src/proto2/Physics.cc
author nireco
Mon, 01 Dec 2008 23:51:18 +0000
changeset 171 05f1c957e776
parent 170 fe74105c07ea
child 172 51b470384ad9
permissions -rw-r--r--
nothing really new
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#include "Physics.hh"
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#include "Engine.hh"
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#include "GameState.hh"
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#include "Terrain.hh"
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#include <algorithm>
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#include <functional>
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#include <cmath>
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#include <assert.h>
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PhysicsWorld::PhysicsWorld (Vector gravity, Vector dimensions)
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    : Terrain(1337), tick_timer(PHYSICS_TICK_MS), tick_counter(0), dimensions(dimensions),
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      gravity(gravity) {
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    slots.connect(tick_timer.sig_timer(), this, &PhysicsWorld::tick);
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    tick_timer.enable();
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}
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void PhysicsWorld::addObject (PhysicsObject *object) {
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    objects.push_back(object);
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}
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void PhysicsWorld::tick () {
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    //    Engine::log(DEBUG, "physics.apply_force") << "*tick*";
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    for (std::vector<PhysicsObject*>::iterator i = objects.begin(); i != objects.end(); i++) {
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        (*i)->tick(); 
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    }
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    tick_counter++;
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}
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uint32_t PhysicsWorld::getTick (void) {
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    return tick_counter;
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}
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PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, 
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                              Vector position, Vector velocity)
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    : world(world), position(position), velocity(velocity),
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      mass(mass), inAir(true), aim(0), facingRight(true) {
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    // TODO: Is thir the right way to do this?
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    world.addObject(this);
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}
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Vector PhysicsObject::walk (bool right) {
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    float deltaX = right ? 1 : -1;
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    Vector reached = this->position;
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    if(!possibleLocation(position+Vector(deltaX, 0))) {
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        for(int i = 1; i < 3; i++) {
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            if(possibleLocation(position+Vector(deltaX, -i))) {
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                reached = position+Vector(deltaX, -i);
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                break;
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            }
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        }
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    } else {
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       for(int i = 0; i < 3; i++) {
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            if(possibleLocation(position+Vector(deltaX, i))) {
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                reached = position+Vector(deltaX, i);
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            } else {
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                break;
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            }
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        }
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    }
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    return reached;
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}
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/**
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 * Makes the player jump in the air.
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 * @param direction -1: jump left, 0: jump up, 1: jump right
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 */
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void PhysicsObject::jump (int direction) {
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    // Jump only if player is "on the ground"
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    if (!this->inAir) {
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 	    velocity.y = -100;
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        switch (direction) {
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            case 1:
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                velocity.x += 20;
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                break;
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            case -1:
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                velocity.x -= 20;
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                break;
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            case 0:
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                break;
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            default:
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                throw std::logic_error("Invalid jump direction");
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        }
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	    inAir = true;
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    }
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}
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bool PhysicsObject::possibleLocation (Vector loc) {
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    for(unsigned int i = 0; i < this->shape.size(); i++) {
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        if(world.getType(loc+shape[i]) != EMPTY)
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            return false;
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    }
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    return true;
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}
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/**
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 * Updates object speed and position. This function organises force
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 * integration and collision detection.
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 */   
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void PhysicsObject::updatePosition () {
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    // Add gravity to the force queue
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    forceq.push(world.gravity);
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    // Go trough every force in the queue
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    Force total;
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    while (!forceq.empty()) {
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        total += forceq.front();
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        forceq.pop();
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    }
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    // TODO: This is _ugly_ (but not so ugly as the last one I think)
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    // hack. I think we should handle walking from the collision
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    // detection code.
