src/proto2/Physics.cc
changeset 185 25becd2cb026
parent 184 561892e2a30e
child 186 0738f2949a2b
--- a/src/proto2/Physics.cc	Wed Dec 03 18:59:10 2008 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,409 +0,0 @@
-#include "Physics.hh"
-#include "Engine.hh"
-#include "GameState.hh"
-#include "Terrain.hh"
-
-#include <algorithm>
-#include <functional>
-#include <cmath>
-#include <assert.h>
-
-PhysicsWorld::PhysicsWorld (Vector gravity, Vector dimensions)
-    : Terrain(1337), tick_timer(PHYSICS_TICK_MS), tick_counter(0), dimensions(dimensions),
-      gravity(gravity) {
-    slots.connect(tick_timer.sig_timer(), this, &PhysicsWorld::tick);
-    tick_timer.enable();
-}
-
-void PhysicsWorld::addPlayerObject (PhysicsObject *object) {
-    players.push_back(object);
-}
-
-void PhysicsWorld::addProjectile (PhysicsObject *projectile) {
-    projectiles.push_back(projectile);
-}
-
-void PhysicsWorld::tick () {
-    //    Engine::log(DEBUG, "physics.apply_force") << "*tick*";
-
-    for (std::list<PhysicsObject*>::iterator i = players.begin(); i != players.end(); i++) {
-        (*i)->tick(); 
-    }
-
-    for (std::list<PhysicsObject*>::iterator i = projectiles.begin(); i != projectiles.end(); i++) {
-        (*i)->tick();
-    }
-
-    tick_counter++;
-}
-
-uint32_t PhysicsWorld::getTick (void) {
-    return tick_counter;
-}
-
-void PhysicsWorld::draw(CL_GraphicContext *gc) {
-    Terrain::draw(gc);
-   
-    // Draw players
-    for (std::list<PhysicsObject*>::iterator it = players.begin(); it != players.end(); it++) {
-        (*it)->draw(gc);
-    }
-    // Draw projectiles
-    for (std::list<PhysicsObject*>::iterator it = projectiles.begin(); it != projectiles.end(); it++) {
-        (*it)->draw(gc);
-    }
-}
-
-PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, 
-                              Vector position, Vector velocity)
-    : world(world), position(position), velocity(velocity),
-      mass(mass), inAir(true), aim(0), facingRight(true), reloadTimer(0) {
-    // TODO: Is thir the right way to do this?
-    //world.addPlayerObject(this);
-}
-
-/**
- * Player walks on floor.
- */
-Vector PhysicsObject::walk (TimeMS dt, bool right) {
-    // TODO: that dt should affect to something
-    float velocity = 100;
-    // which way we are walking
-    float deltaX = right ? (velocity*dt)/1000 : -(velocity*dt)/1000;
-    Vector reached = this->position;
-   
-    // Is there upward ramp
-    if(!possibleLocation(position+Vector(deltaX, 0))) {
-        // Yes. Then we check n pixels up
-        for(int i = 1; i < 3; i++) {
-            if(possibleLocation(position+Vector(deltaX, -i))) {
-                // and when there is finally EMPTY, we can walk
-                reached = position+Vector(deltaX, -i);
-                break;
-            }
-        }
-    } else {
-        // Or downward ramp or flat
-        for(int i = 0; 1; i++) {
-
-            // And when there is finally ground we can step on
-            // it. If there is no gound we still step there,
-            // but will fall one pixel down
-            if(possibleLocation(position+Vector(deltaX, i))) {
-                reached = position+Vector(deltaX, i);
-            } else {
-                break;
-            }
-            
-            // If the fall is big enough, set the worm in the air
-            if (i >= 2) {
-                Vector back = walk(dt, !right);
-                this->inAir = true;
-                this->velocity.x = right ? velocity : -velocity;
-                // Avoid stepping two pixels down when it starts to free fall
-                reached.y -= 2;
-                this->velocity = (reached-back)*1000/dt;
-                break;
-            }
-        }
-    }
-    // And we return where we got
-    return reached;
-
-}
-
-/**
- * Makes the player jump in the air.
- * @param direction -1: jump left, 0: jump up, 1: jump right
- */
-void PhysicsObject::jump (int direction) {
-    // Jump only if player is "on the ground"
-    if (!this->inAir) {
- 	    velocity.y = -100;
-        switch (direction) {
-            case 1:
-                velocity.x += 20;
-                break;
-            case -1:
-                velocity.x -= 20;
-                break;
-            case 0:
-                break;
-            default:
-                throw std::logic_error("Invalid jump direction");
-        }
-	    inAir = true;
-    }
-}
-
-bool PhysicsObject::possibleLocation (Vector loc) {
-    for(unsigned int i = 0; i < this->shape.size(); i++) {
-        if(world.collides(loc+shape[i]))
-            return false;
-    }
-    return true;
-}
-
-void func1() {
-
-}
-
-/**
- * Updates object speed and position. This function organises force
- * integration and collision detection.
