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author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-19 17:50:12 +0100 |
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committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-19 17:50:12 +0100 |
commit | 2c4627673f48196e845fc1bcb7b62b3de72c7ab6 (patch) | |
tree | bf757a900c649f2a4ef4b56a63d9b6d9474f3e50 /src/crepe/api/Rigidbody.h | |
parent | fe396c458b38ee209dd4c1f3ba4d053bef20f57a (diff) |
improved doxygen
Diffstat (limited to 'src/crepe/api/Rigidbody.h')
-rw-r--r-- | src/crepe/api/Rigidbody.h | 31 |
1 files changed, 21 insertions, 10 deletions
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index df97763..9dbb42b 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -123,26 +123,37 @@ public: */ float elastisity_coefficient = 0.0; - //! Enable static collision handeling for object colliding with kinematic object in collision system - bool kinematic_collision = true; - /** - * \brief Defines the collision layers of a GameObject. + * \brief Enables collision handling for objects colliding with kinematic objects. * - * The `collision_layers` specifies the layers that the GameObject will collide with. - * Each element represents a layer ID, and the GameObject will only detect - * collisions with other GameObjects that belong to that `collision_layer`. + * Enables collision handling for objects colliding with kinematic objects in the collision system. + * If `kinematic_collision` is true, dynamic objects cannot pass through this kinematic object. + * This ensures that kinematic objects delegate collision handling to the collision system. */ + bool kinematic_collision = true; + + /** + * \brief Defines the collision layers a GameObject interacts with. + * + * The `collision_layers` represent the set of layers the GameObject can detect collisions with. + * Each element in this set corresponds to a layer ID. The GameObject will only collide with other + * GameObjects that belong to one these layers. + */ std::set<int> collision_layers = {0}; - //! the collision layer of the object. + /** + * \brief Specifies the collision layer of the GameObject. + * + * The `collision_layer` indicates the single layer that this GameObject belongs to. + * This determines which layers other objects must match to detect collisions with this object. + */ int collision_layer = 0; /** * \brief Defines the collision layers of a GameObject. * * The `collision_names` specifies where the GameObject will collide with. - * Each element represents a name. + * Each element represents a name from the Metadata of the gameobject. */ std::set<std::string> collision_names; @@ -150,7 +161,7 @@ public: * \brief Defines the collision layers of a GameObject. * * The `collision_tags` specifies where the GameObject will collide with. - * Each element represents a tag. + * Each element represents a tag from the Metadata of the gameobject. */ std::set<std::string> collision_tags; |