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Dogcows Code - chaz/yoink/blob - Character.cc
7110449e0f5a2019cb36f74b6dd61c7534f7399e
2 /*******************************************************************************
4 Copyright (c) 2009, Charles McGarvey
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
10 * Redistributions of source code must retain the above copyright notice,
11 this list of conditions and the following disclaimer.
12 * Redistributions in binary form must reproduce the above copyright notice,
13 this list of conditions and the following disclaimer in the documentation
14 and/or other materials provided with the distribution.
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
20 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
21 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
22 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
23 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
24 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 *******************************************************************************/
31 #include "Character.hh"
39 explicit SpringForce(Mf::Vector2 x
) :
42 const Mf::Vector2
& operator () (const Mf::LinearState
<2>& state
)
44 Mf::Vector2 x
= state
.position
- location
;
45 Mf::Scalar mag
= x
.length();
49 //mState.force += -15.0 * x - 1.5 * mState.velocity;
50 force
= SCALAR(-10.0) * (mag
- d
) * (x
/ mag
) - 2.0 * state
.velocity
;
65 explicit ResistanceForce(Mf::Scalar scale
= 1.0) :
68 const Mf::Vector2
& operator () (const Mf::LinearState
<2>& state
)
70 force
= -k
* state
.velocity
;
81 Character::Character(const std::string
& name
) :
88 mState
.inverseMass
= 1.0 / mState
.mass
;
91 mState
.force
= Mf::Vector2(0.0, 0.0);
92 //mState.forces.push_back(SpringForce(Mf::Vector2(500.0, 200.0)));
93 mState
.forces
.push_back(ResistanceForce(2.0));
94 //mState.forces.push_back(Mf::LinearState<2>::GravityForce(-400.0));
97 mState
.position
= Mf::Vector2(5.0, 5.0);
98 mState
.momentum
= Mf::Vector2(0.0, 0.0);
105 void Character::update(Mf::Scalar t
, Mf::Scalar dt
)
107 Mf::RigidBody2::update(t
, dt
); // update physics
109 animation
.update(t
, dt
);
111 Mf::Vector3
center(mState
.position
[0], mState
.position
[1], mZCoord
);
112 Mf::Vector3
a(mState
.position
[0] - 0.5, mState
.position
[1] - 0.5, mZCoord
);
113 Mf::Vector3
b(mState
.position
[0] + 0.5, mState
.position
[1] + 0.5, mZCoord
);
116 mSphere
.init(center
, a
);
120 void Character::draw(Mf::Scalar alpha
) const
122 //Mf::Vector2 position = cml::lerp(mPrevState.position, mState.position, alpha);
123 Mf::State2 state
= getState(alpha
);
124 Mf::Vector2 position
= state
.position
;
126 //glColor3f(1.0f, 1.0f, 1.0f);
129 Tilemap::Index frame
= animation
.getFrame();
131 Tilemap::Orientation orientation
= Tilemap::NORMAL
;
133 if (mState
.velocity
[0] < 0.0) orientation
= Tilemap::REVERSE
;
135 Mf::Scalar coords
[8];
136 tilemap
.getTileCoords(frame
, coords
, orientation
);
140 glBegin(GL_TRIANGLE_FAN
);
141 glTexCoord2f(coords
[0], coords
[1]);
142 glVertex3(position
[0]-s
, position
[1]-s
, mZCoord
);
143 glTexCoord2f(coords
[2], coords
[3]);
144 glVertex3(position
[0]+s
, position
[1]-s
, mZCoord
);
145 glTexCoord2f(coords
[4], coords
[5]);
146 glVertex3(position
[0]+s
, position
[1]+s
, mZCoord
);
147 glTexCoord2f(coords
[6], coords
[7]);
148 glVertex3(position
[0]-s
, position
[1]+s
, mZCoord
);
152 void Character::setZCoord(Mf::Scalar z
)
158 int Character::getOctant(const Mf::Aabb
& aabb
) const
162 Mf::Plane::Halfspace halfspace
;
164 Mf::Plane xy
= aabb
.getPlaneXY();
165 halfspace
= xy
.intersects(mSphere
);
166 if (halfspace
== Mf::Plane::INTERSECT
)
168 halfspace
= xy
.intersects(mAabb
);
171 if (halfspace
== Mf::Plane::POSITIVE
)
173 Mf::Plane xz
= aabb
.getPlaneXZ();
174 halfspace
= xz
.intersects(mSphere
);
175 if (halfspace
== Mf::Plane::INTERSECT
)
177 halfspace
= xz
.intersects(mAabb
);
180 if (halfspace
== Mf::Plane::POSITIVE
)
182 Mf::Plane yz
= aabb
.getPlaneYZ();
183 halfspace
= yz
.intersects(mSphere
);
184 if (halfspace
== Mf::Plane::INTERSECT
)
186 halfspace
= yz
.intersects(mAabb
);
189 if (halfspace
== Mf::Plane::POSITIVE
)
193 else if (halfspace
== Mf::Plane::NEGATIVE
)
198 else if (halfspace
== Mf::Plane::NEGATIVE
)
200 Mf::Plane yz
= aabb
.getPlaneYZ();
201 halfspace
= yz
.intersects(mSphere
);
202 if (halfspace
== Mf::Plane::INTERSECT
)
204 halfspace
= yz
.intersects(mAabb
);
207 if (halfspace
== Mf::Plane::POSITIVE
)
211 else if (halfspace
== Mf::Plane::NEGATIVE
)
217 else if (halfspace
== Mf::Plane::NEGATIVE
)
219 Mf::Plane xz
= aabb
.getPlaneXZ();
220 halfspace
= xz
.intersects(mSphere
);
221 if (halfspace
== Mf::Plane::INTERSECT
)
223 halfspace
= xz
.intersects(mAabb
);
226 if (halfspace
== Mf::Plane::POSITIVE
)
228 Mf::Plane yz
= aabb
.getPlaneYZ();
229 halfspace
= yz
.intersects(mSphere
);
230 if (halfspace
== Mf::Plane::INTERSECT
)
232 halfspace
= yz
.intersects(mAabb
);
235 if (halfspace
== Mf::Plane::POSITIVE
)
239 else if (halfspace
== Mf::Plane::NEGATIVE
)
244 else if (halfspace
== Mf::Plane::NEGATIVE
)
246 Mf::Plane yz
= aabb
.getPlaneYZ();
247 halfspace
= yz
.intersects(mSphere
);
248 if (halfspace
== Mf::Plane::INTERSECT
)
250 halfspace
= yz
.intersects(mAabb
);
253 if (halfspace
== Mf::Plane::POSITIVE
)
257 else if (halfspace
== Mf::Plane::NEGATIVE
)
268 void Character::addImpulse(Mf::Vector2 impulse
)
270 mState
.momentum
+= impulse
;
273 void Character::addForce(Mf::Vector2 force
)
275 mState
.force
+= force
;
278 void Character::setPosition(Mf::Vector2 position
)
280 mState
.position
= position
;
284 /** vim: set ts=4 sw=4 tw=80: *************************************************/
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