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authorYann Herklotz <ymherklotz@gmail.com>2017-08-06 17:03:05 +0100
committerYann Herklotz <ymherklotz@gmail.com>2017-08-06 17:07:43 +0100
commitf7ce70d139effc5553c4ed2fa604724413b9d9b2 (patch)
tree5a05620ed6a65cf999b4ea0f3976b803b44504c8 /include/YAGE/Physics
parent932537776012c33dcdb6ae34dbb419f13717804d (diff)
downloadYAGE-f7ce70d139effc5553c4ed2fa604724413b9d9b2.tar.gz
YAGE-f7ce70d139effc5553c4ed2fa604724413b9d9b2.zip
Adding clang format with my style based on google
Diffstat (limited to 'include/YAGE/Physics')
-rw-r--r--include/YAGE/Physics/body.hpp68
-rw-r--r--include/YAGE/Physics/collider.hpp29
-rw-r--r--include/YAGE/Physics/collisionbody.hpp8
-rw-r--r--include/YAGE/Physics/particlebody.hpp23
-rw-r--r--include/YAGE/Physics/rectanglecollider.hpp14
-rw-r--r--include/YAGE/Physics/rigidbody.hpp14
6 files changed, 71 insertions, 85 deletions
diff --git a/include/YAGE/Physics/body.hpp b/include/YAGE/Physics/body.hpp
index b0869779..f32b767d 100644
--- a/include/YAGE/Physics/body.hpp
+++ b/include/YAGE/Physics/body.hpp
@@ -11,48 +11,46 @@
#include "Math/matrix.hpp"
-namespace yage
-{
+namespace yage {
-class Body
-{
+class Body {
public:
- // gravity constant
- static const double GRAVITY;
+ // gravity constant
+ static const double GRAVITY;
+
protected:
- // center of mass of the object
- Vector2d position_=Vector2d(0, 0);
-
- // mass of the object
- double mass_=1;
-
- // current velocity of the object
- Vector2d velocity_=Vector2d(0, 0);
-
- // boolean that defines if gravity can act on the object
- bool gravity_=true;
-
- // current acceleration
- Vector2d acceleration_=Vector2d(0, 0);
-
- // force acting on the body
- Vector2d force_=Vector2d(0, 0);
-
+ // center of mass of the object
+ Vector2d position_ = Vector2d(0, 0);
+
+ // mass of the object
+ double mass_ = 1;
+
+ // current velocity of the object
+ Vector2d velocity_ = Vector2d(0, 0);
+
+ // boolean that defines if gravity can act on the object
+ bool gravity_ = true;
+
+ // current acceleration
+ Vector2d acceleration_ = Vector2d(0, 0);
+
+ // force acting on the body
+ Vector2d force_ = Vector2d(0, 0);
+
public:
- // apply force to the object and update the velocity
- virtual void applyForce(const Vector2d &force)=0;
- virtual void update()=0;
+ // apply force to the object and update the velocity
+ virtual void applyForce(const Vector2d& force) = 0;
+ virtual void update() = 0;
+
+ double xPosition() const;
+ double yPosition() const;
- double xPosition() const;
- double yPosition() const;
protected:
- // protected constructor to initialize member variables
- Body(const Vector2d &position=Vector2d(0, 0),
- double mass=1,
- const Vector2d &velocity=Vector2d(0, 0),
- bool gravity=false);
+ // protected constructor to initialize member variables
+ Body(const Vector2d& position = Vector2d(0, 0), double mass = 1,
+ const Vector2d& velocity = Vector2d(0, 0), bool gravity = false);
};
-} // namespace yage
+} // namespace yage
#endif
diff --git a/include/YAGE/Physics/collider.hpp b/include/YAGE/Physics/collider.hpp
index 716b7d4c..92b90de2 100644
--- a/include/YAGE/Physics/collider.hpp
+++ b/include/YAGE/Physics/collider.hpp
@@ -11,30 +11,29 @@
#include <glm/glm.hpp>
-namespace yage
-{
+namespace yage {
// The Collider class helps collision detection by providing a general shape
// for different shapes to have their own collision algorithms.
