renamed a few more members and changed some switch statements
[physics.git] / src / Entities / PhysicsEntity.cpp
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1/*
2 * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
3 *
4 * This program is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 3 of the License, or
7 * (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 */
17
ad9f1fb6 18#include "PhysicsEntity.h"
f32a9b7c 19
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20#include <bear/debug.h>
21#include <bear/Vector2.h>
22using namespace bear;
89ca62b2 23
3d1f0813 24#include "effectManager.h"
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25
26
27/// ***** Constructors/Destructors *****
ad9f1fb6 28
5f1f55d1 29PhysicsEntity::PhysicsEntity(const Vector2& pos)
fd1a93a7 30 : Entity(pos), m_force(0,0), m_mass(1), m_CoR(0.8)
ad9f1fb6 31{
617dcc71 32
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33}
34PhysicsEntity::~PhysicsEntity()
35{
617dcc71 36
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37}
38
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39/// ***** Public Class Methods *****
40
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41void PhysicsEntity::update(float time_step)
42{
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43 m_position = positionAt(time_step);
44 m_velocity = velocityAt(time_step);
ad9f1fb6 45
fd1a93a7 46 m_force *= 0;
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47}
48
49Vector2 PhysicsEntity::positionAt(float time_step) const
50{
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51 Vector2 newPosition = m_position;
52 Vector2 newVelocity = m_velocity;
fd1a93a7 53 Vector2 newForce = m_force;
6aad402a 54
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55 newPosition += effect::positionDelta(this, time_step);
56 newVelocity += effect::velocityDelta(this, time_step);
57 newForce += effect::forceDelta(this, time_step);
6aad402a 58
fd1a93a7 59 return newForce/m_mass / 2 * time_step * time_step + newVelocity * time_step + newPosition;
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60}
61
62Vector2 PhysicsEntity::velocityAt(float time_step) const
63{
fd1a93a7 64 Vector2 newForce = m_force;
3ae4b047 65 Vector2 newVelocity = m_velocity;
6aad402a 66
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67 newForce += effect::forceDelta(this, time_step);
68 newVelocity += effect::velocityDelta(this, time_step);
6aad402a 69
fd1a93a7 70 return newForce/m_mass / 2 * time_step + newVelocity;
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71}
72
73void PhysicsEntity::applyForce(const Vector2& force)
74{
3ae4b047 75 applyForce(force, m_position);
54fe85c5 76}
88085362 77void PhysicsEntity::applyForce(const Vector2& force, const Vector2& /*at*/)
54fe85c5 78{
fd1a93a7 79 this->m_force += force;
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80}
81
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82void PhysicsEntity::applyImpulse(const Vector2& impulse)
83{
3ae4b047 84 applyImpulse(impulse, m_position);
54fe85c5 85}
88085362 86void PhysicsEntity::applyImpulse(const Vector2& impulse, const Vector2& /*at*/)
ad9f1fb6 87{
3ae4b047 88 m_velocity += impulse;
ad9f1fb6 89}
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90
91void PhysicsEntity::applyNudge(const Vector2& vecPush)
92{
3ae4b047 93 m_position += vecPush;
19c2da50 94}