}
}
+void Universe::apply_gravity(scalar_t dt, scalar_t fx, scalar_t fy) {
+ for(int n = 0; n < _nb_polygons; n++)
+ if(_polygons[n])
+ _polygons[n]->apply_force(dt,
+ _polygons[n]->_center_x, _polygons[n]->_center_y,
+ fx, fy);
+}
+
void Universe::apply_collision_forces(scalar_t dt) {
const int nb_axis = 2;
int nb_collision[_nb_polygons * _nb_polygons];