28 lines
983 B
C#
28 lines
983 B
C#
using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Syntriax.Engine.Physics2D;
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public class RigidBody2D : Behaviour, IRigidBody2D
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{
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event IAssignableTransform.OnTransformAssignedDelegate? IAssignableTransform.OnTransformAssigned { add => GameObject.OnTransformAssigned += value; remove => GameObject.OnTransformAssigned -= value; }
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private const float LOWEST_ALLOWED_MASS = 0.00001f;
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private float _mass = 1f;
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public IPhysicsMaterial2D Material { get; set; } = new PhysicsMaterial2DDefault();
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public Vector2D Velocity { get; set; } = Vector2D.Zero;
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public float AngularVelocity { get; set; } = 0f;
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public bool IsStatic { get; set; } = false;
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public float Mass { get => _mass; set => _mass = Core.Math.Max(value, LOWEST_ALLOWED_MASS); }
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ITransform IAssignableTransform.Transform => Transform;
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public bool Assign(ITransform transform) => GameObject.Assign(transform);
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}
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