Mf::Vector2 location;
};
-struct WindResistenceForce
+struct ResistanceForce
{
+ explicit ResistanceForce(Mf::Scalar scale = 1.0) :
+ k(scale) {}
+
const Mf::Vector2& operator () (const Mf::LinearState<2>& state)
{
- force = -2.0 * state.velocity;
+ force = -k * state.velocity;
return force;
}
private:
- Mf::Vector2 force;
+ Mf::Vector2 force;
+ Mf::Scalar k;
};
// gravity
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(ResistanceForce(4.0));
current.forces.push_back(Mf::LinearState<2>::GravityForce(-2000.0));
// starting position
//Mf::euler<State,Derivative>(current, t, dt);
- //current.force = Mf::Vector2(0.0, -2000.0);
- current.force = userForce;
current.integrate(t, dt);
-
animation.update(t, dt);
}
#include <boost/shared_ptr.hpp>
#include <Moof/Entity.hh>
-#include <Moof/Event.hh>
#include <Moof/Math.hh>
#include <Moof/RK4.hh>
struct Character : public Mf::Entity
{
- /*
- 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;
-
- //Mf::Vector2 x = position - Mf::Vector2(500.0, 200.0);
- //derivative.force += -15.0 * x - 1.5 * velocity;
- }
-
- 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;
- }
- };
-*/
-
- Mf::State2 previous;
- Mf::State2 current;
-
-
-private:
-
- static const Mf::Scalar z = 96.0;
-
protected:
Mf::Vector2 userForce;
}
case SDL_KEYUP:
- heroine->handleEvent(event);
- break;
+ return heroine->handleEvent(event);
case SDL_MOUSEMOTION:
case SDL_MOUSEBUTTONDOWN:
*******************************************************************************/
-#include <iostream>
-
#include "Heroine.hh"
#include "Log.hh"
Character("Heroine") {}
-void Heroine::handleEvent(const Mf::Event& event)
+bool Heroine::handleEvent(const Mf::Event& event)
{
- // really just for heroine...
-
Mf::Scalar force = 4000.0;
- 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);
-
switch (event.type)
{
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_a)
{
- userForce += left;
+ current.force += Mf::Vector2(-force, 0.0);
+ return true;
}
else if (event.key.keysym.sym == SDLK_d)
{
- userForce += right;
+ current.force += Mf::Vector2(force, 0.0);
+ return true;
}
else if (event.key.keysym.sym == SDLK_s)
{
- userForce += down;
+ current.force += Mf::Vector2(0.0, -force);
+ return true;
}
else if (event.key.keysym.sym == SDLK_w)
{
- userForce += up;
+ current.force += Mf::Vector2(0.0, force);
+ return true;
}
- break;
case SDL_KEYUP:
if (event.key.keysym.sym == SDLK_a)
{
- userForce -= left;
+ current.force += Mf::Vector2(force, 0.0);
+ return true;
}
else if (event.key.keysym.sym == SDLK_d)
{
- userForce -= right;
+ current.force += Mf::Vector2(-force, 0.0);
+ return true;
}
else if (event.key.keysym.sym == SDLK_s)
{
- userForce -= down;
+ current.force += Mf::Vector2(0.0, force);
+ return true;
}
else if (event.key.keysym.sym == SDLK_w)
{
- userForce -= up;
+ current.force += Mf::Vector2(0.0, -force);
+ return true;
}
- break;
}
-
- //Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]);
- //std::cerr << "current force: " << current.force << std::endl;
+ return false;
}
return HeroineP(new Heroine);
}
- void handleEvent(const Mf::Event& event);
+ bool handleEvent(const Mf::Event& event);
};
Vector velocity;
// user
- //
+
Vector force;
std::vector<ForceFunction> forces;