X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FCharacter.cc;h=ffecfd5b8c5db2c2c82c3e4cc478c00d718f3fed;hp=8e5a4c65e7437ca4f80a8614a8b17c5f1c087454;hb=fcb40aa40c6a13ca0e0962b35973ac4574779574;hpb=a4debfe4a5f5d339410788971b698ba00cb7f09c diff --git a/src/Character.cc b/src/Character.cc index 8e5a4c6..ffecfd5 100644 --- a/src/Character.cc +++ b/src/Character.cc @@ -32,15 +32,58 @@ #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); @@ -48,8 +91,6 @@ Character::Character(const std::string& name) : current.recalculate(); previous = current; - - //updateContainers(); } @@ -57,36 +98,33 @@ void Character::update(Mf::Scalar t, Mf::Scalar dt) { previous = current; - Mf::Vector2 x = current.position - Mf::Vector2(500.0, 200.0); - Mf::Scalar mag = x.length(); - Mf::Scalar d = 50.0; - - current.force = Mf::Vector2(0.0, -2000.0); - //current.force += -15.0 * x - 1.5 * current.velocity; - current.force += -20.0 * (mag - d) * (x / mag) - 2.0 * current.velocity; - 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::integrate(current, t, dt); + //Mf::euler(current, t, dt); - animation_.update(t, dt); + //current.force = Mf::Vector2(0.0, -2000.0); + current.force = userForce; + current.integrate(t, dt); - //updateContainers(); + 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::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(); @@ -104,13 +142,13 @@ void Character::draw(Mf::Scalar alpha) const 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);