#include "Log.hh"
-struct SpringForce
+class SpringForce
{
+public:
+
explicit SpringForce(Mf::Vector2 x) :
location(x) {}
Mf::Vector2 location;
};
-struct ResistanceForce
+class ResistanceForce
{
+public:
+
explicit ResistanceForce(Mf::Scalar scale = 1.0) :
k(scale) {}
Character::Character(const std::string& name) :
- tilemap(name),
+ tilemap("Particles"),
animation(name)
{
mState.init();
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(Mf::LinearState<2>::GravityForce(-400.0));
// 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();
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);
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;
return octantNum;
}
+*/
+
+
+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;
+}
/** vim: set ts=4 sw=4 tw=80: *************************************************/