#ifndef STAR_MOVEMENT_CONTROLLER_HPP #define STAR_MOVEMENT_CONTROLLER_HPP #include "StarJson.hpp" #include "StarMaybe.hpp" #include "StarNetElementSystem.hpp" #include "StarWorld.hpp" #include "StarPhysicsEntity.hpp" namespace Star { STAR_EXCEPTION(MovementControllerException, StarException); STAR_CLASS(MovementController); // List of all movement parameters that define a specific sort of movable // object. Each parameter is optional so that this structure can be used to // selectively merge a specific set of parameters on top of another. struct MovementParameters { // Load sensible defaults from a config file. static MovementParameters sensibleDefaults(); // Construct parameters from config with only those specified in the config // set, if any. MovementParameters(Json const& config = Json()); // Merge the given set of movement parameters on top of this one, with any // set parameters in rhs overwriting the ones in this set. MovementParameters merge(MovementParameters const& rhs) const; Json toJson() const; Maybe mass; Maybe gravityMultiplier; Maybe liquidBuoyancy; Maybe airBuoyancy; Maybe bounceFactor; // If set to true, during an update that has more than one internal movement // step, the movement will stop on the first bounce. Maybe stopOnFirstBounce; // Cheat when sliding on the ground, by trying to correct upwards before // other directions (within a set limit). Allows smooth sliding along // horizontal ground without losing horizontal speed. Maybe enableSurfaceSlopeCorrection; Maybe slopeSlidingFactor; Maybe maxMovementPerStep; Maybe maximumCorrection; Maybe speedLimit; Maybe discontinuityThreshold; Maybe collisionPoly; Maybe stickyCollision; Maybe stickyForce; Maybe airFriction; Maybe liquidFriction; Maybe groundFriction; Maybe collisionEnabled; Maybe frictionEnabled; Maybe gravityEnabled; Maybe ignorePlatformCollision; Maybe maximumPlatformCorrection; Maybe maximumPlatformCorrectionVelocityFactor; Maybe physicsEffectCategories; Maybe restDuration; }; DataStream& operator>>(DataStream& ds, MovementParameters& movementParameters); DataStream& operator<<(DataStream& ds, MovementParameters const& movementParameters); class MovementController : public NetElementGroup { public: // Constructs a MovementController with parameters loaded from sensible // defaults, and the given parameters (if any) applied on top of them. explicit MovementController(MovementParameters const& parameters = MovementParameters()); MovementParameters const& parameters() const; // Apply any set parameters from the given set on top of the current set. void applyParameters(MovementParameters const& parameters); // Reset the parameters from the sensible defaults, and apply the given // parameters (if any) on top of them. void resetParameters(MovementParameters const& parameters = MovementParameters()); // Stores and loads position, velocity, and rotation. Json storeState() const; void loadState(Json const& state); // Currently active mass parameter float mass() const; // Currently active collisionPoly parameter PolyF const& collisionPoly() const; void setCollisionPoly(PolyF const& poly); Vec2F position() const; float xPosition() const; float yPosition() const; Vec2F velocity() const; float xVelocity() const; float yVelocity() const; float rotation() const; // CollisionPoly rotated and translated by position PolyF collisionBody() const; // Gets the bounding box of the collisionPoly() rotated by current rotation, // but not translated into world space RectF localBoundBox() const; // Shorthand for getting the bound box of the current collisionBody() RectF collisionBoundBox() const; // Is the collision body colliding with any collision geometry. bool isColliding() const; // Is the collision body colliding with special "Null" collision blocks. bool isNullColliding() const; // Is the body currently stuck in an un-solvable collision. bool isCollisionStuck() const; // If this body is sticking, this is the angle toward the surface it's stuck to Maybe stickingDirection() const; // From 0.0 to 1.0, the amount of the collision body (or if the collision // body is null, just the center position) that is in liquid. float liquidPercentage() const; // Returns the liquid that the body is most in, if any LiquidId liquidId() const; bool onGround() const; bool zeroG() const; bool atWorldLimit(bool bottomOnly = false) const; void setPosition(Vec2F position); void setXPosition(float xPosition); void setYPosition(float yPosition); void