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Fix various cases of bad math
[libs/game.git] / examples / bassteroids / source / playercontroller.cpp
1 #include "playercontroller.h"
2 #include <msp/game/root.h>
3 #include <msp/game/stage.h>
4 #include "controls.h"
5
6 using namespace std;
7 using namespace Msp;
8
9 PlayerController::PlayerController(Game::Stage &s):
10         System(s),
11         player_setup{ .physical={ .body={ .mass=1, .moment_of_inertia=0.8f }, .collider={ .type=ColliderType::CIRCLE, .radius=0.8f }},
12                 .mesh={ .object_name="Bass guitar.object" },
13                 .speed=12.0f, .turn_rate=4.71f }
14 { }
15
16 void PlayerController::set_controls(Controls *c)
17 {
18         controls = c;
19         if(!player_ship)
20                 player_ship = Game::Owned<Ship>(stage.get_root(), player_setup);
21 }
22
23 void PlayerController::tick(Time::TimeDelta dt)
24 {
25         if(!controls)
26                 return;
27
28         float dt_secs = dt/Time::sec;
29
30         const Ship::Setup &setup = player_ship->get_setup();
31         float thrust = setup.speed*setup.speed;
32         float torque = setup.turn_rate*setup.turn_rate;
33
34         Game::Handle<Game::Transform> transform = player_ship->get_transform();
35         LinAl::Vector<float, 2> fwd_dir = normalize(transform->get_world_matrix().column(0).slice<2>(0));
36         Game::Handle<RigidBody> body = player_ship->get_body();
37
38         body->add_force(fwd_dir*(controls->forward.get_value()*thrust));
39         const LinAl::Vector<float, 2> &velocity = body->get_velocity();
40         float speed = velocity.norm();
41         if(speed>1e-5)
42                 body->add_force(velocity*-min(speed+setup.speed/speed, 1.0f/dt_secs));
43
44         body->add_torque(controls->turn_left.get_value()*torque);
45         Geometry::Angle<float> angular_vel = body->get_angular_velocity();
46         Geometry::Angle<float> angular_speed = abs(angular_vel);
47         if(abs(angular_speed.radians())>1e-5)
48                 body->add_torque(angular_vel.radians()*-min(angular_speed.radians()+setup.turn_rate/angular_speed.radians(), 1.0f/dt_secs));
49 }