src/proto2/Physics.cc
author saiam
Sun, 30 Nov 2008 17:22:57 +0000
changeset 151 9fc900fbfa79
parent 150 5e032b540af3
child 153 73402d5b778e
permissions -rw-r--r--
Now getNormal might work a little better
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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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    : tick_timer(PHYSICS_TICK_MS), tick_counter(0), dimensions(dimensions),
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      gravity(gravity) {
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    Engine::log(DEBUG, "Yeah");
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    terrain = Terrain(1337);
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    Engine::log(DEBUG, "Yeah2");
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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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    Vector cursor = right ? this->position + Vector(1,0) : this->position + Vector(-1,0);
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    Vector reached = this->position;
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    //for(int steps = 0; steps < 3; steps++) {
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    // Go up but not if the wall is over two pixels
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    if(world.getType(cursor) != EMPTY) {
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        for(int height = 0, max = 3; height < max+42; height++) {
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            if(height >= max)
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                return reached;
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            cursor.y--;
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            if(world.getType(cursor) == EMPTY) {
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                // Check that the other parts of the worm don't collide with anything
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                if(possibleLocation(cursor)) {
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                    reached = cursor;
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                    continue;
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                } else {
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                    // Can't get any further
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                    return reached;
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                }
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            }
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        }
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    } else {
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        if(possibleLocation(cursor)) {
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            reached = cursor;
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        }
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        // Start checking if the lower squares are empty
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        for(int depth = 0, max = 3; depth < max+42; depth++) {
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            if(depth >= max) {
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                // We can start a free fall now
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                //
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                // TODO it should be set inAir if it falls from a cliff
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                this->inAir = true;
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                // Put some speed there to make loke smoother
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                //this->velocity.y = -5;
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                return reached;
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            }
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            cursor.y++;
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            if(world.getType(cursor) == EMPTY) {
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                // Check that the other parts of the worm don't collide with anything
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                if(possibleLocation(cursor)) {
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                    reached = cursor;
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                    continue;
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                } else {
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                    // Can't get any further
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                    return reached;
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                }
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            }
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        }
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    }      
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    //    cursor.x += right ? 1 : -1;
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    //}
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    return reached;
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}
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void PhysicsObject::jump () {
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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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	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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    posAfterTick = position;
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    velAfterTick = velocity;
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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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   148
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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; // argh
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    }
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351cb6b69c04 Making things simpler. More to come soon.
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    integrate(total, PHYSICS_TICK_MS);
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3cb862028a24 No nyt se toimii v?h?n paremmin. Koodia pit?? kyll? viel? siisti? aika huolella.
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    Vector newPosition = posAfterTick /*+ (velAfterTick * PHYSICS_TICK_MS)/1000*/;
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    this->velocity = velAfterTick;
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   159
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114
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    // Collision detection
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    bool collided = false;
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   163
   
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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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   167
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    while ((position-reached).length() < diffVec.length()) {
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        // Check if any of the shapes points collide
123
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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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                this->bounce(world.getNormal(reached+shape[i], reached-unitVector+shape[i]));
115
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                reached = reached - unitVector; // Return to last point
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                collided = true;
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                this->velocity *= COLLISION_ELASTICITY;
123
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                if (this->velocity.length() < PLAYER_MIN_SPEED) {
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                    this->inAir = false;
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                    this->velocity = Vector(0,0);
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                }
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                break;
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   181
            }
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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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   186
    }
123
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   187
   
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   188
    
123
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   189
    /*
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      bool collided = false;
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08bebac3d0c2 Maalla liikkumista
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   191
123
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   192
      //goes 1 unit forward every step and check if has hit anything
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      Vector unitVector = (newPosition-position) / (newPosition-position).length();
114
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   194
    
123
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   195
      Vector tmpVector = position;
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   196
      Vector reached = position;
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   197
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   198
      int steps = (int) (newPosition-position).length() + 2;
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   199
        
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   200
      //Engine::log(DEBUG, "physics.update_position") << unitVector-newPosition;
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   201
      //Vector foo = position+unitVector*steps-newPosition;
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   202
      //Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Virhe: "<< foo;
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   203
    