translate(Vec2F const& direction); void setVelocity(Vec2F velocity); void setXVelocity(float xVelocity); void setYVelocity(float yVelocity); void addMomentum(Vec2F const& momentum); void setRotation(float angle); // Apply one timestep of rotation. void rotate(float rotationRate); // Apply one timestep of acceleration. void accelerate(Vec2F const& acceleration); // Apply one timestep of force. void force(Vec2F const& force); // Apply up to the maxControlForce of force to approach the given velocity. void approachVelocity(Vec2F const& targetVelocity, float maxControlForce); // Approach a velocity in the given angle, ignoring the component of velocity // normal to that angle. If positiveOnly is true, then only approaches the // velocity by applying force in the direction of the given angle, never // opposite it, so avoids slowing down. void approachVelocityAlongAngle(float angle, float targetVelocity, float maxControlForce, bool positiveOnly = false); // Shorthand for approachVelocityAlongAngle with 0 and pi/2. void approachXVelocity(float targetXVelocity, float maxControlForce); void approachYVelocity(float targetYVelocity, float maxControlForce); void init(World* world); void uninit(); // Stores dt value for Lua calls. void setTimestep(float dt); // Integrates the ActorMovementController one WorldTimestep and applies all // forces. void tickMaster(float dt); // Does not integrate, only tracks master state and updates non-networked // fields based on local data void tickSlave(float dt); void setIgnorePhysicsEntities(Set ignorePhysicsEntities); // iterate over all physics entity collision polys in the region, iteration stops if the callback returns false void forEachMovingCollision(RectF const& region, function callback); protected: // forces the movement controller onGround status, used when manually controlling movement outside the movement controller void updateForceRegions(float dt); void updateLiquidPercentage(); void setOnGround(bool onGround); // whether force regions were applied in the last update bool appliedForceRegion() const; // The collision correction applied during the most recent update, if any. Vec2F collisionCorrection() const; // Horizontal slope of the ground the collision body has collided with, if // any. Vec2F surfaceSlope() const; // Velocity of the surface that the body is resting on, if any Vec2F surfaceVelocity() const; World* world(); private: struct CollisionResult { Vec2F movement; Vec2F correction; Maybe surfaceMovingCollisionId; bool isStuck; bool onGround; Vec2F groundSlope; CollisionKind collisionKind; }; struct CollisionSeparation { Vec2F correction; bool solutionFound; Maybe movingCollisionId; CollisionKind collisionKind; }; struct CollisionPoly { PolyF poly; RectF polyBounds; Vec2F sortPosition; Maybe movingCollisionId; CollisionKind collisionKind; float sortDistance; }; static CollisionKind maxOrNullCollision(CollisionKind a, CollisionKind b); static CollisionResult collisionMove(List& collisionPolys, PolyF const& body, Vec2F const& movement, bool ignorePlatforms, bool enableSurfaceSlopeCorrection, float maximumCorrection, float maximumPlatformCorrection, Vec2F sortCenter, float dt); static CollisionSeparation collisionSeparate(List& collisionPolys, PolyF const& poly, bool ignorePlatforms, float maximumPlatformCorrection, Vec2F const& sortCenter, bool upward, float separationTolerance); void updateParameters(MovementParameters parameters); void updatePositionInterpolators(); void queryCollisions(RectF const& region); float gravity(); MovementParameters m_parameters; World* m_world; Set m_ignorePhysicsEntities; NetElementData m_collisionPoly; NetElementFloat m_mass; NetElementFloat m_xPosition; NetElementFloat m_yPosition; NetElementFloat m_xVelocity; NetElementFloat m_yVelocity; NetElementFloat m_rotation; NetElementBool m_colliding; NetElementBool m_collisionStuck; NetElementBool m_nullColliding; NetElementData> m_stickingDirection; NetElementBool m_onGround; NetElementBool m_zeroG; float m_liquidPercentage; LiquidId m_liquidId; NetElementData> m_surfaceMovingCollision; NetElementFloat m_xRelativeSurfaceMovingCollisionPosition; NetElementFloat m_yRelativeSurfaceMovingCollisionPosition; bool m_appliedForceRegion; Vec2F m_collisionCorrection; Vec2F m_surfaceSlope; Vec2F m_surfaceMovingCollisionPosition; Vec2F m_surfaceVelocity; Vec2F m_environmentVelocity; bool m_resting; int m_restTicks; float m_timeStep; List m_workingCollisions; List m_collisionBuffers; }; } #endif