X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2FEntities%2FPhysicsEntity.cpp;h=752d5eb63a8069fbe47b9dc7447574bdeb49a867;hb=3ae4b04702cc54d19264e57105a7073c40c5e116;hp=727b89ff2df5f6c0462615ffc4e52990e23fb77d;hpb=6aad402ae2635bb96bd5a67e6054c8e65ea8df68;p=physics.git diff --git a/src/Entities/PhysicsEntity.cpp b/src/Entities/PhysicsEntity.cpp index 727b89f..752d5eb 100644 --- a/src/Entities/PhysicsEntity.cpp +++ b/src/Entities/PhysicsEntity.cpp @@ -1,59 +1,94 @@ +/* + * 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 "../Effects/Effect.h" -#include "../Effects/Gravity.h" +#include +#include +using namespace bear; + +#include "effectManager.h" + + +/// ***** Constructors/Destructors ***** -/// ***** Public Class Methods ***** PhysicsEntity::PhysicsEntity(const Vector2& pos) - : Entity(pos), force(0,0), mass(1), CoR(1) + : Entity(pos), m_force(0,0), m_mass(1), m_CoR(0.8) { - g = new Gravity(); + } PhysicsEntity::~PhysicsEntity() { - delete g; + } +/// ***** 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 { - Vector2 newPosition = position; - Vector2 newVelocity = velocity; - Vector2 newForce = force; + Vector2 newPosition = m_position; + Vector2 newVelocity = m_velocity; + Vector2 newForce = m_force; - newPosition += g->positionDelta(this, time_step); - newVelocity += g->velocityDelta(this, time_step); - newForce += g->forceDelta(this, time_step); + 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; + return newForce/m_mass / 2 * time_step * time_step + newVelocity * time_step + newPosition; } Vector2 PhysicsEntity::velocityAt(float time_step) const { - Vector2 newForce = force; - Vector2 newVelocity = velocity; + Vector2 newForce = m_force; + Vector2 newVelocity = m_velocity; - newForce += g->forceDelta(this, time_step); - newVelocity += g->velocityDelta(this, time_step); + newForce += effect::forceDelta(this, time_step); + newVelocity += effect::velocityDelta(this, time_step); - return newForce/mass / 2 * time_step + newVelocity; + 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; }