diff options
| author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-02 17:17:21 +0100 | 
|---|---|---|
| committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-02 17:17:21 +0100 | 
| commit | eeb66130e2cb94c94e1748576f98f78ce0f1ee86 (patch) | |
| tree | f3a8a09b9f9245f559d1c924a7eccead5434f979 /src/crepe/api | |
| parent | d06e05d0d8dbe1ace63b439231ccd05a975e9834 (diff) | |
changed some values because of feedback and merged from master
Diffstat (limited to 'src/crepe/api')
| -rw-r--r-- | src/crepe/api/BoxCollider.cpp | 2 | ||||
| -rw-r--r-- | src/crepe/api/BoxCollider.h | 2 | ||||
| -rw-r--r-- | src/crepe/api/CircleCollider.cpp | 2 | ||||
| -rw-r--r-- | src/crepe/api/CircleCollider.h | 2 | ||||
| -rw-r--r-- | src/crepe/api/Rigidbody.h | 14 | 
5 files changed, 9 insertions, 13 deletions
diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp index 6034837..1069e90 100644 --- a/src/crepe/api/BoxCollider.cpp +++ b/src/crepe/api/BoxCollider.cpp @@ -4,4 +4,4 @@  using namespace crepe; -BoxCollider::BoxCollider(game_object_id_t game_object_id,vec2 offset, float width, float height) : Collider(game_object_id,offset), width(width), height(height) {} +BoxCollider::BoxCollider(game_object_id_t game_object_id,const vec2& offset, float width, float height) : Collider(game_object_id,offset), width(width), height(height) {} diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h index 2ce1ee8..c83d54a 100644 --- a/src/crepe/api/BoxCollider.h +++ b/src/crepe/api/BoxCollider.h @@ -12,7 +12,7 @@ namespace crepe {   */  class BoxCollider : public Collider {  public: -	BoxCollider(game_object_id_t game_object_id,vec2 offset, float width, float height); +	BoxCollider(game_object_id_t game_object_id,const vec2& offset, float width, float height);  	//! Width of box collider   	float width; diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp index 497ebba..473734e 100644 --- a/src/crepe/api/CircleCollider.cpp +++ b/src/crepe/api/CircleCollider.cpp @@ -3,4 +3,4 @@  using namespace crepe; -CircleCollider::CircleCollider(game_object_id_t game_object_id,vec2 offset, float radius) : Collider(game_object_id,offset), radius(radius) {} +CircleCollider::CircleCollider(game_object_id_t game_object_id,const vec2& offset, float radius) : Collider(game_object_id,offset), radius(radius) {} diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index c61f027..bbcc330 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -14,7 +14,7 @@ namespace crepe {  class CircleCollider : public Collider {  public: -	CircleCollider(game_object_id_t game_object_id,vec2 offset, float radius); +	CircleCollider(game_object_id_t game_object_id,const vec2& offset, float radius);  	//! Radius of the circle collider.  	float radius; diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 446c5dd..63b1b51 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -54,7 +54,7 @@ public:  		//! objects mass  		float mass = 0.0;  		//! gravtiy scale -		float gravity_scale = 0.0; +		float gravity_scale = 0;  		//! Changes if physics apply  		BodyType body_type = BodyType::DYNAMIC;  		//! linear velocity of object @@ -62,20 +62,16 @@ public:  		//! maximum linear velocity of object  		vec2 max_linear_velocity = {INFINITY ,INFINITY};  		//! linear damping of object -		vec2 linear_damping; +		vec2 linear_velocity_factor;  		//! angular velocity of object -		float angular_velocity = 0.0; +		float angular_velocity = 1;  		//! max angular velocity of object  		float max_angular_velocity = INFINITY;  		//! angular damping of object -		float angular_damping = 0.0; +		float angular_velocity_factor = 1;  		//! movements constraints of object  		PhysicsConstraints constraints; -		//! if gravity applies -		bool use_gravity = true; -		//! if object bounces -		bool bounce = false; -		//! bounce factor of material +		//! bounce factor of material. 0.0 <= means all velocity is lost, 1.0 means it gets the same momentum but the mirrored direction. 0.5 is half of the velocity is saved.  		float elastisity = 0.0;  		//! offset of all colliders relative to transform position  		vec2 offset;  |