117 lines
2.6 KiB
C++
117 lines
2.6 KiB
C++
// -*- C++ -*-
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#ifndef MBOSTOCK_PLAYER_H
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#define MBOSTOCK_PLAYER_H
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#include <vector>
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#include "model.h"
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#include "physics/particle.h"
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#include "physics/shape.h"
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#include "physics/vector.h"
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namespace mbostock {
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class Player;
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class RoomObject;
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class UnaryForce;
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class PlayerModel : public Model {
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public:
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PlayerModel(const Player& player);
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virtual ~PlayerModel();
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virtual void initialize();
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virtual void display();
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private:
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float* orientation();
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void displayAxes();
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const Player& player_;
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GLUquadric* quadric_;
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float orientation_[16];
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Model* wheelModel_;
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Model* bodyModel_;
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friend class PlayerWheelModel;
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friend class PlayerBodyModel;
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};
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class Player {
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public:
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Player();
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enum Direction { NONE, LEFT, RIGHT, FORWARD, BACKWARD };
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void move(Direction d);
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void stop(Direction d);
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void stop();
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void jiggle();
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void setOrigin(const Vector& origin);
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void setVelocity(const Vector& velocity);
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void resetForces();
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void applyForce(UnaryForce& force);
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void step(const ParticleSimulator& s);
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bool intersects(const Shape& s);
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bool constrainOutside(const RoomObject& o);
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void constrainInternal();
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float mass() const;
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inline const Vector& x() const { return x_; }
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inline const Vector& y() const { return y_; }
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inline const Vector& z() const { return z_; }
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inline const Vector& origin() const { return origin_; }
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inline float leftWheelAngle() const { return leftWheel_.angle; }
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inline float rightWheelAngle() const { return rightWheel_.angle; }
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bool leftWheelFriction() const { return leftWheel_.friction(); }
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bool rightWheelFriction() const { return rightWheel_.friction(); }
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inline Model& model() { return model_; }
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private:
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class Wheel : public Particle {
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public:
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Wheel();
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inline bool friction() const { return contact; }
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void applyContact(const RoomObject& o);
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void applyForce(const Vector& z, float f);
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void applyLinearDrag(float kd);
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void applyQuadraticDrag(float kd);
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void constrainDirection(const Vector& z);
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bool contact;
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Vector contactNormal;
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Vector contactVelocity;
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float angle;
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float angleStep;
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};
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void constrainGlancing(const RoomObject& o);
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void constrainBody();
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Wheel leftWheel_;
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Wheel rightWheel_;
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Particle body_;
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Particle counterWeight_;
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Direction turnState_;
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Direction moveState_;
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Sphere sphere_;
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Vector origin_;
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Vector x_;
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Vector y_;
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Vector z_;
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PlayerModel model_;
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};
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}
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#endif
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