Files
NazaraEngine/SDK/include/NDK/Components/PhysicsComponent2D.hpp
Faymoon 4f6bf30f24 Constraint 2D (#147)
* Rename all Constraint by [name]Constraint3D

* Create Refs and Libraries for Constraint2D

* Remove ref to PhysWorld in Constraints ctors

* Update Constraint2d ctor to have RigiBodies first

* Add New static function for all constraints and fix an oopsie

* Add Contraint Library and remove all library useless aliases

* Add ConstraintComponent2D

* remove useless definition of Constraint2D library

* Fix : getting the world of the constraint before having created it

* Make the GetStaticBody function return a ref

* Remove : Useless AddJoint Fonction and Update CreateJoint function

* Update PhysicsSystem3D because GetStaticBody return now a ref

* Oops

* Having done something with the 3D and i was needing 2D

* Add ConstraintComponent as friend of Collision and PhysicsComponent

* Update all the Get[Static/Rigid]Body function so they return a pointer

* fix the bugs caused by the commit before

* update : CreateConstraint lambda for the nullptr case

* remove the useless  use of const pointer

* Update : CreateConstraint function

* Update ChangeLog.md
2018-01-13 11:03:03 +01:00

68 lines
2.2 KiB
C++

// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#pragma once
#ifndef NDK_COMPONENTS_PHYSICSCOMPONENT2D_HPP
#define NDK_COMPONENTS_PHYSICSCOMPONENT2D_HPP
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <NDK/Component.hpp>
#include <memory>
namespace Ndk
{
class NDK_API PhysicsComponent2D : public Component<PhysicsComponent2D>
{
friend class CollisionComponent2D;
friend class PhysicsSystem2D;
friend class ConstraintComponent2D;
public:
PhysicsComponent2D() = default;
PhysicsComponent2D(const PhysicsComponent2D& physics);
~PhysicsComponent2D() = default;
void AddForce(const Nz::Vector2f& force, Nz::CoordSys coordSys = Nz::CoordSys_Global);
void AddForce(const Nz::Vector2f& force, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
void AddImpulse(const Nz::Vector2f& impulse, Nz::CoordSys coordSys = Nz::CoordSys_Global);
void AddImpulse(const Nz::Vector2f& impulse, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
void AddTorque(float torque);
Nz::Rectf GetAABB() const;
float GetAngularVelocity() const;
Nz::Vector2f GetCenterOfGravity(Nz::CoordSys coordSys = Nz::CoordSys_Local) const;
float GetMass() const;
Nz::Vector2f GetPosition() const;
float GetRotation() const;
Nz::Vector2f GetVelocity() const;
bool IsSleeping() const;
void SetAngularVelocity(float angularVelocity);
void SetMass(float mass);
void SetMassCenter(const Nz::Vector2f& center);
void SetPosition(const Nz::Vector2f& position);
void SetRotation(float rotation);
void SetVelocity(const Nz::Vector2f& velocity);
static ComponentIndex componentIndex;
private:
Nz::RigidBody2D* GetRigidBody();
void OnAttached() override;
void OnComponentAttached(BaseComponent& component) override;
void OnComponentDetached(BaseComponent& component) override;
void OnDetached() override;
void OnEntityDestruction() override;
std::unique_ptr<Nz::RigidBody2D> m_object;
};
}
#include <NDK/Components/PhysicsComponent2D.inl>
#endif // NDK_COMPONENTS_PHYSICSCOMPONENT2D_HPP