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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-06 20:07:24 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-06 20:07:45 +0100
commitfdb4c99e139a264d4e15e6913a3756fc6cccb2f2 (patch)
tree144b0e9efecd4c10d6d79a17b4bf571336d45961 /src/crepe/api/Rigidbody.h
parent9c1fb8b2253149d4a15a94b7ee576a0f9e791033 (diff)
nitpick #59
Diffstat (limited to 'src/crepe/api/Rigidbody.h')
-rw-r--r--src/crepe/api/Rigidbody.h28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 8265ba5..40c6bf1 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -11,7 +11,7 @@ namespace crepe {
/**
* \brief Rigidbody class
- *
+ *
* This class is used by the physics sytem and collision system. It configures how to system
* interact with the gameobject for movement and collisions.
*/
@@ -19,7 +19,7 @@ class Rigidbody : public Component {
public:
/**
* \brief BodyType enum
- *
+ *
* This enum provides three bodytypes the physics sytem and collision system use.
*/
enum class BodyType {
@@ -32,7 +32,7 @@ public:
};
/**
* \brief PhysicsConstraints to constrain movement
- *
+ *
* This struct configures the movement constraint for this object. If a constraint is enabled
* the systems will not move the object.
*/
@@ -46,9 +46,9 @@ public:
};
public:
- /**
+ /**
* \brief struct for Rigidbody data
- *
+ *
* This struct holds the data for the Rigidbody.
*/
struct Data {
@@ -59,7 +59,7 @@ public:
*
* The `gravity_scale` controls how much gravity affects the object. It is a multiplier applied to the default
* gravity force, allowing for fine-grained control over how the object responds to gravity.
- *
+ *
*/
float gravity_scale = 0;
@@ -108,7 +108,7 @@ public:
* The `PhysicsConstraints` struct defines the constraints that restrict an object's movement
* in certain directions or prevent rotation. These constraints effect only the physics system
* to prevent the object from moving or rotating in specified ways.
- *
+ *
*/
PhysicsConstraints constraints;
@@ -128,7 +128,7 @@ public:
* The `offset` defines a positional shift applied to all colliders associated with the object, relative to the object's
* transform position. This allows for the colliders to be placed at a different position than the object's actual
* position, without modifying the object's transform itself.
- *
+ *
*/
vec2 offset;
@@ -136,14 +136,14 @@ public:
* \brief Defines the collision layers of a GameObject.
*
* The `collision_layers` specifies the layers that the GameObject will collide with.
- * Each element represents a layer ID, and the GameObject will only detect
+ * Each element represents a layer ID, and the GameObject will only detect
* collisions with other GameObjects that belong to these layers.
*/
std::set<int> collision_layers;
};
public:
- /**
+ /**
* \param game_object_id id of the gameobject the rigibody is added to.
* \param data struct to configure the rigidbody.
*/
@@ -152,15 +152,15 @@ public:
Data data;
public:
- /**
+ /**
* \brief add a linear force to the Rigidbody.
- *
+ *
* \param force Vector2 that is added to the linear force.
*/
void add_force_linear(const vec2 & force);
- /**
+ /**
* \brief add a angular force to the Rigidbody.
- *
+ *
* \param force Vector2 that is added to the angular force.
*/
void add_force_angular(float force);