PhysicsComponent.cpp

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00001 /*
00002 SagaEngine library
00003 Copyright (c) 2002-2006 Skalden Studio AS
00004 
00005 This software is provided 'as-is', without any express or implied 
00006 warranty. In no event will the authors be held liable for any 
00007 damages arising from the use of this software.
00008 
00009 Permission is granted to distribute the library under the terms of the 
00010 Q Public License version 1.0. Be sure to read and understand the license
00011 before using the library. It should be included here, or you may read it
00012 at http://www.trolltech.com/products/qt/licenses/licensing/qpl
00013 
00014 The original version of this library can be located at:
00015 http://www.sagaengine.com/
00016 
00017 Rune Myrland
00018 rune@skalden.com
00019 */
00020 
00021 
00022 #include "PhysicsComponent.hpp"
00023 #include "../react/CollisionComponent.hpp"
00024 #include "../schema/SimSchema.hpp"
00025 #include "util/error/Log.hpp"
00026 #include "../thing/Actor.hpp"
00027 
00028 
00029 
00030 namespace se_core {
00031     PhysicsComponent
00032     ::PhysicsComponent(Composite* owner, PosComponent* posComponent) 
00033         : NodeComponent(sct_PHYSICS, owner), currentPhysics_(0), affect_(0), posComponent_(posComponent) {
00034         physics_[currentPhysics_] = 0;
00035     }
00036 
00037     PhysicsComponent
00038     ::PhysicsComponent(Composite* owner, const ComponentFactory* factory)
00039             : NodeComponent(sct_PHYSICS, owner, factory), currentPhysics_(0), affect_(0) {
00040         posComponent_ = static_cast<PosComponent*>(owner_->component(sct_POS));
00041         Assert(posComponent_);
00042         physics_[currentPhysics_] = 0;
00043     }
00044 
00045 
00046 
00047     PhysicsComponent
00048     ::~PhysicsComponent() {
00049     }
00050 
00051 
00052     void PhysicsComponent
00053     ::popPhysics() {
00054         AssertFatal(currentPhysics_ > 0 || physics_[0] != 0, owner()->name());
00055         //LogWarning(owner()->name() << " had physics " << physics_[currentPhysics_]->name() << " popped");
00056         if(currentPhysics_ == 0)
00057             clearPhysics();
00058         else
00059             --currentPhysics_;
00060     }
00061 
00062 
00063     void PhysicsComponent
00064     ::clearPhysics() {
00065         //LogWarning(owner()->name() << " had physics cleared");
00066         currentPhysics_ = 0;
00067         physics_[0] = 0;
00068     }
00069 
00070 
00071     void PhysicsComponent
00072     ::pushPhysics(const Physics* ph) {
00073         //LogWarning(owner()->name() << " had physics " << ph->name() << " pushed");
00074         AssertFatal(ph != physics_[ currentPhysics_ ], owner()->name());
00075         if(hasDefaultPhysics() && physics().isStacker()) {
00076             // Increase script counter
00077             ++currentPhysics_;
00078         }
00079         Assert(currentPhysics_ < MAX_PHYSICS_STACK_SIZE - 1);
00080         physics_[ currentPhysics_ ] = ph;
00081     }
00082 
00083 
00084     void PhysicsComponent
00085     ::pushPhysics(const char* name) {
00086         const Physics* p = Physics::lookup(name);
00087         pushPhysics(p);
00088     }
00089 
00090 
00091     bool PhysicsComponent
00092     ::calcNextCoor() {
00093         if(!hasDefaultPhysics()) {
00094             didMove_ = false;
00095             affect_ = 0;
00096             return false;
00097         }
00098 
00099         move_ = nextMove_;
00100         physics().calcNext(*this, posComponent_->pos(), posComponent_->nextPos(), move(), nextMove());
00101         AssertFatal(!posComponent_->nextPos().worldCoor().isNan(), "Nan: " << owner()->name() << " - " << physics().name());
00102         AssertFatal(!posComponent_->nextPos().localCoor().isNan(), "Nan: " << owner()->name() << " - " << physics().name());
00103         move_ = nextMove_;
00104         nextMove_.resetForces();
00105 
00106         //
00107         didMove_ = posComponent_->nextPos().didParentMove() || !posComponent_->nextPos().localEquals(posComponent_->pos());
00108 
00109         // Move to new position in collision grid
00110         CollisionComponent::Ptr cc(*this);
00111         if(cc && cc->isCollideable() && posComponent_->pos().area() == posComponent_->nextPos().area()) {
00112             cc->move();
00113         }
00114         affect_ = &physics();
00115 
00116         return didMove_;
00117     }
00118 
00119 
00120     bool PhysicsComponent
00121     ::isMover() const {
00122         // Actors that has physics can move
00123         return hasDefaultPhysics();
00124     }
00125 
00126 
00127     void PhysicsComponent
00128     ::flip() {
00129         posComponent_->flip();
00130     }
00131 
00132 }
00133 

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