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Diffstat (limited to 'src/crepe/api/Rigidbody.h')
-rw-r--r-- | src/crepe/api/Rigidbody.h | 202 |
1 files changed, 202 insertions, 0 deletions
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h new file mode 100644 index 0000000..b63d941 --- /dev/null +++ b/src/crepe/api/Rigidbody.h @@ -0,0 +1,202 @@ +#pragma once + +#include <cmath> +#include <set> +#include <string> + +#include "../Component.h" + +#include "types.h" + +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: + /** + * \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 { + //! Prevent movement along X axis + bool x = false; + //! Prevent movement along Y axis + bool y = false; + //! Prevent rotation + bool rotation = false; + }; + +public: + /** + * \brief struct for Rigidbody data + * + * This struct holds the data for the Rigidbody. + */ + struct Data { + //! objects mass + float mass = 1; + /** + * \brief Gravity scale factor. + * + * 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; + + //! Defines the type of the physics body, which determines how the physics system interacts with the object. + BodyType body_type = BodyType::DYNAMIC; + + /** + * \name Linear (positional) motion + * + * These variables define the linear motion (movement along the position) of an object. + * The linear velocity is applied to the object's position in each update of the PhysicsSystem. + * The motion is affected by the object's linear velocity, its maximum velocity, and a coefficient + * that can scale the velocity over time. + * + * \{ + */ + //! Linear velocity of the object (speed and direction). + vec2 linear_velocity; + //! Maximum linear velocity of the object. This limits the object's speed. + float max_linear_velocity = INFINITY; + //! Linear velocity coefficient. This scales the object's velocity for adjustment or damping. + vec2 linear_velocity_coefficient = {1, 1}; + //! \} + + /** + * \name Angular (rotational) motion + * + * These variables define the angular motion (rotation) of an object. + * The angular velocity determines how quickly the object rotates, while the maximum angular velocity + * sets a limit on the rotation speed. The angular velocity coefficient applies damping or scaling + * to the angular velocity, which can be used to simulate friction or other effects that slow down rotation. + * + * \{ + */ + //! Angular velocity of the object, representing the rate of rotation (in degrees). + float angular_velocity = 0; + //! Maximum angular velocity of the object. This limits the maximum rate of rotation. + float max_angular_velocity = INFINITY; + //! Angular velocity coefficient. This scales the object's angular velocity, typically used for damping. + float angular_velocity_coefficient = 1; + //! \} + + /** + * \brief Movement constraints for an object. + * + * 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; + + /** + * \brief Elasticity factor of the material (bounce factor). + * + * The `elasticity_coefficient` controls how much of the object's velocity is retained after a collision. + * It represents the material's ability to bounce or recover velocity upon impact. The coefficient is a value + * above 0.0. + * + */ + float elasticity_coefficient = 0.0; + + /** + * \brief Enables collision handling for objects colliding with kinematic objects. + * + * 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}; + + /** + * \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 from the Metadata of the gameobject. + */ + std::set<std::string> collision_names; + + /** + * \brief Defines the collision layers of a GameObject. + * + * The `collision_tags` specifies where the GameObject will collide with. + * Each element represents a tag from the Metadata of the gameobject. + */ + std::set<std::string> collision_tags; + }; + +public: + /** + * \param game_object_id id of the gameobject the rigibody is added to. + * \param data struct to configure the rigidbody. + */ + Rigidbody(game_object_id_t id, const Data & data); + //! struct to hold data of rigidbody + 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); + +protected: + /** + * Ensures there is at most one Rigidbody component per entity. + * \return Always returns 1, indicating this constraint. + */ + virtual int get_instances_max() const { return 1; } + //! ComponentManager instantiates all components + friend class ComponentManager; +}; + +} // namespace crepe |