src/proto2/Physics.cc
branchno-netsession
changeset 35 e21cfda0edde
child 41 ca80cd67785d
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/proto2/Physics.cc	Tue Nov 18 22:58:50 2008 +0000
@@ -0,0 +1,114 @@
+
+#include "Physics.hh"
+#include "Engine.hh"
+
+#include <algorithm>
+#include <functional>
+
+PhysicsWorld::PhysicsWorld (Vector gravity, Vector dimensions)
+    : tick_timer(PHYSICS_TICK_MS), gravity(gravity), dimensions(dimensions) {
+
+    slots.connect(tick_timer.sig_timer(), this, &PhysicsWorld::tick);
+    tick_timer.enable();
+}
+
+void PhysicsWorld::addObject (PhysicsObject *object) {
+    objects.push_back(object);
+}
+
+void PhysicsWorld::tick () {
+//    Engine::log(DEBUG, "physics.apply_force") << "*tick*";
+
+	for (std::vector<PhysicsObject*>::iterator i = objects.begin(); i != objects.end(); i++) {
+       	(*i)->tick(); 
+  	}
+}
+
+PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, Vector position, Vector velocity)
+    : world(world), mass(mass), position(position), velocity(velocity) {
+
+    world.addObject(this);
+}
+    
+void PhysicsObject::updatePosition () {
+
+	// Check if the player is moving on the ground
+	/*if (this->velocity.y == 0 && (position.y >= world.dimensions.y - 3)) {
+    	position.x += 50 * velocity.x * (PHYSICS_TICK_MS / 1000.0);
+		velocity.x = 0;
+		return;
+	}*/
+
+	// If not moving on the ground, apply normal physics
+
+    // Calculate gravity's influence on the velocity vector
+    this->velocity += world.gravity * (PHYSICS_TICK_MS / 1000.0);
+        
+    Vector newPosition = position + velocity * (PHYSICS_TICK_MS / 1000.0);
+
+    //TODO Handle the object as a square or a polygon
+    
+//    Engine::log(DEBUG, "physics.update_position") << "position=" << newPosition << ", velocity=" << velocity;
+
+    bool collided = false;
+     
+    if (newPosition.x < 0 || (newPosition.x > world.dimensions.x)) {
+        // CRASH!
+        this->velocity.x *= -0.5;
+		
+		// If the velocity drops under some fixed constant we decide it is zero.
+		// This is to prevent the object from bouncing eternally.
+		if (abs(this->velocity.x) < 0.1)
+			this->velocity.x = 0;
+
+        collided = true;
+    } else {
+        this->position.x = newPosition.x;
+    }
+    
+    if (newPosition.y <= 0 || (newPosition.y >= world.dimensions.y)) {
+		this->velocity.y *= -0.3;
+
+		
+ 
+		if (abs(this->velocity.y) < 0.1) {
+			this->velocity.y = 0;
+			// Friction
+			this->velocity.x *= 0.95;
+		} else {
+        	// Bigger friction
+			this->velocity.x *= 0.75;
+		}
+
+        collided = true;
+	} else {
+        this->position.y = newPosition.y;
+	}
+    
+    if(!collided) {
+        this->position = newPosition;
+    }
+}
+
+void PhysicsObject::applyForce (Vector force, uint16_t dt) {
+    Vector oldVelocity = velocity;
+
+    this->velocity += force * dt / 1000 / mass;  // The last factor denotes the time.
+    // It should be scaled somehow.
+    
+//    Engine::log(DEBUG, "physics.apply_force") << "force=" << force << ", velocity " << oldVelocity << " -> " << velocity;
+}
+
+void PhysicsObject::updatePhysics (Vector position, Vector velocity) {
+    this->position = position;
+    this->velocity = velocity;
+}
+    
+Vector PhysicsObject::getPosition () {
+    return this->position;
+}
+
+void PhysicsObject::tick () {
+    this->updatePosition();
+}
+