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#pragma once
#if ENABLE_2D_PHYSICS || DOXYGEN
#include "Runtime/BaseClasses/GameManager.h"
#include "Runtime/Math/Vector2.h"
#include "Runtime/Physics2D/Physics2DMaterial.h"
#include "Runtime/Utilities/dynamic_array.h"
// --------------------------------------------------------------------------
class Physics2DSettings : public GlobalGameManager
{
public:
Physics2DSettings (MemLabelId label, ObjectCreationMode mode);
// ~Physics2DSettings (); declared-by-macro
REGISTER_DERIVED_CLASS (Physics2DSettings, GlobalGameManager)
DECLARE_OBJECT_SERIALIZE (Physics2DSettings)
static void InitializeClass ();
static void CleanupClass ();
virtual void AwakeFromLoad(AwakeFromLoadMode mode);
virtual void CheckConsistency ();
virtual void Reset ();
const Vector2f& GetGravity () const { return m_Gravity; }
void SetGravity (const Vector2f& value);
int GetVelocityIterations () const { return m_VelocityIterations; }
void SetVelocityIterations (const int velocityIterations);
int GetPositionIterations () const { return m_PositionIterations; }
void SetPositionIterations (const int positionIterations);
inline bool GetRaycastsHitTriggers () const { return m_RaycastsHitTriggers; }
inline void SetRaycastsHitTriggers (const bool raycastsHitTriggers) { m_RaycastsHitTriggers = raycastsHitTriggers; }
void IgnoreCollision (int layer1, int layer2, bool ignore);
bool GetIgnoreCollision(int layer1, int layer2) const;
UInt32 GetLayerCollisionMask(int layer) const { return m_LayerCollisionMatrix[layer]; }
PhysicsMaterial2D* GetDefaultPhysicsMaterial () { return m_DefaultMaterial; }
private:
Vector2f m_Gravity; ///< The gravity applied to all rigid bodies in the scene.
PPtr<PhysicsMaterial2D> m_DefaultMaterial; ///< The default material to use on a collider if no material is specified on it.
int m_VelocityIterations; ///< The number of iterations used to solve simulation velocities. More iterations yield a better simulation but is more expensive. (Default 8) range { 1 , infinity }
int m_PositionIterations; ///< The number of iterations used to solve simulation positions. More iterations yield a better simulation but is more expensive. (Default 3) range { 1 , infinity }
bool m_RaycastsHitTriggers; ///< Whether ray/line casts hit triggers or not.
dynamic_array<UInt32> m_LayerCollisionMatrix;
};
Physics2DSettings& GetPhysics2DSettings ();
Physics2DSettings* GetPhysics2DSettingsPtr ();
#endif
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