CollisionBox(const glm::vec3 &position=glm::vec3(0.0f), const glm::vec3 &rotation=glm::vec3(0.0f), const glm::vec3 &scale=glm::vec3(1.0f), bool visible=false)
Definition collisionBox.cpp:4
bool isOnFloor() const
Definition rigidBody.h:29
glm::vec3 & velocity()
Definition rigidBody.h:24
float getAirFriction() const
Definition rigidBody.h:27
RigidBody(const glm::vec3 &position=glm::vec3(0.0f), const glm::vec3 &rotation=glm::vec3(0.0f), const glm::vec3 &scale=glm::vec3(1.0f), bool debug=false)
Definition rigidBody.cpp:4
glm::vec3 & gravity()
Definition rigidBody.h:25
void setAirFriction(float airFriction)
void physics_process(float deltaTime, const std::vector< CollisionShape * > &allColliders)
Integrates velocity/gravity and resolves collisions iteratively across axes.
Definition rigidBody.cpp:15