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phys.cpp
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#include "phys.h"
phys::velocity phys::velocity::calcVelocity(displacement distance, float time)
{
vector3D out = distance/time;
return velocity(out.x, out.y, out.z);
}
phys::velocity phys::velocity::calcVelocityF1(float m1, float m2, velocity v1)
{
vector3D out = v1 * (m1 - m2);
out /= (m1 + m2);
return velocity(out.x, out.y, out.z);
}
phys::velocity phys::velocity::calcVelocityF2(float m1, float m2, velocity v1)
{
vector3D out = v1 * (2.0f * (m1 - m2));
out /= (m1 + m2);
return velocity(out.x, out.y, out.z);
}
phys::acceleration phys::acceleration::calcAcceleration(velocity v, float time)
{
vector3D out = v/time;
return acceleration(out.x,out.y,out.z);
}
phys::acceleration phys::acceleration::calcAcceleration(force f, float m)
{
vector3D out = f/m;
return acceleration(out.x,out.y,out.z);
}
phys::force phys::force::calcForce(acceleration a, float m)
{
vector3D out = a * m;
return force(out.x,out.y,out.z);
}
phys::momentum phys::momentum::calcMomentum(velocity v, float m)
{
vector3D out = v * m;
return momentum(out.x,out.y,out.z);
}
phys::energy phys::energy::calcEnergy(force f, displacement d)
{
vector3D out = f * d;
return energy(out.x,out.y,out.z);
}
phys::energy phys::energy::calcKineticEnergy(velocity v, float m)
{
vector3D out = (v * v) * (.5 * m);
return energy(out.x, out.y, out.z);
}