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-rw-r--r--src/crepe/api/Rigidbody.h26
1 files changed, 24 insertions, 2 deletions
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 0f6be21..df97763 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -2,6 +2,7 @@
#include <cmath>
#include <set>
+#include <string>
#include "../Component.h"
@@ -122,7 +123,7 @@ public:
*/
float elastisity_coefficient = 0.0;
- //! Enable collision handeling in collision system
+ //! Enable static collision handeling for object colliding with kinematic object in collision system
bool kinematic_collision = true;
/**
@@ -130,9 +131,30 @@ public:
*
* The `collision_layers` specifies the layers that the GameObject will collide with.
* Each element represents a layer ID, and the GameObject will only detect
- * collisions with other GameObjects that belong to these layers.
+ * collisions with other GameObjects that belong to that `collision_layer`.
*/
std::set<int> collision_layers = {0};
+
+ //! the collision layer of the 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.
+ */
+ 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.
+ */
+ std::set<std::string> collision_tags;
+
+
};
public: