#include "../debug.h"
#include "../Vector2.h"
+#include "../effectManager.h"
/// ***** Public Class Methods *****
PhysicsEntity::PhysicsEntity(const Vector2& pos)
: Entity(pos), force(0,0), mass(1), CoR(1)
{
-
}
PhysicsEntity::~PhysicsEntity()
{
-
}
void PhysicsEntity::update(float time_step)
Vector2 PhysicsEntity::positionAt(float time_step) const
{
- return force/mass / 2 * time_step * time_step + velocity * time_step + position;
+ Vector2 newPosition = position;
+ Vector2 newVelocity = velocity;
+ Vector2 newForce = force;
+
+ newPosition += effect::positionDelta(this, time_step);
+ newVelocity += effect::velocityDelta(this, time_step);
+ newForce += effect::forceDelta(this, time_step);
+
+ return newForce/mass / 2 * time_step * time_step + newVelocity * time_step + newPosition;
}
Vector2 PhysicsEntity::velocityAt(float time_step) const
{
- return force/mass / 2 * time_step + velocity;
+ Vector2 newForce = force;
+ Vector2 newVelocity = velocity;
+
+ newForce += effect::forceDelta(this, time_step);
+ newVelocity += effect::velocityDelta(this, time_step);
+
+ return newForce/mass / 2 * time_step + newVelocity;
}
void PhysicsEntity::applyForce(const Vector2& force)