src/PhysicsObject.cc
author saiam
Mon, 08 Dec 2008 00:05:45 +0000
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parent 272 97de051edbcf
child 275 fa44b905bc2e
permissions -rw-r--r--
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#include "PhysicsObject.hh"
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#include "Engine.hh"
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#include <cmath>
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#include <utility>
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#include <queue>
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PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, Vector position, Vector velocity, ObjectType type, bool enabled) :
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    world(world), position(position), velocity(velocity), mass(mass), inAir(true), aim(0), facing(FACING_RIGHT), 
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    alive(false), shouldDelete(false), type(type), pivot(NULL)
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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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    applyForce(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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            applyForce(direction);
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        }
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    }
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    std::pair<Force, TimeMS> force;
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    std::queue<std::pair<Force, TimeMS> > newfq;
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    Force total;
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    while (!forceq.empty()) {
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        force = forceq.front();
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        if (force.second > PHYSICS_TICK_MS) {
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            force.second -= PHYSICS_TICK_MS;
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            newfq.push(force);
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        }
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        total += force.first;
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        forceq.pop();
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    }
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    forceq = newfq;
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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 < 0.01 || 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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        // Now the possible walking has been done so we can return from this function.
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        // In walk inAir could have been set true, but that will be handled in the next tick.
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        return;
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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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    Vector collisionPoint;
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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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                collisionPoint = reached+shape[i];
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                if (inAir) {
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                    this->bounce(world.getNormal(reached+shape[i], 
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                                                 reached-unitVector+shape[i]));
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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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    }
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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(collisionPoint, NULL);
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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, TimeMS dt) {
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    // Add applied force to the queue
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    forceq.push(std::make_pair(force, dt));
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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 (FacingDirection facing) {
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    this->facing = facing;
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}
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void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir, FacingDirection facing, 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->facing = facing;
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    this->aim = aim;
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}
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Vector PhysicsObject::getPosition (void) const {
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    return position;
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}
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PixelCoordinate PhysicsObject::getCoordinate (void) const {
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    return world.getPixelCoordinate(position);
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}
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Vector PhysicsObject::getVelocity (void) const {
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    return velocity;
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}
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FacingDirection PhysicsObject::getFacing (void) const {
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    return facing;
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}
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float PhysicsObject::getAim (void) const {
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    return aim;
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}
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Vector PhysicsObject::getDirection (void) const {
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    return facing == FACING_RIGHT ? Vector(cos(aim), -sin(aim)) : Vector(-cos(aim), -sin(aim));
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}
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const std::vector<Vector>& PhysicsObject::getShape () const {
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    return 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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   354
}
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228
dbc1bb7a98b5 Rope has forces
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   356
void PhysicsObject::setPivot (PhysicsObject *pivot) {
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   357
    this->pivot = pivot;
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   358
}
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   359
205
905028e58ed1 implement a new tick-timer that doesn't suck
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void PhysicsObject::tick (TimeMS tick_length) {
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    this->updatePosition(tick_length);
197
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}
222
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   363
    
225
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void PhysicsObject::enable (void) {
241
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    // only enable once until disabled
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    if (alive)
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        return;
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   368
    
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    // mark as alive
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    alive = true;
241
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    // add the world objects list
225
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    world.addPhysicsObject(this);
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}
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void PhysicsObject::disable (void) {
241
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   377
    // mark as disabled
225
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   378
    alive = false;
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diff changeset
   379
}
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diff changeset
   380
222
293ddf4c067d reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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void PhysicsObject::destroy (void) {
241
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    // mark as disabled and for deletion
222
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   383
    alive = false;
225
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diff changeset
   384
    shouldDelete = true;
222
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diff changeset
   385
}
293ddf4c067d reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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diff changeset
   386
    
293ddf4c067d reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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diff changeset
   387
bool PhysicsObject::isDestroyed (void) {
293ddf4c067d reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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diff changeset
   388
    return !alive;
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diff changeset
   389
}
293ddf4c067d reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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diff changeset
   390
    
293ddf4c067d reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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diff changeset
   391
bool PhysicsObject::removeIfDestroyed (void) {
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diff changeset
   392
    if (!alive) {
225
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diff changeset
   393
        if (shouldDelete)
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diff changeset
   394
            delete this;
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diff changeset
   395
222
293ddf4c067d reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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   396
        return true;
225
22ecb9cb9245 Rope can be drawn.
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diff changeset
   397
222
293ddf4c067d reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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diff changeset
   398
    } else {
293ddf4c067d reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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diff changeset
   399
        return false;
293ddf4c067d reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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diff changeset
   400
    }
293ddf4c067d reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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diff changeset
   401
}
197
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diff changeset
   402
264
215de3d4de60 change facingRight from a bool to an
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diff changeset
   403
float PhysicsObject::getPivotForce (PhysicsObject *bob) { 
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diff changeset
   404
    return 0.0; 
197
d9ac888de778 Hajotetaan lis??
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   405
}
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diff changeset
   406
268
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
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diff changeset
   407
bool PhysicsObject::collides (const PhysicsObject &obj) {
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diff changeset
   408
    const std::vector<Vector> oShape = obj.getShape();
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diff changeset
   409
    Vector p1, p2, p3;
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diff changeset
   410
    int8_t sign, nsign;
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diff changeset
   411
    for (std::vector<Vector>::const_iterator i = oShape.begin(); i != oShape.end(); i++) { // For every point in other shape
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diff changeset
   412
        p3 = *i + obj.getPosition();
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
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diff changeset
   413
        sign = 0;
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
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diff changeset
   414
        for (std::vector<Vector>::const_iterator j = shape.begin(); j != shape.end(); j++) {
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
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diff changeset
   415
            p1 = *j + position;
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
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diff changeset
   416
            if ( (j+1) == shape.end() ) p2 = *shape.begin() + position;
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
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diff changeset
   417
            else p2 = *(j+1) + position;
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
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diff changeset
   418
            nsign = crossProduct(p1, p2, p3);
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
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diff changeset
   419
            if ( sign == 0 ) sign = nsign;
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
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diff changeset
   420
            else if ( ((sign < 0) && (nsign < 0)) || ((sign > 0) && (nsign > 0)) ) continue;
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
parents: 265
diff changeset
   421
            else return false;
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
parents: 265
diff changeset
   422
        }
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
parents: 265
diff changeset
   423
    }
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
parents: 265
diff changeset
   424
    return true;
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
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diff changeset
   425
}
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
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diff changeset
   426
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
parents: 265
diff changeset
   427
int8_t crossProduct (const Vector &p1, const Vector &p2, const Vector &p3) {
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
parents: 265
diff changeset
   428
    float p = (p2.x - p1.x)*(p3.y - p1.y) - (p2.y - p1.y)*(p3.x - p1.x);
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
parents: 265
diff changeset
   429
    if (p < 0)
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
parents: 265
diff changeset
   430
        return -1;
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
parents: 265
diff changeset
   431
    else
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
parents: 265
diff changeset
   432
        return 1;
0b96b88af335 Added collision detection method to PhysicsObject. Not tested.
saiam
parents: 265
diff changeset
   433
}