--- a/src/PhysicsObject.cc Mon Dec 08 22:34:28 2008 +0000
+++ b/src/PhysicsObject.cc Mon Dec 08 22:37:27 2008 +0000
@@ -130,13 +130,7 @@
// If the object (practically player) has a pivot point add
// a force towards that
if (pivot != NULL) {
- Vector direction(pivot->getPosition()-position);
- float magnitude = pivot->getPivotForce(this);
- float length = direction.length();
- if (length > 0) {
- direction = direction / length * magnitude;
- applyForce(direction);
- }
+ applyForce(getPivotForce());
}
std::pair<Force, TimeMS> force;
@@ -381,6 +375,10 @@
this->shape = shape;
}
+PhysicsObject *PhysicsObject::getPivot (void) {
+ return this->pivot;
+}
+
void PhysicsObject::setPivot (PhysicsObject *pivot) {
this->pivot = pivot;
}
@@ -428,10 +426,8 @@
}
}
-float PhysicsObject::getPivotForce (PhysicsObject *bob) {
- (void) bob;
-
- return 0.0;
+Vector PhysicsObject::getPivotForce (void) {
+ return Vector(0,0);
}
bool PhysicsObject::collides (const PhysicsObject &obj) {