--- /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();
+}
+