300 lines
9.6 KiB
C++
300 lines
9.6 KiB
C++
#pragma once
|
|
|
|
#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<float> mass;
|
|
Maybe<float> gravityMultiplier;
|
|
Maybe<float> liquidBuoyancy;
|
|
Maybe<float> airBuoyancy;
|
|
Maybe<float> 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<bool> 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<bool> enableSurfaceSlopeCorrection;
|
|
Maybe<float> slopeSlidingFactor;
|
|
Maybe<float> maxMovementPerStep;
|
|
Maybe<float> maximumCorrection;
|
|
Maybe<float> speedLimit;
|
|
Maybe<float> discontinuityThreshold;
|
|
|
|
Maybe<PolyF> collisionPoly;
|
|
|
|
Maybe<bool> stickyCollision;
|
|
Maybe<float> stickyForce;
|
|
|
|
Maybe<float> airFriction;
|
|
Maybe<float> liquidFriction;
|
|
Maybe<float> groundFriction;
|
|
|
|
Maybe<bool> collisionEnabled;
|
|
Maybe<bool> frictionEnabled;
|
|
Maybe<bool> gravityEnabled;
|
|
|
|
Maybe<bool> ignorePlatformCollision;
|
|
Maybe<float> maximumPlatformCorrection;
|
|
Maybe<float> maximumPlatformCorrectionVelocityFactor;
|
|
|
|
Maybe<StringSet> physicsEffectCategories;
|
|
|
|
Maybe<int> 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<float> 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 GlobalTimestep 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<EntityId> ignorePhysicsEntities);
|
|
// iterate over all physics entity collision polys in the region, iteration stops if the callback returns false
|
|
void forEachMovingCollision(RectF const& region, function<bool(MovingCollisionId, PhysicsMovingCollision, PolyF, RectF)> 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<MovingCollisionId> surfaceMovingCollisionId;
|
|
bool isStuck;
|
|
bool onGround;
|
|
Vec2F groundSlope;
|
|
CollisionKind collisionKind;
|
|
};
|
|
|
|
struct CollisionSeparation {
|
|
Vec2F correction;
|
|
bool solutionFound;
|
|
Maybe<MovingCollisionId> movingCollisionId;
|
|
CollisionKind collisionKind;
|
|
};
|
|
|
|
struct CollisionPoly {
|
|
PolyF poly;
|
|
RectF polyBounds;
|
|
Vec2F sortPosition;
|
|
Maybe<MovingCollisionId> movingCollisionId;
|
|
CollisionKind collisionKind;
|
|
float sortDistance;
|
|
};
|
|
|
|
static CollisionKind maxOrNullCollision(CollisionKind a, CollisionKind b);
|
|
static CollisionResult collisionMove(List<CollisionPoly>& collisionPolys, PolyF const& body, Vec2F const& movement,
|
|
bool ignorePlatforms, bool enableSurfaceSlopeCorrection, float maximumCorrection, float maximumPlatformCorrection, Vec2F sortCenter, float dt);
|
|
static CollisionSeparation collisionSeparate(List<CollisionPoly>& 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<EntityId> m_ignorePhysicsEntities;
|
|
|
|
NetElementData<PolyF> 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<Maybe<float>> m_stickingDirection;
|
|
NetElementBool m_onGround;
|
|
NetElementBool m_zeroG;
|
|
|
|
float m_liquidPercentage;
|
|
LiquidId m_liquidId;
|
|
|
|
NetElementData<Maybe<MovingCollisionId>> 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<CollisionPoly> m_workingCollisions;
|
|
List<PolyF> m_collisionBuffers;
|
|
};
|
|
|
|
}
|