/*
* Copyright (c) 2006-2007 Adam Newgas
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

package Box2D.Dynamics.Controllers{

	import Box2D.Common.Math.*;
	import Box2D.Dynamics.*;


/**
 * Applies an acceleration every frame, like gravity
 */
public class b2ConstantAccelController extends b2Controller
{	
	public function b2ConstantAccelController() {}
	
	/**
	 * The acceleration to apply
	 */
	public var A:b2Vec2 = new b2Vec2(0,0);
	
	public override function Step(step:b2TimeStep):void{
		var smallA:b2Vec2 = new b2Vec2(A.x*step.dt,A.y*step.dt);
		for(var i:b2ControllerEdge=m_bodyList;i;i=i.nextBody){
			var body:b2Body = i.body;
			if(!body.IsAwake())
				continue;
			//Am being lazy here
			body.SetLinearVelocity(new b2Vec2(
				body.GetLinearVelocity().x +smallA.x,
				body.GetLinearVelocity().y +smallA.y
				));
		}
	}
}

}