6352e8e319
all at once
298 lines
9.5 KiB
C++
298 lines
9.5 KiB
C++
#ifndef STAR_MOVEMENT_CONTROLLER_HPP
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#define STAR_MOVEMENT_CONTROLLER_HPP
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#include "StarJson.hpp"
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#include "StarMaybe.hpp"
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#include "StarNetElementSystem.hpp"
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#include "StarWorld.hpp"
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#include "StarPhysicsEntity.hpp"
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namespace Star {
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STAR_EXCEPTION(MovementControllerException, StarException);
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STAR_CLASS(MovementController);
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// List of all movement parameters that define a specific sort of movable
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// object. Each parameter is optional so that this structure can be used to
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// selectively merge a specific set of parameters on top of another.
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struct MovementParameters {
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// Load sensible defaults from a config file.
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static MovementParameters sensibleDefaults();
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// Construct parameters from config with only those specified in the config
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// set, if any.
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MovementParameters(Json const& config = Json());
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// Merge the given set of movement parameters on top of this one, with any
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// set parameters in rhs overwriting the ones in this set.
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MovementParameters merge(MovementParameters const& rhs) const;
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Json toJson() const;
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Maybe<float> mass;
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Maybe<float> gravityMultiplier;
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Maybe<float> liquidBuoyancy;
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Maybe<float> airBuoyancy;
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Maybe<float> bounceFactor;
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// If set to true, during an update that has more than one internal movement
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// step, the movement will stop on the first bounce.
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Maybe<bool> stopOnFirstBounce;
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// Cheat when sliding on the ground, by trying to correct upwards before
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// other directions (within a set limit). Allows smooth sliding along
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// horizontal ground without losing horizontal speed.
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Maybe<bool> enableSurfaceSlopeCorrection;
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Maybe<float> slopeSlidingFactor;
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Maybe<float> maxMovementPerStep;
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Maybe<float> maximumCorrection;
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Maybe<float> speedLimit;
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Maybe<float> discontinuityThreshold;
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Maybe<PolyF> collisionPoly;
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Maybe<bool> stickyCollision;
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Maybe<float> stickyForce;
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Maybe<float> airFriction;
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Maybe<float> liquidFriction;
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Maybe<float> groundFriction;
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Maybe<bool> collisionEnabled;
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Maybe<bool> frictionEnabled;
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Maybe<bool> gravityEnabled;
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Maybe<bool> ignorePlatformCollision;
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Maybe<float> maximumPlatformCorrection;
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Maybe<float> maximumPlatformCorrectionVelocityFactor;
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Maybe<StringSet> physicsEffectCategories;
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Maybe<int> restDuration;
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};
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DataStream& operator>>(DataStream& ds, MovementParameters& movementParameters);
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DataStream& operator<<(DataStream& ds, MovementParameters const& movementParameters);
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class MovementController : public NetElementGroup {
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public:
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// Constructs a MovementController with parameters loaded from sensible
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// defaults, and the given parameters (if any) applied on top of them.
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explicit MovementController(MovementParameters const& parameters = MovementParameters());
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MovementParameters const& parameters() const;
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// Apply any set parameters from the given set on top of the current set.
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void applyParameters(MovementParameters const& parameters);
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// Reset the parameters from the sensible defaults, and apply the given
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// parameters (if any) on top of them.
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void resetParameters(MovementParameters const& parameters = MovementParameters());
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// Stores and loads position, velocity, and rotation.
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Json storeState() const;
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void loadState(Json const& state);
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// Currently active mass parameter
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float mass() const;
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// Currently active collisionPoly parameter
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PolyF const& collisionPoly() const;
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Vec2F position() const;
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float xPosition() const;
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float yPosition() const;
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Vec2F velocity() const;
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float xVelocity() const;
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float yVelocity() const;
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float rotation() const;
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// CollisionPoly rotated and translated by position
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PolyF collisionBody() const;
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// Gets the bounding box of the collisionPoly() rotated by current rotation,
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// but not translated into world space
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RectF localBoundBox() const;
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// Shorthand for getting the bound box of the current collisionBody()
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RectF collisionBoundBox() const;
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// Is the collision body colliding with any collision geometry.
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bool isColliding() const;
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// Is the collision body colliding with special "Null" collision blocks.
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bool isNullColliding() const;
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// Is the body currently stuck in an un-solvable collision.
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bool isCollisionStuck() const;
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// If this body is sticking, this is the angle toward the surface it's stuck to
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Maybe<float> stickingDirection() const;
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// From 0.0 to 1.0, the amount of the collision body (or if the collision
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// body is null, just the center position) that is in liquid.
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float liquidPercentage() const;
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// Returns the liquid that the body is most in, if any
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LiquidId liquidId() const;
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bool onGround() const;
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bool zeroG() const;
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bool atWorldLimit(bool bottomOnly = false) const;
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void setPosition(Vec2F position);
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void setXPosition(float xPosition);
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void setYPosition(float yPosition);
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void translate(Vec2F const& direction);
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void setVelocity(Vec2F velocity);
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void setXVelocity(float xVelocity);
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void setYVelocity(float yVelocity);
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void addMomentum(Vec2F const& momentum);
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void setRotation(float angle);
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// Apply one timestep of rotation.
