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RobustToolbox/Robust.Shared/GameObjects/Components/Collidable/PhysicsComponentState.cs
T

52 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
namespace Robust.Shared.GameObjects.Components
{
[Serializable, NetSerializable]
public class PhysicsComponentState : ComponentState
{
public readonly bool CanCollide;
public readonly BodyStatus Status;
public readonly List<IPhysShape> PhysShapes;
public readonly bool Hard;
/// <summary>
/// Current mass of the entity, stored in grams.
/// </summary>
public readonly int Mass;
public readonly Vector2 LinearVelocity;
public readonly float AngularVelocity;
public readonly bool Anchored;
/// <summary>
///
/// </summary>
/// <param name="canCollide"></param>
/// <param name="status"></param>
/// <param name="physShapes"></param>
/// <param name="hard"></param>
/// <param name="mass">Current Mass of the entity.</param>
/// <param name="linearVelocity">Current linear velocity of the entity in meters per second.</param>
/// <param name="angularVelocity">Current angular velocity of the entity in radians per sec.</param>
/// <param name="anchored">Whether or not the entity is anchored in place.</param>
public PhysicsComponentState(bool canCollide, BodyStatus status, List<IPhysShape> physShapes, bool hard, float mass, Vector2 linearVelocity, float angularVelocity, bool anchored)
: base(NetIDs.PHYSICS)
{
CanCollide = canCollide;
Status = status;
PhysShapes = physShapes;
Hard = hard;
LinearVelocity = linearVelocity;
AngularVelocity = angularVelocity;
Mass = (int)Math.Round(mass * 1000); // rounds kg to nearest gram
Anchored = anchored;
}
}
}