]> git.tdb.fi Git - libs/game.git/blobdiff - examples/bassteroids/source/rigidbody.cpp
Convert components to buffered where appropriate
[libs/game.git] / examples / bassteroids / source / rigidbody.cpp
index c1d096e6a69817a2ba00299349810304b7f4a9f4..d677fb7ab778c0964cd777d593d58e179ce5987f 100644 (file)
@@ -1,13 +1,45 @@
 #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;
 }