src/PhysicsObject.cc
author ekku
Sat, 06 Dec 2008 21:02:35 +0000
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parent 225 22ecb9cb9245
child 229 355e46effa41
permissions -rw-r--r--
Rope has forces
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#include "PhysicsObject.hh"
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#include "Engine.hh"
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#include <cmath>
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PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, Vector position, Vector velocity, bool enabled) :
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    world(world), position(position), velocity(velocity), mass(mass), inAir(true), aim(0), facingRight(true), alive(false), shouldDelete(false)
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{  
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    if (enabled)
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        enable();  
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}
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PhysicsObject::~PhysicsObject (void) {
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//    Engine::log(DEBUG, "PhysicsObject.destructor") << this /* << ": objects.size=" << ((int) world.objects.size()) */;
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}
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/**
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 * Player walks on floor.
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 */
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Vector PhysicsObject::walk_one_step (float partial, bool right) {
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    // which way we are walking
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    float deltaX = right ? partial : -partial;
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    Vector reached = this->position;
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    if(reached.roundToInt() == (reached+Vector(deltaX, 0)).roundToInt()) {
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        return reached+Vector(deltaX, 0);
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    }
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    // Is there upward ramp
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    if(!possibleLocation(position+Vector(deltaX, 0))) {
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        // Yes. Then we check n pixels up
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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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                // and when there is finally EMPTY, we can walk
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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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        // Or downward ramp or flat
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        for(int i = 0; 1; i++) {
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            // And when there is finally ground we can step on
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            // it. If there is no gound we still step there,
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            // but will fall one pixel down
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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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            // If the fall is big enough, set the worm in the air
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            if (i >= 2) {
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//                Vector back = walk(dt, !right);
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                this->inAir = true;
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//                this->velocity.x = right ? velocity : -velocity;
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                // Avoid stepping two pixels down when it starts to free fall
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                reached.y -= 2;
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//                this->velocity = (reached-back)*1000/dt;
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                break;
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            }
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        }
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    }
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    // And we return where we got
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    return reached;
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}
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void PhysicsObject::walk (TimeMS dt, bool right) {
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    float velocity = PLAYER_WALK_SPEED;
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    float walkAmount = (velocity*dt)/1000;
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    Vector reached = this->position;
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    while (walkAmount > 0 && !this->inAir) {
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        this->position = walk_one_step((1 < walkAmount ? 1 : walkAmount), right);
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        walkAmount--;
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    }
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    // TODO: Should the remaining walkAmount be handled somehow?
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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.collides(loc+shape[i]))
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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 (TimeMS dt) {
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    // Add gravity to the force queue
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    forceq.push(world.gravity);
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    // If the object (practically player) has a pivot point add
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    // a force towards that
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    if (pivot != NULL) {
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        Vector direction(pivot->getPosition()-position);
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        float magnitude = pivot->getPivotForce(this);
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        float length = direction.length();
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        if (length > 0) {
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            direction = direction / length * magnitude;
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            forceq.push(direction);
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        }
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    }
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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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    // If the player has stopped and there's some ground under some of the 3 some of the 3t
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    // set inAir false
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    if (this->velocity == Vector(0,0)) {
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        this->inAir = !world.collides(this->position+shape[1]+Vector(0, 1))
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                      && !world.collides(this->position+shape[2]+Vector(0, 1))
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                      && !world.collides(this->position+shape[3]+Vector(0, 1));
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        // If, however, there's a force caused by a bomb, e.g., set it in air.
