21 #include "hx3d/physics/2d/collider.hpp" 23 #include "hx3d/math/vector_utils.hpp" 28 Collider::Definition::Definition():
48 Collider::~Collider() {}
glm::vec2 position
Zone position.
Static: no forces or velocity.
void applyForce(const glm::vec2 &amount)
Apply a force.
void useDefinition(const Definition &def)
Apply a definition on the collider.
unsigned int category
Category.
void setDensity(float density)
Set collider density.
Material material
Material.
glm::vec2 position
Position.
unsigned int category
Category.
glm::vec2 position
Position.
Kinematic: no forces but velocity.
float invInertia
Current inverted inertia.
Collider(const Shape shapeType, const Type colliderType=Type::Dynamic)
Create a collider.
float unitCoef
Physical ratio.
float angularVelocity
Angular velocity.
glm::vec2 velocity
Velocity.
virtual void computeMass(float density)=0
Compute the collider mass.
void setInertia(float amount)
Set the current inertia.
void applyImpulse(const glm::vec2 &amount, const glm::vec2 &contact)
Apply an impulse.
glm::vec2 velocity
Zone velocity.
glm::vec2 cross(glm::vec2 vec, float v)
Calculate the cross product vector between a 2D vector and a scalar.
void setMass(float amount)
Set the current mass.
Material material
Material.
float invMass
Current inverted mass.