X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2FEffects%2FScreen.cpp;h=e4ef901f3fd7503de4e6cbbc852efb22f116d0c0;hb=5d5a6f3fc2e0bd7ef539cc7ac76c7650c8a80431;hp=bbae5bb43cb8e4474f072c0f31ec98d66b1d4cf7;hpb=2c18685d7e87c72562bdbeb01b7372748d9927a3;p=physics.git diff --git a/src/Effects/Screen.cpp b/src/Effects/Screen.cpp index bbae5bb..e4ef901 100644 --- a/src/Effects/Screen.cpp +++ b/src/Effects/Screen.cpp @@ -1,7 +1,27 @@ +/* + * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com. + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + */ + #include "Screen.h" -#include "../debug.h" #include "../Entities/PhysicsEntity.h" +#include "../Entities/Ball.h" + + +/// ***** Constructors/Destructors ***** Screen::Screen() { @@ -12,42 +32,61 @@ Screen::~Screen() } -Vector2 Screen::positionDelta(const PhysicsEntity*, float) const -{ - return Vector2(0,0); -} +/// ***** Public Class Methods ***** -Vector2 Screen::velocityDelta(const PhysicsEntity* e, float time_step) const +Vector2 Screen::positionDelta(const PhysicsEntity* e, float time_step) const { const Vector2& pos = e->positionRaw(); const Vector2& velo = e->velocityRaw(); Vector2 acc(0,0); - if(pos.y > 600 && velo.y > 0) - { - acc.y += velo.y * -2; - } + float radius = 0; + const Ball* b = dynamic_cast(e); + if( b != NULL ) + radius = b->getRadius(); - if(pos.y < 0 && velo.y < 0) - { - acc.y += velo.y * -2; - } - if(pos.x > 800 && velo.x > 0) - { - acc.x += velo.x * -2; - } + if(pos.y > 600-radius && velo.y > 0) + acc.y += 600-radius - pos.y; - if(pos.x < 0 && velo.x < 0) - { - acc.x += velo.x * -2; - } + if(pos.y < 0+radius && velo.y < 0) + acc.y += 0+radius - pos.y; + + if(pos.x > 800-radius && velo.x > 0) + acc.x += 800-radius - pos.x; + + if(pos.x < 0+radius && velo.x < 0) + acc.x += 0+radius - pos.x; return acc; } -Vector2 Screen::forceDelta(const PhysicsEntity*, float) const +Vector2 Screen::velocityDelta(const PhysicsEntity* e, float time_step) const { - return Vector2(0,0); + const Vector2& pos = e->positionRaw(); + const Vector2& velo = e->velocityRaw(); + + Vector2 acc(0,0); + + float CoR = e->CoR; + float radius = 0; + const Ball* b = dynamic_cast(e); + if( b != NULL ) + radius = b->getRadius(); + + + if(pos.y > 600-radius && velo.y > 0) + acc.y += velo.y * -(1 + CoR); + + if(pos.y < 0+radius && velo.y < 0) + acc.y += velo.y * -(1 + CoR); + + if(pos.x > 800-radius && velo.x > 0) + acc.x += velo.x * -(1 + CoR); + + if(pos.x < 0+radius && velo.x < 0) + acc.x += velo.x * -(1 + CoR); + + return acc; }