effectManager created
[physics.git] / src / Entities / PhysicsEntity.cpp
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ad9f1fb6 1#include "PhysicsEntity.h"
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2#include "../debug.h"
3
ad9f1fb6 4#include "../Vector2.h"
f206d19d 5#include "../effectManager.h"
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6
7/// ***** Public Class Methods *****
5f1f55d1 8PhysicsEntity::PhysicsEntity(const Vector2& pos)
c58ffbb1 9 : Entity(pos), force(0,0), mass(1), CoR(1)
ad9f1fb6 10{
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11}
12PhysicsEntity::~PhysicsEntity()
13{
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14}
15
16void PhysicsEntity::update(float time_step)
17{
18 position = positionAt(time_step);
19 velocity = velocityAt(time_step);
20
21 force *= 0;
22}
23
24Vector2 PhysicsEntity::positionAt(float time_step) const
25{
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26 Vector2 newPosition = position;
27 Vector2 newVelocity = velocity;
28 Vector2 newForce = force;
29
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30 newPosition += effect::positionDelta(this, time_step);
31 newVelocity += effect::velocityDelta(this, time_step);
32 newForce += effect::forceDelta(this, time_step);
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33
34 return newForce/mass / 2 * time_step * time_step + newVelocity * time_step + newPosition;
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35}
36
37Vector2 PhysicsEntity::velocityAt(float time_step) const
38{
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39 Vector2 newForce = force;
40 Vector2 newVelocity = velocity;
41
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42 newForce += effect::forceDelta(this, time_step);
43 newVelocity += effect::velocityDelta(this, time_step);
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44
45 return newForce/mass / 2 * time_step + newVelocity;
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46}
47
48void PhysicsEntity::applyForce(const Vector2& force)
49{
50 this->force += force;
51}
52
53void PhysicsEntity::applyImpulse(const Vector2& impluse)
54{
55 velocity += impluse;
56}