X-Git-Url: https://fleuret.org/cgi-bin/gitweb/gitweb.cgi?p=flatland.git;a=blobdiff_plain;f=universe.cc;h=02f189c62e4741ab13add2385deaefbcee82c608;hp=32e6f335bb7a2c9203e0cdd4ca3783c5220fcdad;hb=c1f1040936d977cd2b3a276c725e223198377d2a;hpb=1f91ec6f67da83525115f49dcc7d535ff2e71ef0 diff --git a/universe.cc b/universe.cc index 32e6f33..02f189c 100644 --- a/universe.cc +++ b/universe.cc @@ -1,26 +1,26 @@ /* - * dyncnn is a deep-learning algorithm for the prediction of - * interacting object dynamics - * - * Copyright (c) 2016 Idiap Research Institute, http://www.idiap.ch/ - * Written by Francois Fleuret - * - * This file is part of dyncnn. - * - * dyncnn is free software: you can redistribute it and/or modify it - * under the terms of the GNU General Public License version 3 as - * published by the Free Software Foundation. - * - * dyncnn is distributed in the hope that it will be useful, but - * WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with dyncnn. If not, see . - * - */ + + flatland is a simple 2d physical simulator + + Copyright (c) 2016 Idiap Research Institute, http://www.idiap.ch/ + Written by Francois Fleuret + + This file is part of flatland + + flatland is free software: you can redistribute it and/or modify it + under the terms of the GNU General Public License version 3 as + published by the Free Software Foundation. + + flatland is distributed in the hope that it will be useful, but + WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + General Public License for more details. + + You should have received a copy of the GNU General Public License + along with flatland. If not, see . + +*/ #include @@ -159,6 +159,14 @@ void Universe::draw(Canvas *canvas) { } } +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];