feat: add BodyTypeManual and body flags to physics2d rigidbody#882
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AnthonyWadham wants to merge 1 commit intoAnthony/physics2d-componentsfrom
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feat: add BodyTypeManual and body flags to physics2d rigidbody#882AnthonyWadham wants to merge 1 commit intoAnthony/physics2d-componentsfrom
AnthonyWadham wants to merge 1 commit intoAnthony/physics2d-componentsfrom
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TL;DR
Added a new
BodyTypeManualrigidbody type for gameplay-driven entities that use Box2D only for collision detection while maintaining full ECS control over position and velocity.What changed?
BodyTypeManualconstant to the rigidbody component with detailed documentation explaining its behaviorRigidbody2Dstruct with new body flags:Active,Awake,SleepingAllowed,Bullet, andFixedRotationNewRigidbody2Dconstructor function that sets Box2D-compatible defaultsUnmarshalJSONmethod to handle backward compatibility with old snapshots while applying proper defaultsWritebackPhysicsSystem) that runs onPostUpdatehook to sync Box2D simulation results back to ECS componentsBodyTypeManualtypeBodyfunction to expose underlying Box2D body for read-only queriesHow to test?
Added up stack into the integration tests
Why make this change?
This enables better separation of concerns for gameplay-driven entities like player characters, NPCs, and AI-controlled objects. These entities can use their own movement logic (input handling, pathfinding, AI) while still benefiting from Box2D's collision detection capabilities. The manual body type prevents Box2D from overriding gameplay-computed positions while maintaining collision interactions with physics-simulated objects. The additional body flags provide fine-grained control over Box2D simulation behavior, matching the full feature set of the underlying physics engine.