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Diffstat (limited to 'Box2d/Assets/Program/Box2d/Dynamics/Controllers/ConstantAccelController.cs')
-rw-r--r-- | Box2d/Assets/Program/Box2d/Dynamics/Controllers/ConstantAccelController.cs | 56 |
1 files changed, 56 insertions, 0 deletions
diff --git a/Box2d/Assets/Program/Box2d/Dynamics/Controllers/ConstantAccelController.cs b/Box2d/Assets/Program/Box2d/Dynamics/Controllers/ConstantAccelController.cs new file mode 100644 index 0000000..421ca04 --- /dev/null +++ b/Box2d/Assets/Program/Box2d/Dynamics/Controllers/ConstantAccelController.cs @@ -0,0 +1,56 @@ +/* +* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. +*/ + +using Box2DX.Common; + +namespace Box2DX.Dynamics.Controllers +{ + + /// This class is used to build constant acceleration controllers + public class ConstantAccelControllerDef + { + /// <summary> + /// The force to apply + /// </summary> + public Vec2 A; + } + + public class ConstantAccelController : Controller + { + /// <summary> + /// The force to apply + /// </summary> + public Vec2 A; + + public ConstantAccelController(ConstantAccelControllerDef def) + { + A = def.A; + } + + public override void Step(TimeStep step) + { + for (ControllerEdge i = _bodyList; i != null; i = i.nextBody) + { + Body body = i.body; + if (body.IsSleeping()) + continue; + body.SetLinearVelocity(body.GetLinearVelocity() + step.Dt * A); + } + } + } +} |