Mercurial > projects > openmelee
annotate ship.d @ 14:af1e8620f027
fixed steering
author | zzzzrrr <mason.green@gmail.com> |
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date | Mon, 23 Mar 2009 14:06:47 -0400 |
parents | e1004697cae1 |
children | 8e6a9e390cba |
rev | line source |
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0 | 1 /* |
2 * Copyright (c) 2009, Mason Green (zzzzrrr) | |
8 | 3 * http://www.dsource.org/projects/openmelee |
0 | 4 * |
5 * All rights reserved. | |
6 * | |
7 * Redistribution and use in source and binary forms, with or without modification, | |
8 * are permitted provided that the following conditions are met: | |
9 * | |
10 * * Redistributions of source code must retain the above copyright notice, | |
11 * this list of conditions and the following disclaimer. | |
12 * * Redistributions in binary form must reproduce the above copyright notice, | |
13 * this list of conditions and the following disclaimer in the documentation | |
14 * and/or other materials provided with the distribution. | |
15 * * Neither the name of the polygonal nor the names of its contributors may be | |
16 * used to endorse or promote products derived from this software without specific | |
17 * prior written permission. | |
18 * | |
19 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | |
20 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT | |
21 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR | |
22 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR | |
23 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | |
24 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
25 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
26 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF | |
27 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING | |
28 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | |
29 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
30 */ | |
2 | 31 module openmelee.ship; |
0 | 32 |
33 import tango.io.Stdout: Stdout; | |
34 | |
35 import tango.util.container.LinkedList : LinkedList; | |
36 import blaze.dynamics.bzBody : bzBody; | |
37 import blaze.collision.shapes.bzShape : bzShape; | |
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38 import blaze.common.bzMath: bzVec2, bzCross, bzClamp; |
6 | 39 import blaze.bzWorld : bzWorld; |
40 import blaze.dynamics.forces.bzAttractor: bzAttractor; | |
0 | 41 |
42 alias LinkedList!(bzShape) ShapeList; | |
43 | |
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44 struct State |
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45 { |
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46 bzVec2 position; |
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47 bzVec2 velocity; |
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48 bzVec2 up; |
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49 bzVec2 side; |
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50 bzVec2 forward; |
12 | 51 bzVec2 target; |
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52 float speed = 0; |
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53 float maxForce = 0; |
13 | 54 bool turn; |
55 | |
56 float enemyAngle; | |
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57 |
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58 bzVec2 predictFuturePosition(float dt) { |
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59 return (position + velocity * dt); |
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60 } |
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61 } |
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62 |
0 | 63 abstract class Ship |
64 { | |
6 | 65 bzWorld world; |
0 | 66 bzBody rBody; |
67 ShapeList shapes; | |
68 bzVec2 engineForce; | |
69 bzVec2 turnForce; | |
70 bzVec2 leftTurnPoint; | |
71 bzVec2 rightTurnPoint; | |
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72 State state; |
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73 |
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74 float maxLinVel = 100; |
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75 float maxAngVel = 2; |
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76 |
6 | 77 this(bzWorld world) { |
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78 |
6 | 79 this.world = world; |
0 | 80 shapes = new ShapeList; |
81 } | |
82 | |
83 void thrust() { | |
84 rBody.force += engineForce.rotate(rBody.angle); | |
85 } | |
86 | |
5 | 87 void turnLeft() { |
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88 |
5 | 89 rBody.torque += bzCross(leftTurnPoint.rotate(rBody.angle), |
0 | 90 turnForce.rotate(rBody.angle)); |
5 | 91 } |
92 | |
93 void turnRight() { | |
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94 |
5 | 95 rBody.torque += bzCross(rightTurnPoint.rotate(rBody.angle), |
0 | 96 turnForce.rotate(rBody.angle)); |
97 } | |
6 | 98 |
14 | 99 void setPlanetGravity() { |
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100 float minRadius = 0.1; |
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101 float maxRadius = 10; |
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102 float strength = 3.5; |
6 | 103 bzVec2 center = bzVec2(0,0); |
104 auto attractor = new bzAttractor(rBody, center, strength, minRadius, maxRadius); | |
105 world.addForce(attractor); | |
106 } | |
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107 |
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108 void limitVelocity() { |
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109 float vx = rBody.linearVelocity.x; |
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110 float vy = rBody.linearVelocity.y; |
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111 float av = rBody.angularVelocity; |
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112 rBody.linearVelocity.x = bzClamp(vx, -maxLinVel, maxLinVel); |
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113 rBody.linearVelocity.y = bzClamp(vy, -maxLinVel, maxLinVel); |
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114 rBody.angularVelocity = bzClamp(av, -maxAngVel, maxAngVel); |
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115 } |
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116 |
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117 void updateState() { |
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118 state.velocity = rBody.linearVelocity; |
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119 state.speed = state.velocity.length; |
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120 state.position = rBody.position; |
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121 bzVec2 heading = engineForce.rotate(rBody.angle); |
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122 heading.normalize(); |
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123 state.forward = heading; |
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124 } |
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125 |
0 | 126 } |