+/*
+ * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
#include "PhysicsEntity.h"
-#include "../Vector2.h"
-/// ***** Public Class Methods *****
-PhysicsEntity::PhysicsEntity(Vector2 pos)
- : Entity(pos)
+#include <bear/debug.h>
+#include <bear/Vector2.h>
+using namespace bear;
+
+#include "effectManager.h"
+
+
+/// ***** Constructors/Destructors *****
+
+PhysicsEntity::PhysicsEntity(const Vector2& pos)
+ : Entity(pos), m_force(0,0), m_mass(1), m_CoR(0.8)
{
}
}
+/// ***** Public Class Methods *****
+
void PhysicsEntity::update(float time_step)
{
- position = positionAt(time_step);
- velocity = velocityAt(time_step);
+ m_position = positionAt(time_step);
+ m_velocity = velocityAt(time_step);
- force *= 0;
+ m_force *= 0;
}
Vector2 PhysicsEntity::positionAt(float time_step) const
{
- return force/mass / 2 * time_step * time_step + velocity * time_step + position;
+ Vector2 newPosition = m_position;
+ Vector2 newVelocity = m_velocity;
+ Vector2 newForce = m_force;
+
+ newPosition += effect::positionDelta(this, time_step);
+ newVelocity += effect::velocityDelta(this, time_step);
+ newForce += effect::forceDelta(this, time_step);
+
+ return newForce/m_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 = m_force;
+ Vector2 newVelocity = m_velocity;
+
+ newForce += effect::forceDelta(this, time_step);
+ newVelocity += effect::velocityDelta(this, time_step);
+
+ return newForce/m_mass / 2 * time_step + newVelocity;
}
void PhysicsEntity::applyForce(const Vector2& force)
{
- this->force += force;
+ applyForce(force, m_position);
+}
+void PhysicsEntity::applyForce(const Vector2& force, const Vector2& /*at*/)
+{
+ this->m_force += force;
+}
+
+void PhysicsEntity::applyImpulse(const Vector2& impulse)
+{
+ applyImpulse(impulse, m_position);
+}
+void PhysicsEntity::applyImpulse(const Vector2& impulse, const Vector2& /*at*/)
+{
+ m_velocity += impulse;
}
-void PhysicsEntity::applyImpulse(const Vector2& impluse)
+void PhysicsEntity::applyNudge(const Vector2& vecPush)
{
- velocity += impluse;
+ m_position += vecPush;
}