#include <boost/shared_ptr.hpp>
-#include <Moof/Animation.hh>
+#include <Moof/Aabb.hh>
#include <Moof/Entity.hh>
-#include <Moof/Event.hh>
#include <Moof/Math.hh>
-#include <Moof/RK4.hh>
-#include <Moof/Tilemap.hh>
+#include <Moof/RigidBody.hh>
+#include <Moof/Sphere.hh>
+#include "Animation.hh"
+#include "Tilemap.hh"
-struct Character;
+
+
+class Character;
typedef boost::shared_ptr<Character> CharacterP;
* includes the heroine herself and the bad guys.
*/
-struct Character : public Mf::Entity
+class Character : public Mf::RigidBody2
{
- struct Derivative
- {
- Mf::Vector2 velocity;
- Mf::Vector2 force;
-
- Derivative operator*(Mf::Scalar dt) const
- {
- Derivative derivative;
- derivative.velocity = dt * velocity;
- derivative.force = dt * force;
- return derivative;
- }
-
- Derivative operator+(const Derivative& other) const
- {
- Derivative derivative;
- derivative.velocity = velocity + other.velocity;
- derivative.force = force + other.force;
- return derivative;
- }
- };
-
- struct State
- {
- // primary
-
- Mf::Vector2 position;
- Mf::Vector2 momentum;
- Mf::Vector2 force;
-
- // secondary
-
- Mf::Vector2 velocity;
-
- // constant
-
- Mf::Scalar mass;
- Mf::Scalar inverseMass;
-
- void recalculate()
- {
- velocity = momentum * inverseMass;
- }
-
-
- void getDerivative(Derivative& derivative, Mf::Scalar t) const
- {
- //derivative.velocity = Mf::Vector2(0.0, 0.0);
- //derivative.force = Mf::Vector2(0.0, 0.0);
- derivative.velocity = velocity;
- derivative.force = force;
- }
-
- void applyDerivative(const Derivative& derivative, Mf::Scalar dt)
- {
- position += dt * derivative.velocity;
- momentum += dt * derivative.force;
- recalculate();
- }
-
- // these two operator overloads all using the state in generic
- // interpolator implementations
-
- State operator*(Mf::Scalar scalar) const
- {
- State state = *this;
- state.position *= scalar;
- state.momentum *= scalar;
- state.recalculate();
- return state;
- }
-
- State operator+(const State& state) const
- {
- State newState = *this;
- newState.position += state.position;
- newState.momentum += state.momentum;
- newState.recalculate();
- return newState;
- }
- };
-
- State previous;
- State current;
-
-
-private:
-
- static const Mf::Scalar z = 96.0;
-
- Mf::Tilemap tilemap_;
- Mf::Animation animation_;
-
- //void updateContainers();
-
-protected:
-
- Mf::Vector2 userForce;
-
public:
Character(const std::string& name);
virtual void update(Mf::Scalar t, Mf::Scalar dt);
virtual void draw(Mf::Scalar alpha) const;
- Mf::Tilemap& getTilemap();
- Mf::Animation& getAnimation();
-};
+ void addImpulse(Mf::Vector2 impulse);
+ void addForce(Mf::Vector2 force);
+ void setPosition(Mf::Vector2 position);
+ //virtual int getOctant(const Mf::Aabb<3>& aabb) const;
-//inline Character::State operator*(Mf::Scalar scalar,
- //const Character::State& state)
-//{
- //Character::State newState = state;
- //newState.position *= scalar;
- //newState.momentum *= scalar;
- //newState.recalculate();
- //return newState;
-//}
+ Tilemap tilemap;
+ Animation animation;
+};
#endif // _CHARACTER_HH_