basic gravity working through effects
[physics.git] / src / Entities / PhysicsEntity.cpp
index c48d7d0..727b89f 100644 (file)
@@ -2,16 +2,18 @@
 #include "../debug.h"
 
 #include "../Vector2.h"
+#include "../Effects/Effect.h"
+#include "../Effects/Gravity.h"
 
 /// ***** Public Class Methods *****
 PhysicsEntity::PhysicsEntity(const Vector2& pos)
     : Entity(pos), force(0,0), mass(1), CoR(1)
 {
-
+    g = new Gravity();
 }
 PhysicsEntity::~PhysicsEntity()
 {
-
+    delete g;
 }
 
 void PhysicsEntity::update(float time_step)
@@ -24,12 +26,26 @@ void PhysicsEntity::update(float time_step)
 
 Vector2 PhysicsEntity::positionAt(float time_step) const
 {
-    return force/mass / 2 * time_step * time_step + velocity * time_step + position;
+    Vector2 newPosition = position;
+    Vector2 newVelocity = velocity;
+    Vector2 newForce = force;
+
+    newPosition += g->positionDelta(this, time_step);
+    newVelocity += g->velocityDelta(this, time_step);
+    newForce += g->forceDelta(this, time_step);
+
+    return newForce/mass / 2 * time_step * time_step + newVelocity * time_step + newPosition;
 }
 
 Vector2 PhysicsEntity::velocityAt(float time_step) const
 {
-    return force/mass / 2 * time_step + velocity;
+    Vector2 newForce = force;
+    Vector2 newVelocity = velocity;
+
+    newForce += g->forceDelta(this, time_step);
+    newVelocity += g->velocityDelta(this, time_step);
+
+    return newForce/mass / 2 * time_step + newVelocity;
 }
 
 void PhysicsEntity::applyForce(const Vector2& force)