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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 {
//! 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
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