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    if (this->velocity.sqrLength() < PLAYER_MIN_SPEED * PLAYER_MIN_SPEED) {
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        this->inAir = !world.collides(this->position+shape[2]+Vector(0, 1));
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    }
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    if(!possibleLocation(position)) {
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        //if we are trapped in ground form dirtball or something
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        //we might want to just return and stuff velocity to some value
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//        return;
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    }
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    if (!this->inAir) {
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        if (total.x != 0)
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            this->position = walk(total.x > 0);
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        return; 
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        //total.x = 0;
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    }
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    Vector newPosition;
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    Vector velAfterTick;
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    integrate(total, PHYSICS_TICK_MS, newPosition, velAfterTick);
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    this->velocity = velAfterTick;
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    // Collision detection
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    bool collided = false;
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    const Vector diffVec = newPosition-position;
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    const Vector unitVector = diffVec / diffVec.length();
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    Vector reached = position;
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    while ((position-reached).sqrLength() < diffVec.sqrLength()) {
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        // Check if any of the shapes points collide
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        for (uint64_t i = 0; i < shape.size(); i++) {
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            if (world.getType(reached+shape[i]) != EMPTY) {  // Collision
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                if(i == 0) {
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                    Engine::log(DEBUG, "PhysicsObject.updatePosition ") << "i==0 and collision. It should be impossible -> logic error, someone threw us inside gound.";
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                }
154
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                if (inAir) {
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                    //                    Engine::log(DEBUG, "Here");
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                    this->bounce(world.getNormal(reached+shape[i], 
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                                                 reached-unitVector+shape[i]));
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                    //this->velocity *= COLLISION_ELASTICITY;
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                }
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                reached = reached - unitVector; // Return to last point
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                collided = true;
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a55eff68aac8 lost couple of useless sqrts
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   166
                if (this->velocity.sqrLength() < PLAYER_MIN_SPEED * PLAYER_MIN_SPEED) {
115
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                    this->inAir = false;
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                    this->velocity = Vector(0,0);
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   169
                }
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                break;
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   171
            }
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        }
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        if (collided)
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            break;
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        reached += unitVector;
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    }
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    // In case of some float error check the final coordinate
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    if(!collided) {
171
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        if(!possibleLocation(newPosition)) {
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            newPosition = reached;
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   184
        } else {
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            // This means everything was ok, so no need to do anything
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        }
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    } else {
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        newPosition = reached;
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        onCollision();
92
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        //this->velocity = Vector(0, 0);
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        //TODO: it shouldn't just stop on collision
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   192
    }
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    this->position = newPosition;
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//    Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Pos: " << this->position;
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}
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/**
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 * Bounces from straight wall in any direction.
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 * Direction given as normal of that wall
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 */
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void PhysicsObject::bounce (Vector normal) {
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    if (normal.length() != 0) {
154
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        // Engine::log(DEBUG, "PhysicsObject.bounce") << "Velocity: " << velocity;
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        Vector nvel = velocity;
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        //        Engine::log(DEBUG, "PhysicsObject.bounce") << "New Velocity: " << nvel;
160
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//        nvel = nvel - ((1+COLLISION_ELASTICITY)*((nvel*normal)/(normal*normal))*normal);
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        nvel = nvel - ((2)*((nvel*normal)/(normal*normal))*normal);
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//        Engine::log(DEBUG, "PhysicsObject.bounce") << "Projection: " << nvel;
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        velocity = nvel;
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        this->velocity *= COLLISION_ELASTICITY;
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    }
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}
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/**
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 * Integrates given force over time and stores new position to
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 * posAfterTick and new velocity to velAfterTick.
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 * @param force Force vector.
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 * @param dt The time the force is applied (<=PHYSICS_TICK_MS)
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 */
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void PhysicsObject::integrate(Force force, TimeMS dt, Vector &posAfterTick, Vector &velAfterTick) {
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    posAfterTick = position;
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    velAfterTick = velocity;
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    Derivative tmpd;
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   225
    Derivative k1 = evaluate(force, 0, tmpd, posAfterTick, velAfterTick);
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    Derivative k2 = evaluate(force, 0.5f*dt, k1, posAfterTick, velAfterTick);
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    Derivative k3 = evaluate(force, 0.5f*dt, k2, posAfterTick, velAfterTick);
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    Derivative k4 = evaluate(force, dt, k3, posAfterTick, velAfterTick);
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   229
    
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   230
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    const Vector dxdt = (k1.dx + (k2.dx + k3.dx) * 2.0f + k4.dx) * 1.0f/6.0f;
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    const Vector dvdt = (k1.dv + (k2.dv + k3.dv) * 2.0f + k4.dv) * 1.0f/6.0f;
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   233
    
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   234
    //    Engine::log(DEBUG, "PhysicsObject.integrate") << "Changes: "<< dxdt << " " << dvdt << " Time: " <<dt;
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   235
    posAfterTick = posAfterTick + (dxdt * dt)/1000;
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   236
    velAfterTick = velAfterTick + (dvdt * dt)/1000;
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   237
    //Engine::log(DEBUG, "PhysicsObject.integrate") << "velAfterTick: " << velAfterTick;
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a5b7499219a4 Some drafts
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   238
}
a5b7499219a4 Some drafts
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   239
169
71c5b12a2b3f Removed unnecessary PhysicsObject attribute posAfterTick and velAfterTick and made integrate to use references.
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   240
Derivative PhysicsObject::evaluate(Force force, TimeMS dt, Derivative &d, const Vector &posAfterTick, const Vector &velAfterTick) {
83
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   241
    Vector curPos = posAfterTick + (d.dx*dt)/1000;
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   242
    Vector curVel = velAfterTick + (d.dv*dt)/1000;
58
a53f5ad69500 "working" singleplayer
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   243
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   244
    Derivative out;
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   245
    out.dx = curVel;
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   246
    out.dv = acceleration(force);
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   247
    //Engine::log(DEBUG, "PhysicsObject.evaluate") << "Out.dx: " << out.dx;
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   248
    return out;
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   249
}
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   250
85
351cb6b69c04 Making things simpler. More to come soon.
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   251
Vector PhysicsObject::acceleration(const Force &force) {
83
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   252
    return (force/mass);
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   253
}
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   254
122
16a73ebca810 No warnings anymore, but well have to think about that applyForce
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diff changeset
   255
void PhysicsObject::applyForce (Force force) {
123
7efb63402b2b Documenting a little bit
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diff changeset
   256
    // Add applied force to the queue
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diff changeset
   257
    forceq.push(force);
44
b165c9a26b2e Physics implementation.
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   258
}
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   259
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void PhysicsObject::changeAim(float da) {
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   261
    this->aim += da;
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   262
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   263
    if (this->aim > PLAYER_AIM_MAX) this->aim = PLAYER_AIM_MAX;
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diff changeset
   264
    if (this->aim < PLAYER_AIM_MIN) this->aim = PLAYER_AIM_MIN;
109
   265
    //Engine::log(DEBUG, "PhysicsObject.changeAim") << "Player aim: " << this->aim;
108
1b93045a5b0a T?ht?in lis?tty, tosin se piirret??n tosi rumasti.
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diff changeset
   266
}
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diff changeset
   267
128
890ac82cdcc0 Documenting more, cleaning variables. This code needs some serious
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   268
void PhysicsObject::setFacing(bool facingRight) {
109
   269
    //Engine::log(DEBUG, "PhysicsObject.setFacing") << "Facing: " << right;
128
890ac82cdcc0 Documenting more, cleaning variables. This code needs some serious
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diff changeset
   270
    this->facingRight = facingRight;
108
1b93045a5b0a T?ht?in lis?tty, tosin se piirret??n tosi rumasti.
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diff changeset
   271
}
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diff changeset
   272
107
505bfa531496 send inAir attribute as part of NETWORK_PLAYER_POSITION...
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   273
void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir) {
47
87883096a882 It's like so cool.
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   274
    this->position = position;
87883096a882 It's like so cool.
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   275
    this->velocity = velocity;
107
505bfa531496 send inAir attribute as part of NETWORK_PLAYER_POSITION...
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   276
    this->inAir = inAir;
44
b165c9a26b2e Physics implementation.
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   277
}
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   278
    
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   279
Vector PhysicsObject::getPosition () {
47
87883096a882 It's like so cool.
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   280
    return this->position;
44
b165c9a26b2e Physics implementation.
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   281
}
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   282
108
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   283
bool PhysicsObject::getFacing() {
128
890ac82cdcc0 Documenting more, cleaning variables. This code needs some serious
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   284
    return this->facingRight;
108
1b93045a5b0a T?ht?in lis?tty, tosin se piirret??n tosi rumasti.
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diff changeset
   285
}
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   286
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   287
float PhysicsObject::getAim() {
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   288
    return this->aim;
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diff changeset
   289
}
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   290
91
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   291
std::vector<Vector>& PhysicsObject::getShape () {
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   292
    return this->shape;
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   293
}
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   294
0a6d675099dc Mato salmiakin muotoiseksi
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   295
void PhysicsObject::setShape (std::vector<Vector> shape) {
123
7efb63402b2b Documenting a little bit
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   296
    this->shape = shape;
91
0a6d675099dc Mato salmiakin muotoiseksi
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   297
}
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   298
44
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   299
void PhysicsObject::tick () {
47
87883096a882 It's like so cool.
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diff changeset
   300
    this->updatePosition();
44
b165c9a26b2e Physics implementation.
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}
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153
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void PhysicsObject::draw(CL_GraphicContext *gc) {
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    CL_Quad player(
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                   (position+shape[0]).x, (position+shape[0]).y,
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                   (position+shape[1]).x, (position+shape[1]).y,
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                   (position+shape[2]).x, (position+shape[2]).y,
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                   (position+shape[3]).x, (position+shape[3]).y
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                   );
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    gc->fill_quad(player, CL_Color::green);
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    const uint16_t chlen = 10;
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    uint16_t x = player.center().x;
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    uint16_t y = player.center().y;
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    if (facingRight) {
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        gc->draw_line(x, y,
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                      x + std::cos(aim)*chlen,
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                      y - std::sin(aim)*chlen,
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                      CL_Color::black);
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    } else {
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        gc->draw_line(x, y,
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                      x - std::cos(aim)*chlen,
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                      y - std::sin(aim)*chlen,
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                      CL_Color::black);
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    }
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}
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