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blockofighter/src/world.cpp

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#include "world.h"
#include "object.h"
#include "collision.h"
#include "vector.h"
World::World(void){
childlist = NULL;
linklist = NULL;
maxparticles = 500;
particles = new Particle *[maxparticles];
particlecount = 0;
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}
void World::prepare(void){
objectlist *node = childlist;
childcount = 0;
while (node != NULL){
Object *child = node->object;
child->prepare();
node = node->next;
childcount++;
}
childs = new Object *[childcount];
node = childlist;
int i = 0;
while (node != NULL){
Object *child = node->object;
childs[i] = child;
node = node->next;
i++;
}
contacts = new Contact[MAXCONTACTS];//childcount*childcount];
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}
#define GRAVITY 9.81
//#define GRAVITY 15
void World::move(void){
int i, j;
//Gravity
float gravity[3];
vectorSet(gravity, 0, 0, 0);
for (i = 0; i < childcount; i++){
Object *object = childs[i];
if (object->gravity){
gravity[1] = -object->getMass()*GRAVITY;
object->addExternalForce(gravity);
}
}
/*for (i = 0; i < particlecount; i++){
Particle *object = particles[i];
if (object->gravity){
gravity[1] = -object->getMass()*GRAVITY;
object->addExternalForce(gravity);
}
}*/
//Collisions
contactcount = 0;
for (i = 0; i < childcount; i++){
Object *object1 = childs[i];
int group1 = object1->getCollisionGroup();
for (j = i+1; j < childcount; j++){
Object *object2 = childs[j];
int group2 = object2->getCollisionGroup();
if (isCollisionLink(group1, group2)){
object2->geometry->checkCollision(object1);
}
}
}
/*for (i = 0; i < particlecount; i++){
Particle *object1 = particles[i];
int group1 = object1->getCollisionGroup();
for (j = 0; j < childcount; j++){
Object *object2 = childs[j];
int group2 = object2->getCollisionGroup();
if (isCollisionLink(group1, group2)){
object2->geometry->checkCollision(object1);
}
}
}*/
//printf("Contacts: %i\n", contactcount);
bool contactresponse;
j = 0;
do{
contactresponse = false;
//Links between objects
objectlinklist *node = linklist;
while (node != NULL){
ObjectLink *link = node->link;
if (handleLink(link)) contactresponse = true;
node = node->next;
}
//Collision contact
for (i = 0; i < contactcount; i++){
Contact *contact = &contacts[i];
if (handleCollision(contact)) contactresponse = true;
}
j++;
} while (contactresponse && j < 10);
/*j = 0;
do{
contactresponse = false;
//Collision contact
for (i = 0; i < contactcount; i++){
Contact *contact = &contacts[i];
if (handleCollision(contact)) contactresponse = true;
}
j++;
} while (contactresponse && j < 10);*/
/*j = 0;
do{
contactresponse = false;
//Links between objects
objectlinklist *node = linklist;
while (node != NULL){
ObjectLink *link = node->link;
if (handleLink(link)) contactresponse = true;
node = node->next;
}
j++;
} while (contactresponse && j < 3);*/
for (i = 0; i < childcount; i++){
childs[i]->move();
}
for (i = 0; i < particlecount; i++){
particles[i]->move();
}
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}
void World::draw(void){
int i;
for (i = 0; i < childcount; i++) childs[i]->draw();
for (i = 0; i < particlecount; i++) particles[i]->draw();
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}
void World::addChild(Object *child){
objectlist *node = new objectlist;
node->object = child;
node->next = childlist;
childlist = node;
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}
void World::addParticle(Particle *particle){
if (particlecount < maxparticles){
particles[particlecount++] = particle;
}
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}
void World::removeParticle(Particle *particle){
int i;
for (i = 0; i < particlecount; i++){
if (particles[i] == particle){
particles[i] = particles[particlecount-1];
particlecount--;
break;
}
}
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}
ObjectLink *World::addLink(Object *object1, Object *object2, float *point){
ObjectLink *link = new ObjectLink();
link->object1 = object1;
link->object2 = object2;
if (point != NULL){
object1->unTransformPoint(link->point1, point);
object2->unTransformPoint(link->point2, point);
link->enabled = true;
} else{
link->enabled = false;
}
objectlinklist *node = new objectlinklist;
node->link = link;
node->next = linklist;
linklist = node;
return link;
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}
void World::renewLink(ObjectLink *link, float *point){
link->object1->unTransformPoint(link->point1, point);
link->object2->unTransformPoint(link->point2, point);
link->enabled = true;
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}