aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/api/Rigidbody.h
blob: 4745d56d0a76e42d614de3918a3228928cbba64d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
#pragma once

#include "../Component.h"

#include "Vector2.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
		double mass = 0.0;
		//! gravtiy scale
		double gravity_scale = 0.0;
		//! Changes if physics apply
		BodyType body_type = BodyType::DYNAMIC;
		//! linear velocity of object
		Vector2<double> linear_velocity;
		//! maximum linear velocity of object
		Vector2<double> max_linear_velocity;
		//! linear damping of object
		Vector2<double> linear_damping;
		//! angular velocity of object
		double angular_velocity = 0.0;
		//! max angular velocity of object
		double max_angular_velocity = 0.0;
		//! angular damping of object
		double angular_damping = 0.0;
		//! movements constraints of object
		PhysicsConstraints constraints;
		//! if gravity applies
		bool use_gravity = true;
		//! if object bounces
		bool bounce = false;
	};

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 Vector2<double> & force);
	/** 
	 * \brief add a angular force to the Rigidbody.
	 * 
	 * \param force Vector2 that is added to the angular force.
	 */
	void add_force_angular(double force);
};

} // namespace crepe