#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)
: tick_timer(PHYSICS_TICK_MS), tick_counter(0), dimensions(dimensions),
gravity(gravity) {
terrain = Terrain(1337);
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();
}
tick_counter++;
}
uint32_t PhysicsWorld::getTick (void) {
return tick_counter;
}
PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass,
Vector position, Vector velocity)
: world(world), position(position), velocity(velocity),
mass(mass), inAir(true), aim(0), facingRight(true) {
// TODO: Is thir the right way to do this?
world.addObject(this);
}
Vector PhysicsObject::walk (bool right) {
Vector cursor = right ? this->position + Vector(1,0) :
this->position + Vector(-1,0);
Vector reached = this->position;
//for(int steps = 0; steps < 3; steps++) {
// Go up but not if the wall is over two pixels
if(world.getType(cursor) != EMPTY) {
for(int height = 0, max = 3; height < max+42; height++) {
if(height >= max)
return reached;
cursor.y--;
if(world.getType(cursor) == EMPTY) {
// Check that the other parts of the worm don't collide with anything
if(possibleLocation(cursor)) {
reached = cursor;
continue;
} else {
// Can't get any further
return reached;
}
}
}
} else {
if(possibleLocation(cursor)) {
reached = cursor;
}
// Start checking if the lower squares are empty
for(int depth = 0, max = 3; depth < max+42; depth++) {
if(depth >= max) {
// We can start a free fall now
//
// TODO it should be set inAir if it falls from a cliff
this->inAir = true;
// Put some speed there to make loke smoother
//this->velocity.y = -5;
return reached;
}
cursor.y++;
if(world.getType(cursor) == EMPTY) {
// Check that the other parts of the worm don't collide with anything
if(possibleLocation(cursor)) {
reached = cursor;
continue;
} else {
// Can't get any further
return reached;
}
}
}
}
// cursor.x += right ? 1 : -1;
//}
return reached;
}
void PhysicsObject::jump () {
// Jump only if player is "on the ground"
if (!this->inAir) {
velocity.y = -100;
velocity.x += facingRight ? 20 : -20;
inAir = true;
}
}
bool PhysicsObject::possibleLocation (Vector loc) {
for(unsigned int i = 0; i < this->shape.size(); i++) {
if(world.getType(loc+shape[i]) != EMPTY)
return false;
}
return true;
}
/**
* Updates object speed and position. This function organises force
* integration and collision detection.
*/
void PhysicsObject::updatePosition () {
// Add gravity to the force queue
forceq.push(world.gravity);
// Go trough every force in the queue
Force total;
posAfterTick = position;
velAfterTick = velocity;
while (!forceq.empty()) {
total += forceq.front();
forceq.pop();
}
// TODO: This is _ugly_ (but not so ugly as the last one I think)
// hack. I think we should handle walking from the collision
// detection code.
if (!this->inAir) {
if (total.x != 0)
this->position = walk(total.x > 0);
return;
//total.x = 0;
}
integrate(total, PHYSICS_TICK_MS);
Vector newPosition = posAfterTick /*+ (velAfterTick * PHYSICS_TICK_MS)/1000*/;
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).length() < diffVec.length()) {
// Check if any of the shapes points collide
for (uint64_t i = 0; i < shape.size(); i++) {
if (world.getType(reached+shape[i]) != EMPTY) { // 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.length() < PLAYER_MIN_SPEED) {
this->inAir = false;
this->velocity = Vector(0,0);
}
break;
}
}
if (collided)
break;
reached += unitVector;
}
/*
bool collided = false;
//goes 1 unit forward every step and check if has hit anything
Vector unitVector = (newPosition-position) / (newPosition-position).length();
Vector tmpVector = position;
Vector reached = position;
int steps = (int) (newPosition-position).length() + 2;
//Engine::log(DEBUG, "physics.update_position") << unitVector-newPosition;