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   204
      for(int i = 0; i < steps; i++) {
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   205
      tmpVector += unitVector;
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   206
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   207
      float minVelocity = 10;
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   208
      // Check if any of the four corners of the worm collide
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   209
      for(int sh = 0; sh < 4; sh++) {
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   210
      if(world.getType(tmpVector+shape[sh]) != EMPTY) {
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   211
      reached = position + unitVector*(i-1);
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   212
      collided = true;
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   213
      this->bounce(world.getNormal(tmpVector+shape[sh], tmpVector-unitVector+shape[sh]));
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   214
      this->velocity *= 0.4;
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   215
      if(abs(this->velocity.x) < minVelocity && (abs(this->velocity.y) < minVelocity)) {
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   216
      this->inAir = false;
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   217
      this->velocity = Vector(0,0);
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   218
      }
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   219
      break;
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   220
      }
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   221
      }
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   222
      if(collided)
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   223
      break;
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   224
      }
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   225
    */
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   226
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   227
    // In case of some float error check the final coordinate
77
98dc9008d15f changed collision detection, remove old if content with new
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   228
    if(!collided) {
92
fe9da348afed Kimpoomisia
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   229
        if(world.getType(newPosition+shape[0]) != EMPTY || (world.getType(newPosition+shape[1]) != EMPTY) 
114
71f7e9d3d052 V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
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   230
           || (world.getType(newPosition+shape[2]) != EMPTY) || (world.getType(newPosition+shape[3]) != EMPTY)) {
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fe9da348afed Kimpoomisia
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diff changeset
   231
            
