X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2FEntities%2FPhysicsEntity.cpp;h=4ba50dc24921ed739493fc72baa7a05755c1eeea;hb=b85b89ba9a2cb0373209e8117046fd308faf0202;hp=00817b4071c2f0b4044afc4d0ac3d9af8cb8aa47;hpb=5f1f55d185e7587999ec4755c00d133a140d7de2;p=physics.git
diff --git a/src/Entities/PhysicsEntity.cpp b/src/Entities/PhysicsEntity.cpp
index 00817b4..4ba50dc 100644
--- a/src/Entities/PhysicsEntity.cpp
+++ b/src/Entities/PhysicsEntity.cpp
@@ -1,9 +1,33 @@
+/*
+ * 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 "PhysicsEntity.h"
-#include "../Vector2.h"
-/// ***** Public Class Methods *****
+#include
+#include
+using namespace pg;
+
+#include "effectManager.h"
+
+
+/// ***** Constructors/Destructors *****
+
PhysicsEntity::PhysicsEntity(const Vector2& pos)
- : Entity(pos)
+ : Entity(pos), force(0,0), mass(1), CoR(0.8)
{
}
@@ -12,6 +36,8 @@ PhysicsEntity::~PhysicsEntity()
}
+/// ***** Public Class Methods *****
+
void PhysicsEntity::update(float time_step)
{
position = positionAt(time_step);
@@ -22,20 +48,47 @@ 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)
{
+ applyForce(force, position);
+}
+void PhysicsEntity::applyForce(const Vector2& force, const Vector2& at)
+{
this->force += force;
}
-void PhysicsEntity::applyImpulse(const Vector2& impluse)
+void PhysicsEntity::applyImpulse(const Vector2& impulse)
+{
+ applyImpulse(impulse, position);
+}
+void PhysicsEntity::applyImpulse(const Vector2& impulse, const Vector2& at)
+{
+ velocity += impulse;
+}
+
+void PhysicsEntity::applyNudge(const Vector2& vecPush)
{
- velocity += impluse;
+ position += vecPush;
}