- */   
-void PhysicsObject::updatePosition () {
-
-    // Reloads weapon if not reloaded
-    reloadTimer -= PHYSICS_TICK_MS;
-    if(reloadTimer < 0)
-        reloadTimer = 0;
-
-    // Add gravity to the force queue
-    forceq.push(world.gravity);
-    
-    // Go trough every force in the queue
-    Force total;
-    while (!forceq.empty()) {
-        total += forceq.front();
-        forceq.pop();
-    }
-
-    // If the player has stopped and there's some ground under some of the 3 some of the 3t
-    // set inAir false
-    if (this->velocity == Vector(0,0)) {
-        this->inAir = !world.collides(this->position+shape[1]+Vector(0, 1))
-                      && !world.collides(this->position+shape[2]+Vector(0, 1))
-                      && !world.collides(this->position+shape[3]+Vector(0, 1));
-        // If, however, there's a force caused by a bomb, e.g., set it in air.
-        // Still, we have to be able to separate forces caused by walking attempts
-        // and bombs etc (+0.1 because float comparison can be dangerous)
-        if (total.y < 0 || abs(total.x) > PLAYER_MOVE_FORCE + 0.1)
-            this->inAir = true;
-    }
-
-    if(!possibleLocation(position)) {
-        //if we are trapped in ground form dirtball or something
-        //we might want to just return and set velocity to some value
-        //return;
-    }
-
-    // If the worm is not in the air make it walk,
-    // otherwise integrate the new position and velocity
-    if (!this->inAir) {
-        //std::cout << "Tryin to walk" << std::endl;
-        // It walks only if there's some vertical force
-        if (total.x != 0) {
-            std::cout << "Succeeding to walk" << std::endl;
-            this->position = walk(PHYSICS_TICK_MS, total.x > 0);
-            this->velocity = Vector(0,0);
-        }
-    }
-
-    if(!possibleLocation(position)) {
-        Engine::log(DEBUG, "great failure") << "great failure";
-        func1();
-    }
-    Vector newPosition;
-    Vector velAfterTick;
-    // Calculate new position and velocity to the given references
-    integrate(total, PHYSICS_TICK_MS, newPosition, velAfterTick);
-    this->velocity = velAfterTick;
-
-   
-    // Collision detection
-    bool collided = false;
-   
-    const Vector diffVec = newPosition-position;
-    const Vector unitVector = diffVec / diffVec.length();
-    Vector reached = position;
-
-    while ((position-reached).sqrLength() < diffVec.sqrLength()) {
-        reached += unitVector;
-        // Check if any of the shapes points collide
-        for (uint64_t i = 0; i < shape.size(); i++) {
-            if (world.collides(reached+shape[i])) {  // Collision
-                if (inAir) {
-                    //                    Engine::log(DEBUG, "Here");
-                    this->bounce(world.getNormal(reached+shape[i], 
-                                                 reached-unitVector+shape[i]));
-                    //this->velocity *= COLLISION_ELASTICITY;
-                }
-                reached = reached - unitVector; // Return to last point
-                collided = true;
-                if (this->velocity.sqrLength() < PLAYER_MIN_SPEED * PLAYER_MIN_SPEED) {
-                    this->velocity = Vector(0,0);
-                }
-                break;
-            }
-        }
-        if (collided)
-            break;
-//        reached += unitVector;
-    }
-   
-    
-    if(!possibleLocation(reached)) {
-        Engine::log(DEBUG, "PhysicsObject.updatePosition") << "logic error reached should not be possible to be impossible.. diffVec: " << diffVec;
-        func1();
-    }
-
-    // In case of some float error check the final coordinate
-    if(!collided) {
-        if(!possibleLocation(newPosition)) {
-            newPosition = reached;
-        } else {
-            // This means everything was ok, so no need to do anything
-        }
-    } else {
-        newPosition = reached;
-        onCollision();
-        //this->velocity = Vector(0, 0);
-        //TODO: it shouldn't just stop on collision
-    }
-    if(!possibleLocation(newPosition)) {
-        Engine::log(DEBUG, "great failure") << "great failure";
-        func1();
-    }
-    this->position = newPosition;
-    if(!possibleLocation(position)) {
-        Engine::log(DEBUG, "great failure") << "great failure";
-        func1();
-    }
-//    Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Pos: " << this->position;
-}
-
-/**
- * Bounces from straight wall in any direction.
- * Direction given as normal of that wall
- */
-void PhysicsObject::bounce (Vector normal) {
-    // normal.sqrLength can't be 0 when got from getNormal()
-    if (normal.sqrLength() != 0) {
-        Vector nvel = velocity;
-        // We project the velocity on normal and remove twice that much from velocity
-        nvel = nvel - ((2)*((nvel*normal)/(normal*normal))*normal);
-        velocity = nvel;
-        // We lose some of our speed on collision
-        this->velocity *= this->collision_elasticity;
-    }
-}
-
-/**
- * Integrates given force over time and stores new position to
- * posAfterTick and new velocity to velAfterTick.
