X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2FEntities%2FPhysicsEntity.cpp;h=752d5eb63a8069fbe47b9dc7447574bdeb49a867;hb=389bf8fdd7e1b8f4fe21e5a9fdb477d40d03d829;hp=00817b4071c2f0b4044afc4d0ac3d9af8cb8aa47;hpb=5f1f55d185e7587999ec4755c00d133a140d7de2;p=physics.git diff --git a/src/Entities/PhysicsEntity.cpp b/src/Entities/PhysicsEntity.cpp index 00817b4..752d5eb 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 bear; + +#include "effectManager.h" + + +/// ***** Constructors/Destructors ***** + PhysicsEntity::PhysicsEntity(const Vector2& pos) - : Entity(pos) + : Entity(pos), m_force(0,0), m_mass(1), m_CoR(0.8) { } @@ -12,30 +36,59 @@ PhysicsEntity::~PhysicsEntity() } +/// ***** Public Class Methods ***** + void PhysicsEntity::update(float time_step) { - position = positionAt(time_step); - velocity = velocityAt(time_step); + m_position = positionAt(time_step); + m_velocity = velocityAt(time_step); - force *= 0; + m_force *= 0; } Vector2 PhysicsEntity::positionAt(float time_step) const { - return force/mass / 2 * time_step * time_step + velocity * time_step + position; + Vector2 newPosition = m_position; + Vector2 newVelocity = m_velocity; + Vector2 newForce = m_force; + + newPosition += effect::positionDelta(this, time_step); + newVelocity += effect::velocityDelta(this, time_step); + newForce += effect::forceDelta(this, time_step); + + return newForce/m_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 = m_force; + Vector2 newVelocity = m_velocity; + + newForce += effect::forceDelta(this, time_step); + newVelocity += effect::velocityDelta(this, time_step); + + return newForce/m_mass / 2 * time_step + newVelocity; } void PhysicsEntity::applyForce(const Vector2& force) { - this->force += force; + applyForce(force, m_position); +} +void PhysicsEntity::applyForce(const Vector2& force, const Vector2& /*at*/) +{ + this->m_force += force; +} + +void PhysicsEntity::applyImpulse(const Vector2& impulse) +{ + applyImpulse(impulse, m_position); +} +void PhysicsEntity::applyImpulse(const Vector2& impulse, const Vector2& /*at*/) +{ + m_velocity += impulse; } -void PhysicsEntity::applyImpulse(const Vector2& impluse) +void PhysicsEntity::applyNudge(const Vector2& vecPush) { - velocity += impluse; + m_position += vecPush; }