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#include "Physics/particlebody.hpp"
#include <cmath>
namespace yage
{
ParticleBody::ParticleBody(const glm::vec2 &position,
double mass,
const glm::vec2 &velocity,
bool gravity) :
Body(position, mass, velocity, gravity)
{}
void ParticleBody::applyForce(const glm::vec2 &force)
{
force_+=force;
}
void ParticleBody::update()
{
// set the time_step for 60fps
double time_step=1.0/60.0;
// set the last acceleration
glm::vec2 last_acceleration=acceleration_;
// update the position of the body
position_.x+=velocity_.x*time_step+(0.5*last_acceleration.x*std::pow(time_step, 2));
position_.y+=velocity_.y*time_step+(0.5*last_acceleration.y*std::pow(time_step, 2));
// update the acceleration
if(gravity_)
acceleration_=glm::vec2(force_.x/mass_, (GRAVITY+force_.y)/mass_);
else
acceleration_=glm::vec2(force_.x/mass_, force_.y/mass_);
glm::vec2 avg_acceleration=glm::vec2((acceleration_.x+last_acceleration.x)/2,
(acceleration_.y+last_acceleration.y)/2);
// update the velocity of the body
velocity_.x+=avg_acceleration.x*time_step;
velocity_.y+=avg_acceleration.y*time_step;
}
} // yage
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