Engine²
Open-source game engine written in C++.
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Physics::Component::RigidBody Struct Reference

#include <RigidBody.hpp>

Static Public Member Functions

static RigidBody CreateStatic ()
 Create a static rigid body.
static RigidBody CreateKinematic ()
 Create a kinematic rigid body.
static RigidBody CreateDynamic (float bodyMass=1.0f)
 Create a dynamic rigid body.

Public Attributes

MotionType motionType = MotionType::Dynamic
 Motion type (Static, Kinematic, or Dynamic).
Activation activation = Activation::Activate
 Activation mode when added to world.
float mass = 1.0f
 Mass in kg (only for Dynamic bodies).
bool allowSleeping = true
 Allow body to go to sleep when inactive.
float friction = 0.5f
 Friction coefficient [0, 1].
float restitution = 0.0f
 Restitution/bounciness [0, 1].
float linearDamping = 0.05f
 Linear damping (resistance to linear motion).
float angularDamping = 0.05f
 Angular damping (resistance to rotation).
float gravityFactor = 1.0f
 Gravity factor (1.0 = normal gravity, 0.0 = no gravity).
uint16_t objectLayer = 0

Member Function Documentation

◆ CreateDynamic()

RigidBody Physics::Component::RigidBody::CreateDynamic ( float bodyMass = 1.0f)
inlinestatic

Create a dynamic rigid body.

Parameters
bodyMassMass of the body in kg (default: 1.0)

◆ CreateKinematic()

RigidBody Physics::Component::RigidBody::CreateKinematic ( )
inlinestatic

Create a kinematic rigid body.

◆ CreateStatic()

RigidBody Physics::Component::RigidBody::CreateStatic ( )
inlinestatic

Create a static rigid body.

Member Data Documentation

◆ activation

Activation Physics::Component::RigidBody::activation = Activation::Activate

Activation mode when added to world.

◆ allowSleeping

bool Physics::Component::RigidBody::allowSleeping = true

Allow body to go to sleep when inactive.

◆ angularDamping

float Physics::Component::RigidBody::angularDamping = 0.05f

Angular damping (resistance to rotation).

◆ friction

float Physics::Component::RigidBody::friction = 0.5f

Friction coefficient [0, 1].

◆ gravityFactor

float Physics::Component::RigidBody::gravityFactor = 1.0f

Gravity factor (1.0 = normal gravity, 0.0 = no gravity).

◆ linearDamping

float Physics::Component::RigidBody::linearDamping = 0.05f

Linear damping (resistance to linear motion).

◆ mass

float Physics::Component::RigidBody::mass = 1.0f

Mass in kg (only for Dynamic bodies).

◆ motionType

MotionType Physics::Component::RigidBody::motionType = MotionType::Dynamic

Motion type (Static, Kinematic, or Dynamic).

◆ objectLayer

uint16_t Physics::Component::RigidBody::objectLayer = 0

Object layer for collision filtering (0 = NON_MOVING, 1 = MOVING) Use CreateDynamic/CreateStatic/CreateKinematic helpers for correct defaults

◆ restitution

float Physics::Component::RigidBody::restitution = 0.0f

Restitution/bounciness [0, 1].


The documentation for this struct was generated from the following file: