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#pragma once
#include <cmath>
#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 = 0.0;
/**
* \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.
vec2 max_linear_velocity = {INFINITY, 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 elastisity_coefficient = 0.0;
/**
* \brief Offset of all colliders relative to the object's transform position.
*
* The `offset` defines a positional shift applied to all colliders associated with the object, relative to the object's
* transform position. This allows for the colliders to be placed at a different position than the object's actual
* position, without modifying the object's transform itself.
*
*/
vec2 offset;
/**
* \brief Defines the collision layers of a GameObject.
*
* The `collision_layers` vector specifies the layers that the GameObject will collide with.
* Each element in the vector represents a layer ID, and the GameObject will only detect
* collisions with other GameObjects that belong to these layers.
*/
std::vector<int> collision_layers;
};
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
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