key.keysym.sym == SDLK_s) - { - current.force += down; - } - else if (event.key.keysym.sym == SDLK_w) - { - current.force += up; - } - break; - - case SDL_KEYUP: - if (event.key.keysym.sym == SDLK_a) - { - current.force -= left; - } - else if (event.key.keysym.sym == SDLK_d) - { - current.force -= right; - } - else if (event.key.keysym.sym == SDLK_s) - { - current.force -= down; - } - else if (event.key.keysym.sym == SDLK_w) - { - current.force -= up; - } - break; - } + //glColor3f(1.0f, 1.0f, 1.0f); + tilemap.bind(); - //Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]); - //std::cerr << "current force: " << current.force << std::endl; -} + Tilemap::Index frame = animation.getFrame(); + Tilemap::Orientation orientation = Tilemap::NORMAL; -void Character::draw(Mf::Scalar alpha) const -{ - State state = cml::lerp(previous, current, alpha); - - glColor3f(1.0f, 1.0f, 1.0f); - tilemap_.bind(); - - Mf::Tilemap::Index frame = animation_.getFrame(); + if (current.velocity[0] < 0.0) orientation = Tilemap::REVERSE; Mf::Scalar coords[8]; - tilemap_.getTileCoords(frame, coords); + 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); + Mf::Texture::resetBind(); -Mf::Tilemap& Character::getTilemap() -{ - return tilemap_; -} + 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(); -Mf::Animation& Character::getAnimation() -{ - return animation_; + //glColor3f(1.0f, 1.0f, 1.0f); }