- * @param force Force vector.
- * @param dt The time the force is applied (<=PHYSICS_TICK_MS)
- */
-void PhysicsObject::integrate(Force force, TimeMS dt, Vector &posAfterTick, Vector &velAfterTick) {
-    posAfterTick = position;
-    velAfterTick = velocity;
-    Derivative tmpd;
-    Derivative k1 = evaluate(force, 0, tmpd, posAfterTick, velAfterTick);
-    Derivative k2 = evaluate(force, 0.5f*dt, k1, posAfterTick, velAfterTick);
-    Derivative k3 = evaluate(force, 0.5f*dt, k2, posAfterTick, velAfterTick);
-    Derivative k4 = evaluate(force, dt, k3, posAfterTick, velAfterTick);
-    
-
-    const Vector dxdt = (k1.dx + (k2.dx + k3.dx) * 2.0f + k4.dx) * 1.0f/6.0f;
-    const Vector dvdt = (k1.dv + (k2.dv + k3.dv) * 2.0f + k4.dv) * 1.0f/6.0f;
-    
-    //    Engine::log(DEBUG, "PhysicsObject.integrate") << "Changes: "<< dxdt << " " << dvdt << " Time: " <<dt;
-    posAfterTick = posAfterTick + (dxdt * dt)/1000;
-    velAfterTick = velAfterTick + (dvdt * dt)/1000;
-    //Engine::log(DEBUG, "PhysicsObject.integrate") << "velAfterTick: " << velAfterTick;
-}
-
-Derivative PhysicsObject::evaluate(Force force, TimeMS dt, Derivative &d, const Vector &posAfterTick, const Vector &velAfterTick) {
-    Vector curPos = posAfterTick + (d.dx*dt)/1000;
-    Vector curVel = velAfterTick + (d.dv*dt)/1000;
-
-    Derivative out;
-    out.dx = curVel;
-    out.dv = acceleration(force);
-    //Engine::log(DEBUG, "PhysicsObject.evaluate") << "Out.dx: " << out.dx;
-    return out;
-}
-
-Vector PhysicsObject::acceleration(const Force &force) {
-    return (force/mass);
-}
-
-void PhysicsObject::applyForce (Force force) {
-    // Add applied force to the queue
-    forceq.push(force);
-}
-
-void PhysicsObject::changeAim(float da) {
-    this->aim += da;
-
-    if (this->aim > PLAYER_AIM_MAX) this->aim = PLAYER_AIM_MAX;
-    if (this->aim < PLAYER_AIM_MIN) this->aim = PLAYER_AIM_MIN;
-    //Engine::log(DEBUG, "PhysicsObject.changeAim") << "Player aim: " << this->aim;
-}
-
-void PhysicsObject::setFacing(bool facingRight) {
-    //Engine::log(DEBUG, "PhysicsObject.setFacing") << "Facing: " << right;
-    this->facingRight = facingRight;
-}
-
-void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir) {
-    this->position = position;
-    this->velocity = velocity;
-    this->inAir = inAir;
-}
-    
-Vector PhysicsObject::getPosition () {
-    return this->position;
-}
-
-bool PhysicsObject::getFacing() {
-    return this->facingRight;
-}
-
-float PhysicsObject::getAim() {
-    return this->aim;
-}
-
-std::vector<Vector>& PhysicsObject::getShape () {
-    return this->shape;
-}
-
-void PhysicsObject::setShape (std::vector<Vector> shape) {
-    this->shape = shape;
-}
-
-void PhysicsObject::tick () {
-    this->updatePosition();
-}
-
-bool PhysicsObject::canShoot() {
-    return this->reloadTimer <= 0;
-}
-
-void PhysicsObject::draw(CL_GraphicContext *gc) {
-    CL_Quad player(
-                   (position+shape[0]).x, (position+shape[0]).y,
-                   (position+shape[1]).x, (position+shape[1]).y,
-                   (position+shape[2]).x, (position+shape[2]).y,
-                   (position+shape[3]).x, (position+shape[3]).y
-                   );
-    
-    gc->fill_quad(player, CL_Color::green);
-    
-    const uint16_t chlen = 10;
-    uint16_t x = player.center().x;
-    uint16_t y = player.center().y;
-    if (facingRight) {
-        gc->draw_line(x, y,
-                      x + std::cos(aim)*chlen,
-                      y - std::sin(aim)*chlen,
-                      CL_Color::black);
-    } else {
-        gc->draw_line(x, y,
-                      x - std::cos(aim)*chlen,
-                      y - std::sin(aim)*chlen,
-                      CL_Color::black);
-    }
-}
-