/************************************************************************************//*! \file RigidBody.cxx \author Tng Kah Wei, kahwei.tng, 390009620 \par email: kahwei.tng\@digipen.edu \date Oct 22, 2022 \brief Contains the definition of the functions of the managed RigidBody class. Note: This file is written in C++17/CLI. Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or disclosure of this file or its contents without the prior written consent of DigiPen Institute of Technology is prohibited. *//*************************************************************************************/ // Precompiled Headers #include "SHpch.h" // Primary Header #include "RigidBody.hxx" namespace SHADE { /*---------------------------------------------------------------------------------*/ /* Constructors */ /*---------------------------------------------------------------------------------*/ RigidBody::RigidBody(Entity entity) : Component(entity) {} /*---------------------------------------------------------------------------------*/ /* Properties */ /*---------------------------------------------------------------------------------*/ bool RigidBody::IsGravityEnabled::get() { return GetNativeComponent()->IsGravityEnabled(); } void RigidBody::IsGravityEnabled::set(bool value) { return GetNativeComponent()->SetGravityEnabled(value); } bool RigidBody::IsAllowedToSleep::get() { return GetNativeComponent()->IsAllowedToSleep(); } void RigidBody::IsAllowedToSleep::set(bool value) { return GetNativeComponent()->SetIsAllowedToSleep(value); } RigidBody::Type RigidBody::BodyType::get() { return static_cast(GetNativeComponent()->GetType()); } void RigidBody::BodyType::set(Type value) { return GetNativeComponent()->SetType(static_cast(value)); } float RigidBody::Mass::get() { return GetNativeComponent()->GetMass(); } void RigidBody::Mass::set(float value) { return GetNativeComponent()->SetMass(value); } float RigidBody::Drag::get() { return GetNativeComponent()->GetDrag(); } void RigidBody::Drag::set(float value) { return GetNativeComponent()->SetDrag(value); } float RigidBody::AngularDrag::get() { return GetNativeComponent()->GetAngularDrag(); } void RigidBody::AngularDrag::set(float value) { return GetNativeComponent()->SetAngularDrag(value); } bool RigidBody::FreezePositionX::get() { return GetNativeComponent()->GetFreezePositionX(); } void RigidBody::FreezePositionX::set(bool value) { return GetNativeComponent()->SetFreezePositionX(value); } bool RigidBody::FreezePositionY::get() { return GetNativeComponent()->GetFreezePositionY(); } void RigidBody::FreezePositionY::set(bool value) { return GetNativeComponent()->SetFreezePositionY(value); } bool RigidBody::FreezePositionZ::get() { return GetNativeComponent()->GetFreezePositionZ(); } void RigidBody::FreezePositionZ::set(bool value) { return GetNativeComponent()->SetFreezePositionZ(value); } bool RigidBody::FreezeRotationX::get() { return GetNativeComponent()->GetFreezeRotationX(); } void RigidBody::FreezeRotationX::set(bool value) { return GetNativeComponent()->SetFreezeRotationX(value); } bool RigidBody::FreezeRotationY::get() { return GetNativeComponent()->GetFreezeRotationY(); } void RigidBody::FreezeRotationY::set(bool value) { return GetNativeComponent()->SetFreezeRotationY(value); } bool RigidBody::FreezeRotationZ::get() { return GetNativeComponent()->GetFreezeRotationZ(); } void RigidBody::FreezeRotationZ::set(bool value) { return GetNativeComponent()->SetFreezeRotationZ(value); } Vector3 RigidBody::LinearVelocity::get() { return Convert::ToCLI(GetNativeComponent()->GetLinearVelocity()); } void RigidBody::LinearVelocity::set(Vector3 value) { return GetNativeComponent()->SetLinearVelocity(Convert::ToNative(value)); } Vector3 RigidBody::AngularVelocity::get() { return Convert::ToCLI(GetNativeComponent()->GetAngularVelocity()); } void RigidBody::AngularVelocity::set(Vector3 value) { return GetNativeComponent()->SetAngularVelocity(Convert::ToNative(value)); } Vector3 RigidBody::Force::get() { return Convert::ToCLI(GetNativeComponent()->GetForce()); } Vector3 RigidBody::Torque::get() { return Convert::ToCLI(GetNativeComponent()->GetTorque()); } /*---------------------------------------------------------------------------------*/ /* Force Functions */ /*---------------------------------------------------------------------------------*/ void RigidBody::AddForce(Vector3 force) { GetNativeComponent()->AddForce(Convert::ToNative(force)); } void RigidBody::AddForceAtLocalPos(Vector3 force, Vector3 localPos) { GetNativeComponent()->AddForceAtLocalPos(Convert::ToNative(force), Convert::ToNative(localPos)); } void RigidBody::AddForceAtWorldPos(Vector3 force, Vector3 worldPos) { GetNativeComponent()->AddForceAtWorldPos(Convert::ToNative(force), Convert::ToNative(worldPos)); } void RigidBody::AddRelativeForce(Vector3 relativeForce) { GetNativeComponent()->AddRelativeForce(Convert::ToNative(relativeForce)); } void RigidBody::AddRelativeForceAtLocalPos(Vector3 relativeForce, Vector3 localPos) { GetNativeComponent()->AddRelativeForceAtLocalPos(Convert::ToNative(relativeForce), Convert::ToNative(localPos)); } void RigidBody::AddRelativeForceAtWorldPos(Vector3 relativeForce, Vector3 worldPos) { GetNativeComponent()->AddRelativeForceAtWorldPos(Convert::ToNative(relativeForce), Convert::ToNative(worldPos)); } /*---------------------------------------------------------------------------------*/ /* Torque Functions */ /*---------------------------------------------------------------------------------*/ void RigidBody::AddTorque(Vector3 torque) { GetNativeComponent()->AddTorque(Convert::ToNative(torque)); } void RigidBody::AddRelativeTorque(Vector3 relativeTorque) { GetNativeComponent()->AddRelativeTorque(Convert::ToNative(relativeTorque)); } }