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-rw-r--r--src/crepe/Collider.h2
-rw-r--r--src/crepe/api/Rigidbody.cpp2
-rw-r--r--src/crepe/api/Rigidbody.h14
3 files changed, 8 insertions, 10 deletions
diff --git a/src/crepe/Collider.h b/src/crepe/Collider.h
index 5b26af5..e1624b4 100644
--- a/src/crepe/Collider.h
+++ b/src/crepe/Collider.h
@@ -1,7 +1,5 @@
#pragma once
-#include "api/Vector2.h"
-
#include "Component.h"
#include "types.h"
diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp
index 576ca45..c4b1d6f 100644
--- a/src/crepe/api/Rigidbody.cpp
+++ b/src/crepe/api/Rigidbody.cpp
@@ -10,6 +10,6 @@ void crepe::Rigidbody::add_force_linear(const vec2 & force) {
this->data.linear_velocity += force;
}
-void crepe::Rigidbody::add_force_angular(double force) {
+void crepe::Rigidbody::add_force_angular(float force) {
this->data.angular_velocity += force;
}
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 7939563..446c5dd 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -52,9 +52,9 @@ public:
*/
struct Data {
//! objects mass
- double mass = 0.0;
+ float mass = 0.0;
//! gravtiy scale
- double gravity_scale = 0.0;
+ float gravity_scale = 0.0;
//! Changes if physics apply
BodyType body_type = BodyType::DYNAMIC;
//! linear velocity of object
@@ -64,11 +64,11 @@ public:
//! linear damping of object
vec2 linear_damping;
//! angular velocity of object
- double angular_velocity = 0.0;
+ float angular_velocity = 0.0;
//! max angular velocity of object
- double max_angular_velocity = INFINITY;
+ float max_angular_velocity = INFINITY;
//! angular damping of object
- double angular_damping = 0.0;
+ float angular_damping = 0.0;
//! movements constraints of object
PhysicsConstraints constraints;
//! if gravity applies
@@ -76,7 +76,7 @@ public:
//! if object bounces
bool bounce = false;
//! bounce factor of material
- double elastisity = 0.0;
+ float elastisity = 0.0;
//! offset of all colliders relative to transform position
vec2 offset;
};
@@ -102,7 +102,7 @@ public:
*
* \param force Vector2 that is added to the angular force.
*/
- void add_force_angular(double force);
+ void add_force_angular(float force);
};
} // namespace crepe