This is probably better way of representing time
authorsaiam
Thu, 20 Nov 2008 18:33:29 +0000
changeset 78 bbc21da84813
parent 77 98dc9008d15f
child 79 295ecb26d8ff
This is probably better way of representing time
src/proto2/Physics.cc
src/proto2/Physics.hh
--- a/src/proto2/Physics.cc	Thu Nov 20 18:24:59 2008 +0000
+++ b/src/proto2/Physics.cc	Thu Nov 20 18:33:29 2008 +0000
@@ -142,11 +142,11 @@
     return true;
 }
 
-void PhysicsObject::integrate(Vector force, uint16_t dt) {
+void PhysicsObject::integrate(Vector force, Time dt) {
     // TODO
 }
 
-void PhysicsObject::applyForce (Vector force, uint16_t dt) {
+void PhysicsObject::applyForce (Vector force, Time dt) {
     Vector oldVelocity = velocity;
 
     this->velocity += force * dt / 1000 / mass;  // The last factor denotes the time.
--- a/src/proto2/Physics.hh	Thu Nov 20 18:24:59 2008 +0000
+++ b/src/proto2/Physics.hh	Thu Nov 20 18:33:29 2008 +0000
@@ -6,7 +6,9 @@
 #include <vector>
 #include <ClanLib/core.h>
 
-const uint16_t PHYSICS_TICK_MS = 10;
+typedef uint16_t Time;
+
+const Time PHYSICS_TICK_MS = 10;
 
 enum TerrainType {EMPTY, DIRT, ROCK};
 
@@ -52,7 +54,7 @@
     
     PhysicsObject (PhysicsWorld &world, float mass, Vector position, Vector velocity);
     
-    virtual void applyForce (Vector force, uint16_t dt);
+    virtual void applyForce (Vector force, Time dt);
     void updatePhysics (Vector position, Vector velocity);
     
 private:
@@ -61,7 +63,7 @@
     /**
      * Use RK4 to integrate the effects of force over a time intervall.
      */
-    void integrate(Vector force, uint16_t dt);
+    void integrate(Vector force, Time dt);
     
 public:
     Vector getPosition (void);