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authorarngo <[email protected]>2022-11-09 19:25:39 -0500
committerarngo <[email protected]>2022-11-09 19:25:39 -0500
commit1a828584a93918e5e2ed5e7d218d00dc50922ae0 (patch)
tree39211689618f5812c52d507a63f1867d514d29ee
parenta9649b97ddfb0b39f8b3c27b14a7d855b1e824fa (diff)
downloadorbital_game-1a828584a93918e5e2ed5e7d218d00dc50922ae0.tar.gz
orbital_game-1a828584a93918e5e2ed5e7d218d00dc50922ae0.zip
add classes for kinematic and dynamic body
each class has a static unordered_set that stores references to each object created
-rw-r--r--src/physics.cpp19
-rw-r--r--src/physics.hpp22
2 files changed, 39 insertions, 2 deletions
diff --git a/src/physics.cpp b/src/physics.cpp
index b8d4e29..fa9bc38 100644
--- a/src/physics.cpp
+++ b/src/physics.cpp
@@ -10,9 +10,28 @@ namespace Physics {
//force = s_mass * grav
//force = s_mass * (grav_const * (r_mass / distance^2))
+ std::unordered_set<DynamicBody*>DynamicBody::dynamicBodies;
+ std::unordered_set<KinematicBody*>KinematicBody::kinematicBodies;
+
Body::Body(Vector2 position, Vector2 velocity, float mass):position(position), velocity(velocity), mass(mass) {
}
+ DynamicBody::DynamicBody(Vector2 position, Vector2 velocity, float mass):Body(position, velocity, mass) {
+ dynamicBodies.insert(this);
+ }
+
+ DynamicBody::~DynamicBody() {
+ dynamicBodies.erase(this);
+ }
+
+ KinematicBody::KinematicBody(Vector2 position, Vector2 velocity, float mass):Body(position, velocity, mass) {
+ kinematicBodies.insert(this);
+ }
+
+ KinematicBody::~KinematicBody() {
+ kinematicBodies.erase(this);
+ }
+
Body ship = Body((Vector2){200,400}, (Vector2){0,0.5}, 1);
Body rock = Body((Vector2){400,400}, (Vector2){0,0}, 50);
diff --git a/src/physics.hpp b/src/physics.hpp
index e26df15..de6172a 100644
--- a/src/physics.hpp
+++ b/src/physics.hpp
@@ -1,8 +1,8 @@
#pragma once
+#include <unordered_set>
#include "raylib.h"
namespace Physics {
-
class Body {
public:
Vector2 position;
@@ -11,10 +11,28 @@ namespace Physics {
Body(Vector2 position, Vector2 velocity, float mass);
};
+ // TODO: replace these hardcoded bodies with dynamic/kinematic bodies in gameplay system
extern Body ship;// = Body((Vector2){50,50}, (Vector2){0,1}, 1);
extern Body rock;// = Body((Vector2){400,400}, (Vector2){0,0}, 50);
+ class DynamicBody : public Body {
+ private:
+ static std::unordered_set<DynamicBody*> dynamicBodies;
+ public:
+ void apply_force(Vector2 force);
+ DynamicBody(Vector2 position, Vector2 velocity, float mass);
+ ~DynamicBody();
+ };
+
+ class KinematicBody : public Body {
+ private:
+ static std::unordered_set<KinematicBody*> kinematicBodies;
+ public:
+ KinematicBody(Vector2 position, Vector2 velocity, float mass);
+ ~KinematicBody();
+ };
+
//0.01667
- void step(float deltaTime);
+ void step(float deltaTime, int times=1);
Vector2 get_grav_force(Body body1, Body body2);
}