//Vector foo = position+unitVector*steps-newPosition;
//Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Virhe: "<< foo;
for(int i = 0; i < steps; i++) {
tmpVector += unitVector;
float minVelocity = 10;
// Check if any of the four corners of the worm collide
for(int sh = 0; sh < 4; sh++) {
if(world.getType(tmpVector+shape[sh]) != EMPTY) {
reached = position + unitVector*(i-1);
collided = true;
this->bounce(world.getNormal(tmpVector+shape[sh], tmpVector-unitVector+shape[sh]));
this->velocity *= 0.4;
if(abs(this->velocity.x) < minVelocity && (abs(this->velocity.y) < minVelocity)) {
this->inAir = false;
this->velocity = Vector(0,0);
}
break;
}
}
if(collided)
break;
}
*/
// In case of some float error check the final coordinate
if(!collided) {
if(world.getType(newPosition+shape[0]) != EMPTY || (world.getType(newPosition+shape[1]) != EMPTY)
|| (world.getType(newPosition+shape[2]) != EMPTY) || (world.getType(newPosition+shape[3]) != EMPTY)) {
// Engine::log(DEBUG, "physics.update_position") << "didnt hit";
// There was error, and there is ground
//newPosition = tmpVector;
} 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
}
this->position = newPosition;
// Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Pos: " << this->position;
}
/**
* Gets the index of the given coordinate direction
* referring to the DIRECTIONS table in Physics.hh
*
* moved to Terrain.cc
*//*
int getDirectionIndex (Vector dir) {
if(dir.x == 0 && dir.y == -1) {
return 0;
} else if(dir.x == 1 && dir.y == -1) {
return 1;
} else if(dir.x == 1 && dir.y == 0) {
return 2;
} else if(dir.x == 1 && dir.y == 1) {
return 3;
} else if(dir.x == 0 && dir.y == 1) {
return 4;
} else if(dir.x == -1 && dir.y == 1) {
return 5;
} else if(dir.x == -1 && dir.y == 0) {
return 6;
} else if(dir.x == -1 && dir.y == -1) {
return 7;
}
Engine::log(DEBUG, "physics.getDirectionIndex ") << "invalid direction: " << dir;
return 0;
}*/
/**
* Computes hitten wall's normal. Calculated from 3*3 grid
*/
Vector PhysicsWorld::getNormal (Vector hitPoint, Vector prevPoint) {
return terrain.getNormal(hitPoint, prevPoint);
}
/**
* Bounces from straight wall in any direction.
* Direction given as normal of that wall
*/
void PhysicsObject::bounce (Vector normal) {
if (normal.length() != 0) {
// Engine::log(DEBUG, "PhysicsObject.bounce") << "Velocity: " << velocity;
Vector nvel = velocity;
// Engine::log(DEBUG, "PhysicsObject.bounce") << "New Velocity: " << nvel;
nvel = nvel - (2*((nvel*normal)/(normal*normal))*normal);
// Engine::log(DEBUG, "PhysicsObject.bounce") << "Projection: " << nvel;
velocity = nvel;
this->velocity *= 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) {
Derivative tmpd;
Derivative k1 = evaluate(force, 0, tmpd);
Derivative k2 = evaluate(force, 0.5f*dt, k1);
Derivative k3 = evaluate(force, 0.5f*dt, k2);
Derivative k4 = evaluate(force, dt, k3);
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) {
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();
}
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);
}
}
/**
* Returns terrainType in given tile. ROCK if tile is out of area
* @param pos - coordinate of tile
*/
TerrainType PhysicsWorld::getType(int x, int y) const {
return terrain.getType((int32_t)x,(int32_t)y);
}
TerrainType PhysicsWorld::getType(Vector pos) const {
return terrain.getType(pos.x, pos.y);
}
/**
* Removes ground from given circle. ROCK is not removed.
* @param (x, y) or pos - center of circle.
* @param r - radius of circle
*/
void PhysicsWorld::removeGround(int x, int y, float r) {
terrain.removeGround(Vector(x,y), r);
}
void PhysicsWorld::removeGround(Vector pos, float r) {
terrain.removeGround(pos, r);
}
void PhysicsWorld::drawTerrain(CL_GraphicContext *gc) {
terrain.draw(gc);
}