// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2005 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA #include "Motion.h" #include "Domain.h" #include "rulesets/LocatedEntity.h" #include "physics/Collision.h" #include "common/compose.hpp" #include "common/debug.h" #include "common/const.h" #include "common/log.h" #include "common/TypeNode.h" #include using String::compose; static const bool debug_flag = false; Motion::Motion(LocatedEntity & body) : m_entity(body), m_serialno(0), m_collision(false), m_collEntity(0), m_collisionTime(0.f) { } Motion::~Motion() { } void Motion::setMode(const std::string & mode) { m_mode = mode; // FIXME Re-configure stuff, and possible schedule an update? } void Motion::adjustPosition() { } Operation * Motion::genUpdateOperation() { return 0; } Operation * Motion::genMoveOperation() { return 0; } float Motion::checkCollisions(Domain& domain) { Domain::CollisionData collData; float collision_time = domain.checkCollision(m_entity, collData); m_collEntity = collData.collEntity; m_collision = collData.isCollision; m_collNormal = collData.collNormal; return collision_time; } bool Motion::resolveCollision() { Location & location(m_entity.m_location); bool moving = true; assert(m_collision); assert(m_collEntity != 0); assert(m_collEntity->m_location.m_loc != 0); // We have arrived at our target position and must // stop, or be deflected // FIXME This should become an assertion. if (location.m_loc != m_collEntity->m_location.m_loc) { // Race condition // This occurs if we get asked for a new update before // the last move has taken effect, so we make the new // pos exactly as it was when the last collision was // predicted. log(ERROR, compose("Collision Error: %1(%2) with parent %3 " "colliding with %4(%5) with parent %6", m_entity.getId(), m_entity.getType()->name(), location.m_loc->getId(), m_collEntity->getId(), m_collEntity->getType()->name(), m_collEntity->m_location.m_loc->getId())); } else { // FIXME Generate touch ops // This code relies on m_collNormal being a unit vector float vel_square_mag = location.velocity().sqrMag(); location.m_velocity -= m_collNormal * Dot(m_collNormal, location.m_velocity); if (location.m_velocity.mag() / consts::base_velocity > 0.05) { m_collEntity = NULL; location.m_velocity.normalize(); location.m_velocity *= std::sqrt(vel_square_mag); } else { // reset(); location.m_velocity = Vector3D(0,0,0); moving = false; } } clearCollision(); return moving; }