+ applyForce(force, m_position);
+}
+void PhysicsEntity::applyForce(const Vector2& force, const Vector2& /*at*/)
+{
+ this->m_force += force;
+}
+
+void PhysicsEntity::applyImpulse(const Vector2& impulse)
+{
+ applyImpulse(impulse, m_position);
+}
+void PhysicsEntity::applyImpulse(const Vector2& impulse, const Vector2& /*at*/)
+{
+ m_velocity += impulse;