150
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   232
            //  Engine::log(DEBUG, "physics.update_position") << "didnt hit";
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1b9ad61bdf2d added method for removing ground, not used anywhere
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   233
            // There was error, and there is ground
92
fe9da348afed Kimpoomisia
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   234
            //newPosition = tmpVector;
77
98dc9008d15f changed collision detection, remove old if content with new
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diff changeset
   235
        } else {
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   236
            // This means everything was ok, so no need to do anything
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diff changeset
   237
        }
98dc9008d15f changed collision detection, remove old if content with new
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diff changeset
   238
    } else {
98dc9008d15f changed collision detection, remove old if content with new
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   239
        newPosition = reached;
116
0d36aade845e some stuff, don't remember what
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   240
        onCollision();
92
fe9da348afed Kimpoomisia
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   241
        //this->velocity = Vector(0, 0);
77
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   242
        //TODO: it shouldn't just stop on collision
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diff changeset
   243
    }
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   244
    this->position = newPosition;
150
5e032b540af3 Now it uses Terrain class, but it isn't properly integrated to the infrastructure.
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   245
    //    Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Pos: " << this->position;
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b165c9a26b2e Physics implementation.
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   246
}
97
2e7c8ab485de Voi tuska mun kanssani
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   247
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   248
/**
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   249
 * Gets the index of the given coordinate direction
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   250
 * referring to the DIRECTIONS table in Physics.hh
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   251
 */
95
10704e1df844 Normal stuff
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   252
int getDirectionIndex (Vector dir) {
110
a3dd8691f13a and getNormal works finally
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   253
    if(dir.x == 0 && dir.y == -1) {
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   254
        return 0;
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   255
    } else if(dir.x == 1 && dir.y == -1) {
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   256
        return 1;
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   257
    } else if(dir.x == 1 && dir.y == 0) {
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   258
        return 2;
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   259
    } else if(dir.x == 1 && dir.y == 1) {
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   260
        return 3;
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   261
    } else if(dir.x == 0 && dir.y == 1) {
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   262
        return 4;
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diff changeset
   263
    } else if(dir.x == -1 && dir.y == 1) {
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   264
        return 5;
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diff changeset
   265
    } else if(dir.x == -1 && dir.y == 0) {
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   266
        return 6;
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diff changeset
   267
    } else if(dir.x == -1 && dir.y == -1) {
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   268
        return 7;
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diff changeset
   269
    }
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   270
    Engine::log(DEBUG, "physics.getDirectionIndex ") << "invalid direction: " << dir;
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   271
    return 0;
95
10704e1df844 Normal stuff
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   272
}
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   273
97
2e7c8ab485de Voi tuska mun kanssani
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   274
/**
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   275
 * Computes hitten wall's normal. Calculated from 3*3 grid
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   276
 */
95
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   277
Vector PhysicsWorld::getNormal (Vector hitPoint, Vector prevPoint) {
151
9fc900fbfa79 Now getNormal might work a little better
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   278
    return terrain.getNormal(hitPoint, prevPoint);
97
2e7c8ab485de Voi tuska mun kanssani
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   279
}
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   280
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   281
/**
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   282
 * Bounces from straight wall in any direction.
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   283
 * Direction given as normal of that wall
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   284
 */
109
   285
// TODO Bounce doesnt work kun oikealle tai vasemmalle alaviistoon mennään suoralla (tangentaalinen arvo väärän suuntainen)
97
2e7c8ab485de Voi tuska mun kanssani
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   286
void PhysicsObject::bounce (Vector normal) {
150
5e032b540af3 Now it uses Terrain class, but it isn't properly integrated to the infrastructure.
saiam
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diff changeset
   287
    if (normal.length() != 0) {
5e032b540af3 Now it uses Terrain class, but it isn't properly integrated to the infrastructure.
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   288
        Vector tangent(normal.y, -normal.x);
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   289
        Vector tprojection = tangent*(velocity * tangent) / (tangent.length()*tangent.length());
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diff changeset
   290
        Vector nprojection = normal*(velocity * normal) / (normal.length()*normal.length());
5e032b540af3 Now it uses Terrain class, but it isn't properly integrated to the infrastructure.
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diff changeset
   291
        velocity = tprojection - nprojection;
5e032b540af3 Now it uses Terrain class, but it isn't properly integrated to the infrastructure.
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diff changeset
   292
    }
97
2e7c8ab485de Voi tuska mun kanssani
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diff changeset
   293
}
44
b165c9a26b2e Physics implementation.
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   294
83
cbba9729e92b Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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diff changeset
   295
/**
cbba9729e92b Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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parents: 82
diff changeset
   296
 * Integrates given force over time and stores new position to
cbba9729e92b Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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parents: 82
diff changeset
   297
 * posAfterTick and new velocity to velAfterTick.
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   298
 * @param force Force vector.
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   299
 * @param dt The time the force is applied (<=PHYSICS_TICK_MS)
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diff changeset
   300
 */
85
351cb6b69c04 Making things simpler. More to come soon.
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parents: 84
diff changeset
   301
void PhysicsObject::integrate(Force force, TimeMS dt) {
83
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    Derivative tmpd;
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    Derivative k1 = evaluate(force, 0, tmpd);
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    Derivative k2 = evaluate(force, 0.5f*dt, k1);
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    Derivative k3 = evaluate(force, 0.5f*dt, k2);
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    Derivative k4 = evaluate(force, dt, k3);
