X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2FEntities%2FPhysicsEntity.cpp;h=4ba50dc24921ed739493fc72baa7a05755c1eeea;hb=b85b89ba9a2cb0373209e8117046fd308faf0202;hp=c48d7d0eb62ca40d79777856be2d0c337c453aeb;hpb=a69ac5b93d3d198c774ce5425e27e7882d7bbe19;p=physics.git diff --git a/src/Entities/PhysicsEntity.cpp b/src/Entities/PhysicsEntity.cpp index c48d7d0..4ba50dc 100644 --- a/src/Entities/PhysicsEntity.cpp +++ b/src/Entities/PhysicsEntity.cpp @@ -1,11 +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 "../debug.h" -#include "../Vector2.h" +#include +#include +using namespace pg; + +#include "effectManager.h" + + +/// ***** Constructors/Destructors ***** -/// ***** Public Class Methods ***** PhysicsEntity::PhysicsEntity(const Vector2& pos) - : Entity(pos), force(0,0), mass(1), CoR(1) + : Entity(pos), force(0,0), mass(1), CoR(0.8) { } @@ -14,6 +36,8 @@ PhysicsEntity::~PhysicsEntity() } +/// ***** Public Class Methods ***** + void PhysicsEntity::update(float time_step) { position = positionAt(time_step); @@ -24,20 +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; }