#include "rigidbody.h"
+#include <msp/game/entity.h>
+#include <msp/game/transform.h>
using namespace Msp;
RigidBody::RigidBody(Game::Handle<Game::Entity> e, const Setup &s):
- Component(e),
+ BufferedComponent<RigidBodyData>(e),
setup(s)
{ }
void RigidBody::set_velocity(const LinAl::Vector<float, 2> &v)
{
- velocity = v;
+ write().velocity = v;
+}
+
+void RigidBody::set_angular_velocity(Geometry::Angle<float> as)
+{
+ write().angular_velocity = as;
+}
+
+void RigidBody::add_force(const LinAl::Vector<float, 2> &f)
+{
+ write().force += f;
+}
+
+void RigidBody::add_force(const LinAl::Vector<float, 2> &f, const LinAl::Vector<float, 2> &p)
+{
+ Data &d = write();
+ d.force += f;
+ LinAl::Vector<float, 2> r = p-entity->get_transform()->get_position().slice<2>(0);
+ d.torque += r.x*f.y-r.y*f.x;
+}
+
+void RigidBody::add_torque(float t)
+{
+ write().torque += t;
+}
+
+void RigidBody::clear_forces()
+{
+ Data &d = write();
+ d.force = LinAl::Vector<float, 2>();
+ d.torque = 0.0f;
}