I am trying to create a physics simulation that simulates physics on all spaghettiObjects and displays those as text. There aren't currently any physics simulation, but those would go where //math is written
I am having trouble with this code. I'm a fairly new programmer and I started in java and am trying to learn c++. The errors are on line 48,49,50 where I'm trying to do the same thing with different method calls. I can't figure out what is wrong here, when I remove the = worldObjectToUpdate.variable it no longer throws an error.
Here is all of the code
#include <iostream>
#include <string>
using namespace std;
//Created to hold the x, y, velocity and mass of an object.
//It's called a spaghettiObject cause I was bored.
//A better name would probably be something like "worldObject"
struct spaghettiObject {
public:
float velocity;
float positionX;
float positionY;
float mass;
};
//All world objects in an array
spaghettiObject myArray[5];
//test zone
spaghettiObject test;
spaghettiObject createTestObject() {
myArray[1] = test;
test.mass = 2;
test.positionX = 2;
test.positionY = 2;
test.velocity = 2;
return test;
}
//Output from the physics simulation to the render function
spaghettiObject output;
//Calculates the position of a spaghettiObject's x using velocity
float nextPositionX(spaghettiObject objectToTransform) {
float objectToTransformNewX = objectToTransform.positionX;
//math
return objectToTransformNewX;
}
//Calculates the position of a spaghettiObject's x using velocity
float nextPositionY(spaghettiObject objectToTransform) {
float objectToTransformNewY = objectToTransform.positionY;
//math
return objectToTransformNewY;
}
//Calculates the new velocity. for use:after updating x and y of object
float nextVelocity(spaghettiObject objectToUpdate) {
float objectToUpdateNewV = objectToUpdate.velocity;
//math
return objectToUpdateNewV;
}
//Designed to be where all of the update functions are called
void updateWorldObject(spaghettiObject worldObjectToUpdate) {
nextPositionX(worldObjectToUpdate) = worldObjectToUpdate.positionX;
nextPositionY(worldObjectToUpdate) = worldObjectToUpdate.positionY;
nextVelocity(worldObjectToUpdate) = worldObjectToUpdate.velocity;
}
//calculates position of variable defined above, myArray
void nextUpdateOfMyArray() {
//temp object that is effectively the entire array
spaghettiObject temp;
//initilization of temp
temp.mass = 0;
temp.positionX = 0;
temp.positionY = 0;
temp.velocity = 0;
//for calling functions for
//each of the objects
for (int i = 0; i++; i < (sizeof myArray / sizeof spaghettiObject)) {
//assigning the current object in the array to the temp object
myArray[i] = temp;
//Calling the update functions
updateWorldObject(temp);
//test
createTestObject() = temp;
//regular code
output = temp;
}
}
//Used to update the physics
void update() {
nextUpdateOfMyArray();
}
//Used to render a console output
void render() {
cout << output.mass + output.positionX + output.positionY + output.velocity;
}
int main() {
update();
render();
cin.get();
}
createTestObject() = temp;
most probably will be temp=createTestObject()