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Copy pathEntity.cpp
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81 lines (69 loc) · 1.76 KB
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#include "SFML/Graphics.hpp"
#include <iostream>
class Entity
{
sf::CircleShape shape{50};
public:
float radius;
float mass;
float position[2];
float velocity[2];
float acceleration[2];
Entity(float inPos[2]){
position[0]=inPos[0];
position[1]=inPos[1];
resetMotion();
radius = 10;
mass = 1;
shape.setRadius(radius);
shape.setPosition(sf::Vector2f(position[0],position[1]));
}
sf::CircleShape renderShape(){
shape.setRadius(radius);
shape.setPosition(sf::Vector2f(position[0],position[1]));
shape.setFillColor(sf::Color(100,250,250));
return shape;
}
float* getPosition(){
return position;
}
void applyGravity(Entity entity){
float xDist = (entity.position[0]-position[0])/10;
float yDist = (entity.position[1]-position[1])/10;
float dist = sqrt(yDist*yDist + xDist*xDist);
float multiplier = mass*entity.mass*1;
float gravMag = multiplier/(dist*dist);
float gravVector[2] = {xDist*gravMag/dist, yDist*gravMag/dist};
if(radius!=25){
std::cout<<dist<<"\n";
std::cout<<radius<<": "<<gravVector[0]<<" "<<gravVector[1]<<"\n";
}
setForce(gravVector);
}
void applyForce(float force[2]){
acceleration[0] += force[0]/mass;
acceleration[1] += force[1]/mass;
}
void setForce(float force[2]){
acceleration[0] = force[0]/mass;
acceleration[1] = force[1]/mass;
}
void resetMotion(){
resetVelocity();
resetAcceleration();
}
void resetAcceleration(){
acceleration[0]=0;
acceleration[1]=0;
}
void resetVelocity(){
velocity[0] = 0;
velocity[1] = 0;
}
void updatePosition(double dt){
velocity[0] = velocity[0]+acceleration[0]*dt;
velocity[1] = velocity[1]+acceleration[1]*dt;
position[0] += velocity[0]*dt+acceleration[0]*dt*dt/2.0;
position[1] += velocity[1]*dt+acceleration[1]/2.0*dt*dt;
}
};