Пример #1
0
void Entity::sync_visible(const b2Body * source, sf::Transformable& target)
{
  if( source == NULL )
  {
    BOOST_THROW_EXCEPTION(Game::Exception());
  }
  
  // sync position
  {
    b2Vec2 b2_position = source->GetPosition();
    
    sf::Vector2f sf_position(
      Game::Util::meter_to_pixel(b2_position.x),
      Game::Util::meter_to_pixel(b2_position.y)
    );
    
    target.setPosition(sf_position);
  }
  
  // sync angle
  {
    target.setRotation(
      Game::Util::rad_to_deg(source->GetAngle())
    );
  }
}
Пример #2
0
    // Simple integrator. Accumulates error as time passes.
    void Integrator::Euler(PhysicState& physics,
						   sf::Transformable& transf,
						   const HiResDuration& dt)
    {
        float dtValue = ((float)dt.count()/ONE_SECOND.count());
        
        transf.setPosition(transf.getPosition() + physics.getVelocity() * dtValue);
        physics.setVelocity(physics.getVelocity() + (physics.getForce() / physics.getMass()) * dtValue);
    }
Пример #3
0
std::vector<sf::Vector2f> SATCollision::GetTransformedRect(
	const sf::Transformable& transformable, const sf::FloatRect& rect)
{
	std::vector<sf::Vector2f> points(4);
	points[0] = sf::Vector2f(rect.left, rect.top);
	points[1] = sf::Vector2f(rect.left+rect.width, rect.top);
	points[2] = sf::Vector2f(rect.left, rect.top+rect.height);
	points[3] = sf::Vector2f(rect.left+rect.width, rect.top+rect.height);

	points[0] = transformable.getTransform().transformPoint(points[0]);
	points[1] = transformable.getTransform().transformPoint(points[1]);
	points[2] = transformable.getTransform().transformPoint(points[2]);
	points[3] = transformable.getTransform().transformPoint(points[3]);

	return points;
}
Пример #4
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    // More accurate than Euler, but a bit more resource-consuming.
    void Integrator::RK4(PhysicState& physics,
						 sf::Transformable& transf,
						 const HiResDuration& dt)
    {
        float dtValue = ((float)dt.count()/ONE_SECOND.count());
        
        Derivative a,b,c,d;
        Derivative initial;
        
        a = evaluateRK4(physics, transf, HiResDuration::zero(), initial);
        b = evaluateRK4(physics, transf, dt / 2, a);
        c = evaluateRK4(physics, transf, dt / 2, b);
        d = evaluateRK4(physics, transf, dt, c);
        
        sf::Vector2f dpdt = 1.0f / 6.0f *
        ( a.dp + 2.0f * (b.dp + c.dp) + d.dp );
        
        sf::Vector2f dvdt = 1.0f / 6.0f *
        ( a.dv + 2.0f * (b.dv + c.dv) + d.dv );
        
        transf.setPosition(transf.getPosition() + dpdt * dtValue);
        physics.setVelocity(physics.getVelocity() + dvdt * dtValue);
    }
Пример #5
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    // Auxiliar function for RK4 integrator
    Derivative Integrator::evaluateRK4(const PhysicState& initialPhysics,
									   const sf::Transformable& initialTransf,
									   const HiResDuration& dt,
									   const Derivative& d)
    {
        float dtValue = ((float)dt.count()/ONE_SECOND.count());
        
        PhysicState physics;
		sf::Transformable transf;
        transf.setPosition(initialTransf.getPosition() + d.dp * dtValue); // Add the velocity to position
        physics.setVelocity(initialPhysics.getVelocity() + d.dv * dtValue); // Add the acceleration to velocity
        physics.setForce(initialPhysics.getForce());
        physics.setMass(initialPhysics.getMass());
        
        Derivative output;
        output.dp = physics.getVelocity();
        output.dv = accelerationRK4(physics);
        return output;
    }
Пример #6
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void Game::Shoot(sf::Transformable& performer)
{
    mNewDrawables.push_back(std::make_shared<Shot>(performer.getPosition(), performer.getRotation(), mShotTex));
}