-class Collider
-{
+class Collider {
protected:
- // position of the object
- glm::vec2 position_;
+ // position of the object
+ glm::vec2 position_;
+
+ // size of the object
+ glm::vec2 size_;
- // size of the object
- glm::vec2 size_;
-
public:
- Collider(const glm::vec2 &position, const glm::vec2 &size) : position_(position), size_(size) {}
+ Collider(const glm::vec2& position, const glm::vec2& size)
+ : position_(position), size_(size) {}
- // function that checks if two colliders are colliding
- virtual bool collides(const Collider &collider) const=0;
+ // function that checks if two colliders are colliding
+ virtual bool collides(const Collider& collider) const = 0;
- // function that returns if a point is inside the shape
- virtual bool inside(const glm::vec2 &point) const=0;
+ // function that returns if a point is inside the shape
+ virtual bool inside(const glm::vec2& point) const = 0;
};
-} // namespace yage
+} // namespace yage
#endif
diff --git a/include/YAGE/Physics/collisionbody.hpp b/include/YAGE/Physics/collisionbody.hpp
index b7403e81..5ddacacd 100644
--- a/include/YAGE/Physics/collisionbody.hpp
+++ b/include/YAGE/Physics/collisionbody.hpp
@@ -11,18 +11,16 @@
#include "Physics/body.hpp"
-namespace yage
-{
+namespace yage {
// a collision body will be a body that is static and not affected by gravity,
// with infinite mass
-class CollisionBody : public Body
-{
+class CollisionBody : public Body {
public:
CollisionBody();
virtual ~CollisionBody();
};
-} // yage
+} // yage
#endif
diff --git a/include/YAGE/Physics/particlebody.hpp b/include/YAGE/Physics/particlebody.hpp
index e107cb6a..ff8b3b85 100644
--- a/include/YAGE/Physics/particlebody.hpp
+++ b/include/YAGE/Physics/particlebody.hpp
@@ -13,22 +13,19 @@
#include "body.hpp"
-namespace yage
-{
+namespace yage {
-class ParticleBody : public Body
-{
+class ParticleBody : public Body {
public:
- ParticleBody(const Vector2d &position=Vector2d(0, 0),
- double mass=1,
- const Vector2d &velocity=Vector2d(0, 0),
- bool gravity=true);
-
- // apply a force to the rigid body
- virtual void applyForce(const Vector2d &force);
- virtual void update();
+ ParticleBody(const Vector2d& position = Vector2d(0, 0), double mass = 1,
+ const Vector2d& velocity = Vector2d(0, 0),
+ bool gravity = true);
+
+ // apply a force to the rigid body
+ virtual void applyForce(const Vector2d& force);
+ virtual void update();
};
-} // yage
+} // yage
#endif
diff --git a/include/YAGE/Physics/rectanglecollider.hpp b/include/YAGE/Physics/rectanglecollider.hpp
index 62f11100..7f9dd7f7 100644
--- a/include/YAGE/Physics/rectanglecollider.hpp
+++ b/include/YAGE/Physics/rectanglecollider.hpp
@@ -13,18 +13,16 @@
#include <glm/glm.hpp>
-namespace yage
-{
+namespace yage {
-class RectangleCollider : public Collider
-{
+class RectangleCollider : public Collider {
public:
- RectangleCollider(const glm::vec2 &position, const glm::vec2 &size);
+ RectangleCollider(const glm::vec2& position, const glm::vec2& size);
- virtual bool collides(const Collider &collider) const;
- virtual bool inside(const glm::vec2 &point) const;
+ virtual bool collides(const Collider& collider) const;
+ virtual bool inside(const glm::vec2& point) const;
};
-} // yage
+} // yage
#endif
diff --git a/include/YAGE/Physics/rigidbody.hpp b/include/YAGE/Physics/rigidbody.hpp
index c8a2e497..fd19dc7c 100644
--- a/include/YAGE/Physics/rigidbody.hpp
+++ b/include/YAGE/Physics/rigidbody.hpp
@@ -13,18 +13,14 @@
#include "particlebody.hpp"
-namespace yage
-{
+namespace yage {
-class RigidBody : public ParticleBody
-{
+class RigidBody : public ParticleBody {
public:
- RigidBody(const Vector2d &position=Vector2d(0, 0),
- double mass=1,
- const Vector2d &velocity=Vector2d(0, 0),
- bool gravity=true);
+ RigidBody(const Vector2d& position = Vector2d(0, 0), double mass = 1,
+ const Vector2d& velocity = Vector2d(0, 0), bool gravity = true);
};
-} // yage
+} // yage
#endif