/// ***** Constructors/Destructors *****
PhysicsEntity::PhysicsEntity(const Vector2& pos)
- : Entity(pos), force(0,0), mass(1), CoR(0.8)
+ : Entity(pos), m_force(0,0), m_mass(1), m_CoR(0.8)
{
}
position = positionAt(time_step);
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 newForce = m_force;
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 newForce = m_force;
Vector2 newVelocity = velocity;
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)
}
void PhysicsEntity::applyForce(const Vector2& force, const Vector2& /*at*/)
{
- this->force += force;
+ this->m_force += force;
}
void PhysicsEntity::applyImpulse(const Vector2& impulse)