src/PhysicsObject.cc
changeset 197 d9ac888de778
child 200 2dbf40661580
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/PhysicsObject.cc	Thu Dec 04 19:53:59 2008 +0000
@@ -0,0 +1,368 @@
+#include "Player.hh"
+#include "PhysicsObject.hh"
+#include "Engine.hh"
+
+#include <cmath>
+
+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_one_step (float partial, bool right) {
+    // which way we are walking
+    float deltaX = right ? partial : -partial;
+    Vector reached = this->position;
+    if(reached.roundToInt() == (reached+Vector(deltaX, 0)).roundToInt()) {
+        return reached+Vector(deltaX, 0);
+    }
+    // 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;
+}
+void PhysicsObject::walk (TimeMS dt, bool right) {
+    float velocity = PLAYER_WALK_SPEED;
+    float walkAmount = (velocity*dt)/1000;
+    Vector reached = this->position;
+    while(walkAmount > 0 && !this->inAir) {
+        this->position = walk_one_step((1 < walkAmount ? 1 : walkAmount), right);
+        walkAmount--;
+    }
+    // TODO: Should the remaining walkAmount be handled somehow?
+}
+
+/**
+ * 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;
+            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);
+    }
+}
+