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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-14 12:47:41 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-14 12:48:12 +0100 |
commit | 644c1ee1a1f109ae293cc6b09fafe8ba8b448ff3 (patch) | |
tree | 4dd37b0f133f03a420523322bea0a9e081898ded /src/crepe/api/Rigidbody.h | |
parent | 98828008e9e1e3b94f1f882b266ef5d5c2180b9f (diff) |
more demo WIP
Diffstat (limited to 'src/crepe/api/Rigidbody.h')
-rw-r--r-- | src/crepe/api/Rigidbody.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index b08c8db..b2bfc0d 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -61,7 +61,7 @@ public: * gravity force, allowing for fine-grained control over how the object responds to gravity. * */ - float gravity_scale = 0; + float gravity_scale = 1.0; //! Defines the type of the physics body, which determines how the physics system interacts with the object. BodyType body_type = BodyType::DYNAMIC; @@ -139,7 +139,7 @@ public: * 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; + std::set<int> collision_layers = {0}; }; public: |