Files
Nuake-custom/Nuake/src/Physics/Rigidbody.cpp

54 lines
1001 B
C++

#include "PhysicsShapes.h"
#include "Rigibody.h"
#include "src/Core/Core.h"
#include "src/Physics/PhysicsManager.h"
#include <glm/trigonometric.hpp>
#include <src/Scene/Entities/Entity.h>
namespace Nuake
{
namespace Physics
{
RigidBody::RigidBody()
{
}
RigidBody::RigidBody(Vector3 position, Entity handle) : _position(position)
{
}
RigidBody::RigidBody(float mass, Vector3 position, Quat rotation, Matrix4 transform, Ref<PhysicShape> shape, Entity entity, Vector3 initialVel, bool forceKinematic) :
_position(position),
_collisionShape(shape),
_mass(mass),
_entity(entity),
_rotation(rotation),
_ForceKinematic(forceKinematic)
{
}
void RigidBody::SetShape(Ref<PhysicShape> shape)
{
}
void RigidBody::UpdateTransform()
{
}
void RigidBody::SetEntityID(Entity ent)
{
_entity = ent;
}
void RigidBody::AddForce(const Vector3& force)
{
PhysicsManager::Get().GetWorld()->AddForceToRigidBody(_entity, force);
}
}
}