Ejemplo n.º 1
0
void CBlock::Acceleration()
{
	m_NowTime = timeGetTime();
	m_FlmAngl = (float)(m_NowTime - m_BeforeTime);
	m_BeforeTime = m_NowTime;
	if(m_FlmAngl != 0)
	{
		m_FlmAngl *= (float)60/100;
	}
	else
	{
		m_VecVelo = m_Velo;
		m_VecAccel = m_Accel;
		m_Accel = m_Velo = D3DXVECTOR3(0,0,0);


		return;
	}
	
	//m_Velo = m_PotentialVelo*m_FlmAngl;

	//m_PotentialVelo.x += m_Accel.x/m_Mass*m_FlmAngl;
	//m_PotentialVelo.y += m_Accel.y/m_Mass*m_FlmAngl;
	//m_PotentialVelo.z += m_Accel.z/m_Mass*m_FlmAngl;

	Gravitation();
	m_Velo += m_Accel/m_Mass;
	m_Velo *= m_FlmAngl;
	m_Accel *= m_FlmAngl;
}
Ejemplo n.º 2
0
void PhysicsManager::Frame() {
	// Vsetke funkcie tu pojdu zaradom
	DeltaTime = gGame->GetLeftTime();
	for(UINT ent=0; ent < gEntity->GetSize(); ent++) {
		gEntity->GetAt(ent)->Think(DeltaTime);
	}

	Gravitation();	
	TestCollisions();
	FinalForce();
}