#pragma once #include #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 { //! X constraint bool x = false; //! Y constraint bool y = false; //! rotation constraint bool rotation = false; }; public: /** * \brief struct for Rigidbody data * * This struct holds the data for the Rigidbody. */ struct Data { //! objects mass float mass = 0.0; //! gravtiy scale float gravity_scale = 0; //! Changes if physics apply BodyType body_type = BodyType::DYNAMIC; //! linear velocity of object vec2 linear_velocity; //! maximum linear velocity of object vec2 max_linear_velocity = {INFINITY ,INFINITY}; //! linear damping of object vec2 linear_velocity_factor; //! angular velocity of object float angular_velocity = 1; //! max angular velocity of object float max_angular_velocity = INFINITY; //! angular damping of object float angular_velocity_factor = 1; //! movements constraints of object PhysicsConstraints constraints; //! 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; }; 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); }; } // namespace crepe