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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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    //    Engine::log(DEBUG, "PhysicsObject.integrate") << "Changes: "<< dxdt << " " << dvdt << " Time: " <<dt;
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    posAfterTick = posAfterTick + (dxdt * dt)/1000;
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    velAfterTick = velAfterTick + (dvdt * dt)/1000;
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    //Engine::log(DEBUG, "PhysicsObject.integrate") << "velAfterTick: " << velAfterTick;
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a5b7499219a4 Some drafts
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}
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351cb6b69c04 Making things simpler. More to come soon.
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Derivative PhysicsObject::evaluate(Force force, TimeMS dt, Derivative &d) {
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    Vector curPos = posAfterTick + (d.dx*dt)/1000;
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    Vector curVel = velAfterTick + (d.dv*dt)/1000;
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a53f5ad69500 "working" singleplayer
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    Derivative out;
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    out.dx = curVel;
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    out.dv = acceleration(force);
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    //Engine::log(DEBUG, "PhysicsObject.evaluate") << "Out.dx: " << out.dx;
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    return out;
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}
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Vector PhysicsObject::acceleration(const Force &force) {
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    return (force/mass);
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}
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void PhysicsObject::applyForce (Force force) {
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    // Add applied force to the queue
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    forceq.push(force);
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}
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void PhysicsObject::changeAim(float da) {
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    this->aim += da;
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    if (this->aim > PLAYER_AIM_MAX) this->aim = PLAYER_AIM_MAX;
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    if (this->aim < PLAYER_AIM_MIN) this->aim = PLAYER_AIM_MIN;
109
   343
    //Engine::log(DEBUG, "PhysicsObject.changeAim") << "Player aim: " << this->aim;
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}
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   345
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void PhysicsObject::setFacing(bool facingRight) {
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   347
    //Engine::log(DEBUG, "PhysicsObject.setFacing") << "Facing: " << right;
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    this->facingRight = facingRight;
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   349
}
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   350
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505bfa531496 send inAir attribute as part of NETWORK_PLAYER_POSITION...
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void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir) {
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    this->position = position;
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    this->velocity = velocity;
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    this->inAir = inAir;
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}
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Vector PhysicsObject::getPosition () {
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    return this->position;
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}
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   361
bool PhysicsObject::getFacing() {
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   362
    return this->facingRight;
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   363
}
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float PhysicsObject::getAim() {
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   366
    return this->aim;
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}
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std::vector<Vector>& PhysicsObject::getShape () {
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   370
    return this->shape;
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   371
}
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   373
void PhysicsObject::setShape (std::vector<Vector> shape) {
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    this->shape = shape;
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}
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   376
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void PhysicsObject::tick () {
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   378
    this->updatePosition();
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}
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   381
/**
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 * Returns terrainType in given tile. ROCK if tile is out of area
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 * @param pos - coordinate of tile
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   384
 */
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   385
TerrainType PhysicsWorld::getType(int x, int y) const {
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5e032b540af3 Now it uses Terrain class, but it isn't properly integrated to the infrastructure.
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diff changeset
   386
    return terrain.getType((int32_t)x,(int32_t)y);
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diff changeset
   387
}
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   388
TerrainType PhysicsWorld::getType(Vector pos) const {
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5e032b540af3 Now it uses Terrain class, but it isn't properly integrated to the infrastructure.
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   389
    return terrain.getType(pos.x, pos.y);
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   390
}
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   391
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   392
/**
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   393
 * Removes ground from given circle. ROCK is not removed.
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   394
 * @param (x, y) or pos - center of circle.
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   395
 * @param r - radius of circle
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diff changeset
   396
 */
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diff changeset
   397
void PhysicsWorld::removeGround(int x, int y, float r) {
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5e032b540af3 Now it uses Terrain class, but it isn't properly integrated to the infrastructure.
saiam
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diff changeset
   398
    terrain.removeGround(Vector(x,y), r);
112
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diff changeset
   399
}
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diff changeset
   400
void PhysicsWorld::removeGround(Vector pos, float r) {
150
5e032b540af3 Now it uses Terrain class, but it isn't properly integrated to the infrastructure.
saiam
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diff changeset
   401
    terrain.removeGround(pos, r);
112
1b9ad61bdf2d added method for removing ground, not used anywhere
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diff changeset
   402
}
138
cc326b64ae20 Nyt kaivaminen visualisoidaan oikein, mutta fysiikkakoodi on kyll? edelleen ihan kauheata, pit?isi tuo Terrain v??nt??
saiam
parents: 135
diff changeset
   403
cc326b64ae20 Nyt kaivaminen visualisoidaan oikein, mutta fysiikkakoodi on kyll? edelleen ihan kauheata, pit?isi tuo Terrain v??nt??
saiam
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   404
void PhysicsWorld::drawTerrain(CL_GraphicContext *gc) {
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5e032b540af3 Now it uses Terrain class, but it isn't properly integrated to the infrastructure.
saiam
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diff changeset
   405
    terrain.draw(gc);
138
cc326b64ae20 Nyt kaivaminen visualisoidaan oikein, mutta fysiikkakoodi on kyll? edelleen ihan kauheata, pit?isi tuo Terrain v??nt??
saiam
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diff changeset
   406
}