diff options
author | jaroWMR <jarorutjes07@gmail.com> | 2024-11-07 18:39:56 +0100 |
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committer | jaroWMR <jarorutjes07@gmail.com> | 2024-11-07 18:39:56 +0100 |
commit | e2f3ace383b43cc3f140629e577b97c6f69c9856 (patch) | |
tree | 690eb146e11a4bc134840ec82bfbea4805daba61 /src/crepe/api/Rigidbody.h | |
parent | 156906dca0b84d3fd3c889e1bcda12308b8fe793 (diff) |
added physics system
Diffstat (limited to 'src/crepe/api/Rigidbody.h')
-rw-r--r-- | src/crepe/api/Rigidbody.h | 102 |
1 files changed, 86 insertions, 16 deletions
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 02ced2e..0c069d8 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -4,26 +4,96 @@ #include "../Component.h" -namespace crepe { +#include "Vector2.h" -// FIXME: can't this enum be defined inside the class declaration of Rigidbody? -enum class BodyType { - //! Does not move (e.g. walls, ground ...) - STATIC, - //! Moves and responds to forces (e.g. player, physics objects ...) - DYNAMIC, - //! Moves but does not respond to forces (e.g. moving platforms ...) - KINEMATIC, -}; +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. + */ class Rigidbody : public Component { public: - Rigidbody(game_object_id_t id, int mass, int gravity_scale, BodyType body_type); - int32_t velocity_x; - int32_t velocity_y; - int mass; - int gravity_scale; - BodyType body_type; + /** + * \brief BodyType enum + * + * This enum provides three bodytypes the physics sytem and collision system use. + */ + enum class BodyType { + //! Does not move (e.g. walls, ground ...) + STATIC, + //! Moves and responds to forces (e.g. player, physics objects ...) + DYNAMIC, + //! Moves but does not respond to forces (e.g. moving platforms ...) + KINEMATIC, + }; + /** + * \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. + */ + struct PhysicsConstraints { + //! X constraint + bool x = 0; + //! Y constraint + bool y = 0; + //! rotation constraint + bool rotation = 0; + }; +public: + /** + * This struct holds the data for the Rigidbody. + */ + struct RigidbodyData{ + //! objects mass + double mass = 0.0; + //! gravtiy scale + double gravity_scale = 0.0; + //! Changes if physics apply + BodyType body_type = BodyType::DYNAMIC; + //! linear velocity of object + Vector2 linear_velocity; + //! maximum linear velocity of object + Vector2 max_linear_velocity; + //! linear damping of object + Vector2 linear_damping; + //! angular velocity of object + double angular_velocity = 0.0; + //! max angular velocity of object + double max_angular_velocity = 0.0; + //! angular damping of object + double angular_damping = 0.0; + //! movements constraints of object + PhysicsConstraints constraints; + //! if gravity applies + bool use_gravity = true; + //! if object bounces + bool bounce = false; + }; +public: + /** + * \param game_object_id id of the gameobject the rigibody is added to. + * \param data struct to configure the rigidbody. + */ + Rigidbody(uint32_t game_object_id,const RigidbodyData& data); + //! struct to hold data of rigidbody + RigidbodyData 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 Vector2 & force); + /** + * \brief add a angular force to the Rigidbody. + * + * \param force Vector2 that is added to the angular force. + */ + void add_force_angular(double force); }; } // namespace crepe |