Files
glitchy-engine-beef/ScriptCore/Physics/Collision2D.cs
T
Simon Lübeß aafcc41286 Invoke on collision enter + start of attach child colliders to rigidbody
+ Changed default Namespace of ScriptCore to GlitchyEngine
+ Implicit Casts float2 <-> b2Vec2
+ Entity constructor internal
+ Renamed RigidBody2D to Rigidbody2D (notice the B)
+ Basic Debug Draw actual 2D Colliders
+ Added Entity::GetParentWithComponent
2023-08-10 19:55:45 +02:00

36 lines
1.2 KiB
C#

using System.Runtime.InteropServices;
using GlitchyEngine.Core;
namespace GlitchyEngine.Physics;
[StructLayout(LayoutKind.Sequential, Pack=1)]
public struct Collision2D
{
private UUID _entity;
private UUID _otherEntity;
private UUID _rigidbody;
private UUID _otherRigidbody;
/// <summary>
/// Gets the Entity whose Collider takes part in the collision.
/// This entity is either the entity of the script instance receiving the event or a child of it.
/// </summary>
public Entity Entity => new(_entity);
/// <summary>
/// Gets the other Entity whose collider takes part in the collision.
/// </summary>
public Entity OtherEntity => new(_otherEntity);
/// <summary>
/// Gets the rigidbody whose Collider takes part in the collision.
/// This Rigidbody is either a component of the entity whose script instance received the event or a parent of it.
/// </summary>
public Rigidbody2D Rigidbody => new() { Entity = Entity };
/// <summary>
/// Gets the other rigidbody whose Collider takes part in the collision.
/// </summary>
public Rigidbody2D OtherRigidbody => new() { Entity = OtherEntity };
}