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        // Still, we have to be able to separate forces caused by walking attempts
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        // and bombs etc (+0.1 because float comparison can be dangerous)
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        if (total.y < 0 || abs(total.x) > PLAYER_MOVE_FORCE + 0.1)
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            this->inAir = true;
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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 set velocity to some value
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        //return;
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    }
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    // If the worm is not in the air make it walk,
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    // otherwise integrate the new position and velocity
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    if (!this->inAir) {
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        // It walks only if there's some vertical force
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        if (total.x != 0) {
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            walk(dt, total.x > 0);
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            this->velocity = Vector(0,0);
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        }
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    }
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    if (!possibleLocation(position))
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        Engine::log(DEBUG, "PhysicsObject.updatePosition") << "impossible location: " << position;
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    Vector newPosition;
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    Vector velAfterTick;
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    // Calculate new position and velocity to the given references
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    integrate(total, dt, 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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        reached += unitVector;
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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.collides(reached+shape[i])) {  // Collision
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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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                if (this->velocity.sqrLength() < PLAYER_MIN_SPEED * PLAYER_MIN_SPEED) {
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                    this->velocity = Vector(0,0);
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                }
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                break;
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            }
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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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    if (!possibleLocation(reached))
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        Engine::log(DEBUG, "PhysicsObject.updatePosition") << "impossible location: " << position << ", diffVec=" << diffVec;
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    // In case of some float error check the final coordinate
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    if (!collided) {
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        if (!possibleLocation(newPosition)) {
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            newPosition = reached;
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        } else {
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            // This means everything was ok, so no need to do anything
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        }
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        this->position = newPosition;
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    } else {
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        newPosition = reached;
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        this->position = newPosition;
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        // the following may delete this object, so it must be the last thing called
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        onCollision();
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        return;
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    }
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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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    // normal.sqrLength can't be 0 when got from getNormal()
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    if (normal.sqrLength() != 0) {
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        Vector nvel = velocity;
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        // We project the velocity on normal and remove twice that much from velocity
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        nvel = nvel - ((2)*((nvel*normal)/(normal*normal))*normal);
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        velocity = nvel;
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        // We lose some of our speed on collision
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        this->velocity *= this->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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    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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    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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}
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Derivative PhysicsObject::evaluate(Force force, TimeMS dt, Derivative &d, const Vector &posAfterTick, const Vector &velAfterTick) {
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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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    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;
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    //Engine::log(DEBUG, "PhysicsObject.changeAim") << "Player aim: " << this->aim;
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}
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void PhysicsObject::setFacing(bool facingRight) {
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    //Engine::log(DEBUG, "PhysicsObject.setFacing") << "Facing: " << right;
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    this->facingRight = facingRight;
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}
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void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir, bool facingRight, float aim) {
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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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    this->facingRight = facingRight;
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    this->aim = aim;
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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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Vector PhysicsObject::getVelocity () {
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    return this->velocity;
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}
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bool PhysicsObject::getFacing() {
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    return this->facingRight;
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}
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float PhysicsObject::getAim() {
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    return this->aim;
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}
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std::vector<Vector>& PhysicsObject::getShape () {
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    return this->shape;
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}
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void PhysicsObject::setShape (std::vector<Vector> shape) {
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    this->shape = shape;
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}
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void PhysicsObject::setPivot (PhysicsObject *pivot) {
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    this->pivot = pivot;
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}
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void PhysicsObject::tick (TimeMS tick_length) {
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    this->updatePosition(tick_length);
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}
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void PhysicsObject::enable (void) {
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    alive = true;
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    world.addPhysicsObject(this);
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}
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void PhysicsObject::disable (void) {
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    alive = false;
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}
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void PhysicsObject::destroy (void) {
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    alive = false;
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    shouldDelete = true;
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}
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bool PhysicsObject::isDestroyed (void) {
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    return !alive;
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}
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bool PhysicsObject::removeIfDestroyed (void) {
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    if (!alive) {
225
22ecb9cb9245 Rope can be drawn.
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        if (shouldDelete)
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            delete this;
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222
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        return true;
225
22ecb9cb9245 Rope can be drawn.
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222
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    } else {
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        return false;
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    }
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   373
}
197
d9ac888de778 Hajotetaan lis??
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228
dbc1bb7a98b5 Rope has forces
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   375
float PhysicsObject::getPivotForce (PhysicsObject *bob) { return 0.0; }
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   376
197
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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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   389
    uint16_t y = player.center().y;
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   390
    if (facingRight) {
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   391
        gc->draw_line(x, y,
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   392
                      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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   395
    } else {
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   396
        gc->draw_line(x, y,
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   397
                      x - std::cos(aim)*chlen,
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   398
                      y - std::sin(aim)*chlen,
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   399
                      CL_Color::black);
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   400
    }
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   401
}
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   402