// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
-
#ifndef SUPERTUX_PHYSIC_H
#define SUPERTUX_PHYSIC_H
+#include "math/vector.h"
+
+/// Physics engine.
/** This is a very simplistic physics engine handling accelerated and constant
* movement along with gravity.
*/
class Physic
{
public:
- Physic();
- ~Physic();
+ Physic();
+ ~Physic();
+
+ /// Resets all velocities and accelerations to 0.
+ void reset();
- /** resets all velocities and accelerations to 0 */
- void reset();
+ /// Sets velocity to a fixed value.
+ void set_velocity(float vx, float vy);
- /** sets velocity to a fixed value */
- void set_velocity(float vx, float vy);
+ void set_velocity_x(float vx);
+ void set_velocity_y(float vy);
- void set_velocity_x(float vx);
- void set_velocity_y(float vy);
+ /// Velocities invertion.
+ void inverse_velocity_x();
+ void inverse_velocity_y();
- /** velocities invertion */
- void inverse_velocity_x();
- void inverse_velocity_y();
+ float get_velocity_x();
+ float get_velocity_y();
- float get_velocity_x();
- float get_velocity_y();
-
- /** sets acceleration applied to the object. (Note that gravity is
- * eventually added to the vertical acceleration)
- */
- void set_acceleration(float ax, float ay);
+ /// Set acceleration.
+ /** Sets acceleration applied to the object. (Note that gravity is
+ * eventually added to the vertical acceleration)
+ */
+ void set_acceleration(float ax, float ay);
- void set_acceleration_x(float ax);
- void set_acceleration_y(float ay);
+ void set_acceleration_x(float ax);
+ void set_acceleration_y(float ay);
- float get_acceleration_x();
- float get_acceleration_y();
+ float get_acceleration_x();
+ float get_acceleration_y();
- /** enables or disables handling of gravity */
- void enable_gravity(bool gravity_enabled);
+ /// Enables or disables handling of gravity.
+ void enable_gravity(bool gravity_enabled);
- /** applies the physical simulation to given x and y coordinates */
- void apply(float frame_ratio, float &x, float &y);
+ Vector get_movement(float elapsed_time);
private:
- /// horizontal and vertical acceleration
- float ax, ay;
- /// horizontal and vertical velocity
- float vx, vy;
- /// should we respect gravity in out calculations?
- bool gravity_enabled;
+ /// horizontal and vertical acceleration
+ float ax, ay;
+ /// horizontal and vertical velocity
+ float vx, vy;
+ /// should we respect gravity in out calculations?
+ bool gravity_enabled;
};
-#endif /*SUPERTUX_PHYSIC_H*/
+#endif