diff options
Diffstat (limited to 'src/crepe/api')
| -rw-r--r-- | src/crepe/api/Rigidbody.h | 31 | 
1 files changed, 21 insertions, 10 deletions
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index df97763..9dbb42b 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -123,26 +123,37 @@ public:  		*/  		float elastisity_coefficient = 0.0; -		//! Enable static collision handeling for object colliding with kinematic object in collision system -		bool kinematic_collision = true; -  		/** -		 * \brief Defines the collision layers of a GameObject. +		 * \brief  Enables collision handling for objects colliding with kinematic objects.  		 * -		 * 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 that `collision_layer`. +		 * 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}; -		//! the collision layer of the object.  +		/** +		* \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. +		 * Each element represents a name from the Metadata of the gameobject.  		 */  		std::set<std::string> collision_names; @@ -150,7 +161,7 @@ public:  		 * \brief Defines the collision layers of a GameObject.  		 *  		 * The `collision_tags` specifies where the GameObject will collide with. -		 * Each element represents a tag. +		 * Each element represents a tag from the Metadata of the gameobject.  		 */  		std::set<std::string> collision_tags;  |