src/proto2/Physics.hh
author saiam
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Documenting more, cleaning variables. This code needs some serious
rewriting. (And we havent too many features either)
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#ifndef PHYSICS_HH
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#define PHYSICS_HH
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#include "Vector.hh"
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#include <vector>
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#include <queue>
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#include <ClanLib/core.h>
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typedef uint16_t TimeMS;
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const TimeMS PHYSICS_TICK_MS = 10;
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enum TerrainType {EMPTY, DIRT, ROCK};
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const Vector DIRECTIONS[] = { Vector(0,-1), Vector(1,-1), Vector(1,0), Vector(1,1),
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							Vector(0,1), Vector(-1,1), Vector(-1,0), Vector(-1,-1) };
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// forward-declare
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class PhysicsObject;
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typedef Vector Force;
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struct Derivative;
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class PhysicsWorld {
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    friend class PhysicsObject;
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private:
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    CL_Timer tick_timer;
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    uint32_t tick_counter;
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protected:
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    std::vector<PhysicsObject*> objects;
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    Vector gravity;
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    Vector dimensions;
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    std::vector<std::vector<TerrainType> > terrain;
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    CL_SlotContainer slots;
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    PhysicsWorld (Vector gravity, Vector dimensions);
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public:
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    /**
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     * Adds objects to the physicsworld.
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     *
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     * @param object Pointer to PhysicsObject to add.
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     */
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    void addObject (PhysicsObject *object);
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    /**
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     * Advance one time step in physics simulation.
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     */
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    void tick (void);
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    /**
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     * Get current tick in physics simulation.
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     */
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    uint32_t getTick (void);
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    /**
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     * Generate random terrain.
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     */
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    void generateTerrain (int seed);
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    /**
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     * TODO: We'll have to think about this.
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     */
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    bool collided (Vector prevPos, Vector newPos);
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    /**
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     * Return a normal for the wall that has been hit.
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     *
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     * @param hitPoint The point of the wall that has been hit.
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     * @param prevPoint The point from where we were coming.
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     */
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    Vector getNormal(Vector hitPoint, Vector prevPoint);
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    /**
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     * Return terrain type in specific position.
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     *
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     * @param x x-coordinate
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     * @param y y-coordinate
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     */
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    TerrainType getType(int x, int y) const;
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    /**
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     * Return terrain type in specific position.
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     *
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     * @param pos Position vector
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     */
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    TerrainType getType(Vector pos) const;
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    /**
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     * Remove ground from the terrain. Removes a circle with given
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     * radius.
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     *
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     * @param x center x coordinate
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     * @param y center y coordinate
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     * @param r circle radius
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     */
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    void removeGround(int x, int y, float r);
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    /**
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     * Remove ground from the terrain. Removes a circle with given
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     * radius.
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     *
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     * @param pos circle center
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     * @param r circle radius
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     */
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    void removeGround(Vector pos, float r);
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};
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class PhysicsObject {
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    PhysicsWorld &world;
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    float mass;
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    Vector position;
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    Vector velocity;
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    float aim; // Aim direction (half circle)
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    bool facingRight; // Player facing
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    bool inAir; // Is the object "on the ground"
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    // Shape of the object. We use a polygon with 4 edges
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    // to make easy to draw with Clanlib. The coordinates
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    // are relative to the center point.
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    std::vector<Vector> shape;
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    // Force queue that is emptied on every tick
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    std::queue<Force> forceq;
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    Vector posAfterTick;
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    Vector velAfterTick;
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    /**
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     * @param shape Corners of the four sided polygon.
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     */
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    PhysicsObject (PhysicsWorld &world, float mass, Vector position, Vector velocity);
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    ~PhysicsObject() {}   
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    /**
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     * Adds force to the force queue. Force queue is emptied on each
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     * tick. Forces that last over one tick are also handled. This
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     * function is only used to handle in air movement.
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     *
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     * @param force Force vector.  
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     * @param dt The time the force is applied.
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     */
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    virtual void applyForce (Force force);
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    /**
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     * Changes player aim
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     */
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    void changeAim(float da);
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    /**
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     * Set player facing.
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     */ 
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    void setFacing(bool right);
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    /**
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     * Called on network clients to sync state from server
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     */
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    void updatePhysics (Vector position, Vector velocity, bool inAir);
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    /**
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     * Handle ground movement
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     *
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     * @return new position
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     */
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    Vector walk (bool right);
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    /**
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     * Handle ground-jumping
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     */
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    void jump (void);
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    /**
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     * Handle ground-bounce
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     */
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    void bounce (Vector normal);
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private:
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    void updatePosition (void);
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	bool possibleLocation (Vector loc);
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    /**
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     * Use RK4 to integrate the effects of force over a time intervall.
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     */
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    void integrate(Force force, TimeMS dt);
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    Derivative evaluate(Force force, TimeMS dt, Derivative &d);
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    Vector acceleration(const Force &force);
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    virtual void onCollision() {}
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public:
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    Vector getPosition (void);
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    std::vector<Vector>& getShape(void);
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    void setShape (std::vector<Vector> shape);
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    bool getFacing(void);
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    float getAim(void);
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    void tick (void);
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};
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struct Derivative {
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    Vector dx; // Velocity
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    Vector dv; // Acceleration
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};
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#endif