void PhysicsEntity::update(float time_step)
{
- position = positionAt(time_step);
- velocity = velocityAt(time_step);
+ m_position = positionAt(time_step);
+ m_velocity = velocityAt(time_step);
m_force *= 0;
}
Vector2 PhysicsEntity::positionAt(float time_step) const
{
- Vector2 newPosition = position;
- Vector2 newVelocity = velocity;
+ Vector2 newPosition = m_position;
+ Vector2 newVelocity = m_velocity;
Vector2 newForce = m_force;
newPosition += effect::positionDelta(this, time_step);
Vector2 PhysicsEntity::velocityAt(float time_step) const
{
Vector2 newForce = m_force;
- Vector2 newVelocity = velocity;
+ Vector2 newVelocity = m_velocity;
newForce += effect::forceDelta(this, time_step);
newVelocity += effect::velocityDelta(this, time_step);
void PhysicsEntity::applyForce(const Vector2& force)
{
- applyForce(force, position);
+ applyForce(force, m_position);
}
void PhysicsEntity::applyForce(const Vector2& force, const Vector2& /*at*/)
{
void PhysicsEntity::applyImpulse(const Vector2& impulse)
{
- applyImpulse(impulse, position);
+ applyImpulse(impulse, m_position);
}
void PhysicsEntity::applyImpulse(const Vector2& impulse, const Vector2& /*at*/)
{
- velocity += impulse;
+ m_velocity += impulse;
}
void PhysicsEntity::applyNudge(const Vector2& vecPush)
{
- position += vecPush;
+ m_position += vecPush;
}