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void rotate(float rotationRate);
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// Apply one timestep of acceleration.
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void accelerate(Vec2F const& acceleration);
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// Apply one timestep of force.
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void force(Vec2F const& force);
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// Apply up to the maxControlForce of force to approach the given velocity.
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void approachVelocity(Vec2F const& targetVelocity, float maxControlForce);
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// Approach a velocity in the given angle, ignoring the component of velocity
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// normal to that angle. If positiveOnly is true, then only approaches the
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// velocity by applying force in the direction of the given angle, never
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// opposite it, so avoids slowing down.
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void approachVelocityAlongAngle(float angle, float targetVelocity, float maxControlForce, bool positiveOnly = false);
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// Shorthand for approachVelocityAlongAngle with 0 and pi/2.
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void approachXVelocity(float targetXVelocity, float maxControlForce);
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void approachYVelocity(float targetYVelocity, float maxControlForce);
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void init(World* world);
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void uninit();
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// Integrates the ActorMovementController one WorldTimestep and applies all
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// forces.
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void tickMaster();
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// Does not integrate, only tracks master state and updates non-networked
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// fields based on local data
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void tickSlave();
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void setIgnorePhysicsEntities(Set<EntityId> ignorePhysicsEntities);
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// iterate over all physics entity collision polys in the region, iteration stops if the callback returns false
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void forEachMovingCollision(RectF const& region, function<bool(MovingCollisionId, PhysicsMovingCollision, PolyF, RectF)> callback);
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protected:
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// forces the movement controller onGround status, used when manually controlling movement outside the movement controller
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void updateForceRegions();
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void updateLiquidPercentage();
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void setOnGround(bool onGround);
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// whether force regions were applied in the last update
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bool appliedForceRegion() const;
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// The collision correction applied during the most recent update, if any.
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Vec2F collisionCorrection() const;
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// Horizontal slope of the ground the collision body has collided with, if
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// any.
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Vec2F surfaceSlope() const;
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// Velocity of the surface that the body is resting on, if any
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Vec2F surfaceVelocity() const;
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World* world();
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private:
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struct CollisionResult {
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Vec2F movement;
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Vec2F correction;
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Maybe<MovingCollisionId> surfaceMovingCollisionId;
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bool isStuck;
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bool onGround;
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Vec2F groundSlope;
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CollisionKind collisionKind;
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};
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struct CollisionSeparation {
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Vec2F correction;
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bool solutionFound;
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Maybe<MovingCollisionId> movingCollisionId;
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CollisionKind collisionKind;
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};
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struct CollisionPoly {
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PolyF poly;
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RectF polyBounds;
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Vec2F sortPosition;
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Maybe<MovingCollisionId> movingCollisionId;
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CollisionKind collisionKind;
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float sortDistance;
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};
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static CollisionKind maxOrNullCollision(CollisionKind a, CollisionKind b);
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static CollisionResult collisionMove(List<CollisionPoly>& collisionPolys, PolyF const& body, Vec2F const& movement,
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bool ignorePlatforms, bool enableSurfaceSlopeCorrection, float maximumCorrection, float maximumPlatformCorrection, Vec2F sortCenter);
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static CollisionSeparation collisionSeparate(List<CollisionPoly>& collisionPolys, PolyF const& poly,
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bool ignorePlatforms, float maximumPlatformCorrection, Vec2F const& sortCenter, bool upward, float separationTolerance);
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void updateParameters(MovementParameters parameters);
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void updatePositionInterpolators();
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void queryCollisions(RectF const& region);
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float gravity();
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MovementParameters m_parameters;
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World* m_world;
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Set<EntityId> m_ignorePhysicsEntities;
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NetElementData<PolyF> m_collisionPoly;
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NetElementFloat m_mass;
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NetElementFloat m_xPosition;
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NetElementFloat m_yPosition;
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NetElementFloat m_xVelocity;
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NetElementFloat m_yVelocity;
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NetElementFloat m_rotation;
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NetElementBool m_colliding;
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NetElementBool m_collisionStuck;
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NetElementBool m_nullColliding;
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NetElementData<Maybe<float>> m_stickingDirection;
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NetElementBool m_onGround;
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NetElementBool m_zeroG;
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float m_liquidPercentage;
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LiquidId m_liquidId;
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NetElementData<Maybe<MovingCollisionId>> m_surfaceMovingCollision;
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NetElementFloat m_xRelativeSurfaceMovingCollisionPosition;
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NetElementFloat m_yRelativeSurfaceMovingCollisionPosition;
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bool m_appliedForceRegion;
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Vec2F m_collisionCorrection;
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Vec2F m_surfaceSlope;
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Vec2F m_surfaceMovingCollisionPosition;
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Vec2F m_surfaceVelocity;
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Vec2F m_environmentVelocity;
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bool m_resting;
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int m_restTicks;
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List<CollisionPoly> m_workingCollisions;
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List<PolyF> m_collisionBuffers;
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};
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}
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#endif
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