feat: Rigidbody Mass Restriction

This commit is contained in:
Syntriax 2024-01-27 14:58:50 +03:00
parent 7b47703ba0
commit 32e2a6e7d3
1 changed files with 5 additions and 1 deletions

View File

@ -10,14 +10,18 @@ public class RigidBody2D : BehaviourOverride, IRigidBody2D
{ {
public Action<IAssignableTransform>? OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; } public Action<IAssignableTransform>? OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
private const float LOWEST_ALLOWED_MASS = 0.00001f;
private float _mass = 1f;
public IPhysicsMaterial2D Material { get; set; } = new PhysicsMaterial2DDefault(); public IPhysicsMaterial2D Material { get; set; } = new PhysicsMaterial2DDefault();
public Vector2D Velocity { get; set; } = Vector2D.Zero; public Vector2D Velocity { get; set; } = Vector2D.Zero;
public float AngularVelocity { get; set; } = 0f; public float AngularVelocity { get; set; } = 0f;
public float Mass { get; set; } = 1f;
public bool IsStatic { get; set; } = false; public bool IsStatic { get; set; } = false;
public float Mass { get => _mass; set => _mass = Core.Math.Max(value, LOWEST_ALLOWED_MASS); }
ITransform IAssignableTransform.Transform => Transform; ITransform IAssignableTransform.Transform => Transform;