#include "physics.h" Physics::Physics() { m_gravity = XMVectorSet(0.0f, -9.81f, 0.0f, 0.0f); // Initialize the gravity vector } Physics::Physics(const Physics& other) { m_gravity = other.m_gravity; // Copy the gravity value } Physics::~Physics() { } // Get the gravity value XMVECTOR Physics::GetGravity() const { return m_gravity; } // Define the gravity value void Physics::SetGravity(XMVECTOR gravity) { m_gravity = gravity; } // Apply gravity to an object void Physics::ApplyGravity(Object* object, float dragValue, float frameTime) { if (object == nullptr) // Verify if the object is not null { return; } // Calculate the acceleration caused by gravity XMVECTOR gravityAcceleration = m_gravity / object->GetMass(); // Add the gravity acceleration to the object's current acceleration object->SetAcceleration(object->GetAcceleration() + gravityAcceleration); // Calculate the acceleration caused by drag XMVECTOR dragAcceleration = -object->GetVelocity() * dragValue / object->GetMass(); // Add the drag acceleration to the object's current acceleration object->SetAcceleration(object->GetAcceleration() + dragAcceleration); // Get the object velocity XMVECTOR velocity = object->GetVelocity(); // Update the velocity with the object's acceleration velocity += object->GetAcceleration() * frameTime; // Set the new velocity object->SetVelocity(velocity); } void Physics::ApplyForce(Object* object, XMVECTOR force) { if (object == nullptr) // Verify if the object is not null { return; } // Get the mass of the object float mass = object->GetMass(); // Calculate the acceleration caused by the force XMVECTOR acceleration = force / mass; // Add the acceleration to the object's current acceleration object->SetAcceleration(object->GetAcceleration() + acceleration); }