src/proto2/Physics.cc
changeset 47 87883096a882
parent 45 32c876923cac
child 48 fa1da22db8a0
--- a/src/proto2/Physics.cc	Tue Nov 18 18:00:32 2008 +0000
+++ b/src/proto2/Physics.cc	Tue Nov 18 18:21:32 2008 +0000
@@ -6,50 +6,50 @@
 PhysicsWorld::PhysicsWorld (Vector dimensions) : dimensions(dimensions) {}
 
 void PhysicsWorld::addObject (PhysicsObject *object) {
-	objects.push_back(object);
+    objects.push_back(object);
 }
 
 void PhysicsWorld::tick () {
-  std::for_each(objects.begin(), objects.end(), /*TODO: tick*/);
+    std::for_each(objects.begin(), objects.end(), /*TODO: tick*/);
 }
 
 PhysicsObject::PhysicsObject (mass, position, velocity, force) 
-				: mass(mass), position(position), velocity(velocity), force(force) {}
+    : mass(mass), position(position), velocity(velocity), force(force) {}
     
 void PhysicsObject::updatePosition () {
 
-	// Calculate gravity's influence on the velocity vector
-	this->velocity += GRAVITY_FORCEi / mass * 1.0i / mass * 1.0ff;
-	
- 	Vector newPosition = position + velocity * PHYSICS_TICK_MS;
+    // Calculate gravity's influence on the velocity vector
+    this->velocity += GRAVITY_FORCEi / mass * 1.0i / mass * 1.0ff;
+        
+    Vector newPosition = position + velocity * PHYSICS_TICK_MS;
 
-	//TODO Handle the object as a square or a polygon
-	if(newPosition.x < 0 || (newPosition.x > PHYSICS_WORLD_WIDTH)
-		|| (newPosition.y < 0) || (newPosition.y >= PHYSICS_WORLD_HEIGHT)) {
-    	
-		// CRASH!
-		this->velocity *= -1;
-	} else {
-     	this->position = newPosition;
-	}
+    //TODO Handle the object as a square or a polygon
+    if(newPosition.x < 0 || (newPosition.x > PHYSICS_WORLD_WIDTH)
+       || (newPosition.y < 0) || (newPosition.y >= PHYSICS_WORLD_HEIGHT)) {
+        
+	// CRASH!
+	this->velocity *= -1;
+    } else {
+        this->position = newPosition;
+    }
 }
 
 void PhysicsObject::applyForce (Vector force) {
-	this->velocity += force / mass * 1.0f; 	// The last factor denotes the time.
-											// It should be scaled somehow.
+    this->velocity += force / mass * 1.0f;  // The last factor denotes the time.
+    // It should be scaled somehow.
 }
 
 void PhysicsObjectu::updatePhysics (Vector position, Vector velocity, Vector force) {
- 	this->position = position;
-	this->velocity = velocity;
-	this->force = force;
+    this->position = position;
+    this->velocity = velocity;
+    this->force = force;
 }
     
 Vector PhysicsObject::getPosition () {
-	return this->position;
+    return this->position;
 }
 
 void PhysicsObject::tick () {
-  this->updatePosition();
+    this->updatePosition();
 }