changed src so the libpg headers are now used
[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"
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19
20#include <pg/debug.h>
21#include <pg/Vector2.h>
89ca62b2 22
3d1f0813 23#include "effectManager.h"
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24
25
26/// ***** Constructors/Destructors *****
ad9f1fb6 27
5f1f55d1 28PhysicsEntity::PhysicsEntity(const Vector2& pos)
d69c6a21 29 : Entity(pos), force(0,0), mass(1), CoR(0.8)
ad9f1fb6 30{
617dcc71 31
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32}
33PhysicsEntity::~PhysicsEntity()
34{
617dcc71 35
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36}
37
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38/// ***** Public Class Methods *****
39
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40void PhysicsEntity::update(float time_step)
41{
42 position = positionAt(time_step);
43 velocity = velocityAt(time_step);
44
45 force *= 0;
46}
47
48Vector2 PhysicsEntity::positionAt(float time_step) const
49{
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50 Vector2 newPosition = position;
51 Vector2 newVelocity = velocity;
52 Vector2 newForce = force;
53
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54 newPosition += effect::positionDelta(this, time_step);
55 newVelocity += effect::velocityDelta(this, time_step);
56 newForce += effect::forceDelta(this, time_step);
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57
58 return newForce/mass / 2 * time_step * time_step + newVelocity * time_step + newPosition;
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59}
60
61Vector2 PhysicsEntity::velocityAt(float time_step) const
62{
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63 Vector2 newForce = force;
64 Vector2 newVelocity = velocity;
65
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66 newForce += effect::forceDelta(this, time_step);
67 newVelocity += effect::velocityDelta(this, time_step);
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68
69 return newForce/mass / 2 * time_step + newVelocity;
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70}
71
72void PhysicsEntity::applyForce(const Vector2& force)
73{
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74 applyForce(force, position);
75}
76void PhysicsEntity::applyForce(const Vector2& force, const Vector2& at)
77{
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78 this->force += force;
79}
80
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81void PhysicsEntity::applyImpulse(const Vector2& impulse)
82{
83 applyImpulse(impulse, position);
84}
85void PhysicsEntity::applyImpulse(const Vector2& impulse, const Vector2& at)
ad9f1fb6 86{
54fe85c5 87 velocity += impulse;
ad9f1fb6 88}
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89
90void PhysicsEntity::applyNudge(const Vector2& vecPush)
91{
92 position += vecPush;
93}