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;
}