Files
glitchy-engine-beef/ScriptCore/Components/RigidBody2D.cs
T
Simon Lübeß 2f58f0e142 Renamed RigidBody2D to Rigidbody2D
+ Math.normalize(Quaternion)
+ Position and Rotation properties for Rigidbody2D
+ use In, Out on beef side in ScriptGlue
2023-09-03 19:42:50 +02:00

59 lines
1.8 KiB
C#

using GlitchyEngine.Math;
namespace GlitchyEngine;
public class Rigidbody2D : Component
{
/// <summary>
/// Apply a force at a world point.
/// If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity.
/// This wakes up the body.
/// </summary>
/// <param name="force">The world force vector, usually in Newtons (N).</param>
/// <param name="point">The world position of the point of application.</param>
/// <param name="wakeUp">Wake up the body</param>
public void ApplyForce(float2 force, float2 point, bool wakeUp = true)
{
ScriptGlue.Rigidbody2D_ApplyForce(Entity._uuid, force, point, wakeUp);
}
/// <summary>
/// Apply a force to the center of mass.
/// This wakes up the body.
/// </summary>
/// <param name="force">The world force vector, usually in Newtons (N).</param>
/// <param name="wakeUp">Wake up the body</param>
public void ApplyForceToCenter(float2 force, bool wakeUp = true)
{
ScriptGlue.Rigidbody2D_ApplyForceToCenter(Entity._uuid, force, wakeUp);
}
/// <summary>
/// Gets or sets the global position of the rigidbody.
/// </summary>
public float2 Position
{
get
{
ScriptGlue.Rigidbody2D_GetPosition(Entity._uuid, out float2 position);
return position;
}
set => ScriptGlue.Rigidbody2D_SetPosition(Entity._uuid, value);
}
/// <summary>
/// Gets or sets the global rotation of the rigidbody.
/// </summary>
public float Rotation
{
get
{
ScriptGlue.Rigidbody2D_GetRotation(Entity._uuid, out float rotation);
return rotation;
}
set => ScriptGlue.Rigidbody2D_SetRotation(Entity._uuid, value);
}
}