| 1 | /* |
| 2 | * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com. |
| 3 | * |
| 4 | * This program is free software: you can redistribute it and/or modify |
| 5 | * it under the terms of the GNU General Public License as published by |
| 6 | * the Free Software Foundation, either version 3 of the License, or |
| 7 | * (at your option) any later version. |
| 8 | * |
| 9 | * This program is distributed in the hope that it will be useful, |
| 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 12 | * GNU General Public License for more details. |
| 13 | * |
| 14 | * You should have received a copy of the GNU General Public License |
| 15 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 16 | */ |
| 17 | |
| 18 | #include "PhysicsEntity.h" |
| 19 | |
| 20 | #include <bear/debug.h> |
| 21 | #include <bear/Vector2.h> |
| 22 | using namespace bear; |
| 23 | |
| 24 | #include "effectManager.h" |
| 25 | |
| 26 | |
| 27 | /// ***** Constructors/Destructors ***** |
| 28 | |
| 29 | PhysicsEntity::PhysicsEntity(const Vector2& pos) |
| 30 | : Entity(pos), m_force(0,0), m_mass(1), m_CoR(0.8) |
| 31 | { |
| 32 | |
| 33 | } |
| 34 | PhysicsEntity::~PhysicsEntity() |
| 35 | { |
| 36 | |
| 37 | } |
| 38 | |
| 39 | /// ***** Public Class Methods ***** |
| 40 | |
| 41 | void PhysicsEntity::update(float time_step) |
| 42 | { |
| 43 | m_position = positionAt(time_step); |
| 44 | m_velocity = velocityAt(time_step); |
| 45 | |
| 46 | m_force *= 0; |
| 47 | } |
| 48 | |
| 49 | Vector2 PhysicsEntity::positionAt(float time_step) const |
| 50 | { |
| 51 | Vector2 newPosition = m_position; |
| 52 | Vector2 newVelocity = m_velocity; |
| 53 | Vector2 newForce = m_force; |
| 54 | |
| 55 | newPosition += effect::positionDelta(this, time_step); |
| 56 | newVelocity += effect::velocityDelta(this, time_step); |
| 57 | newForce += effect::forceDelta(this, time_step); |
| 58 | |
| 59 | return newForce/m_mass / 2 * time_step * time_step + newVelocity * time_step + newPosition; |
| 60 | } |
| 61 | |
| 62 | Vector2 PhysicsEntity::velocityAt(float time_step) const |
| 63 | { |
| 64 | Vector2 newForce = m_force; |
| 65 | Vector2 newVelocity = m_velocity; |
| 66 | |
| 67 | newForce += effect::forceDelta(this, time_step); |
| 68 | newVelocity += effect::velocityDelta(this, time_step); |
| 69 | |
| 70 | return newForce/m_mass / 2 * time_step + newVelocity; |
| 71 | } |
| 72 | |
| 73 | void PhysicsEntity::applyForce(const Vector2& force) |
| 74 | { |
| 75 | applyForce(force, m_position); |
| 76 | } |
| 77 | void PhysicsEntity::applyForce(const Vector2& force, const Vector2& /*at*/) |
| 78 | { |
| 79 | this->m_force += force; |
| 80 | } |
| 81 | |
| 82 | void PhysicsEntity::applyImpulse(const Vector2& impulse) |
| 83 | { |
| 84 | applyImpulse(impulse, m_position); |
| 85 | } |
| 86 | void PhysicsEntity::applyImpulse(const Vector2& impulse, const Vector2& /*at*/) |
| 87 | { |
| 88 | m_velocity += impulse; |
| 89 | } |
| 90 | |
| 91 | void PhysicsEntity::applyNudge(const Vector2& vecPush) |
| 92 | { |
| 93 | m_position += vecPush; |
| 94 | } |