Physics2D/RigidBody2D: Fix querying
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@ -41,7 +41,7 @@ namespace Nz
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cpSpace* GetHandle() const;
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float GetStepSize() const;
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bool NearestBodyQuery(const Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, RigidBody2D** nearestBody);
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bool NearestBodyQuery(const Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, RigidBody2D** nearestBody = nullptr);
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bool NearestBodyQuery(const Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, NearestQueryResult* result);
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void RegisterCallbacks(unsigned int collisionId, const Callback& callbacks);
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@ -61,6 +61,8 @@ namespace Nz
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m_mass(object.m_mass)
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{
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cpBodySetUserData(m_handle, this);
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for (cpShape* shape : m_shapes)
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cpShapeSetUserData(shape, this);
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object.m_handle = nullptr;
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@ -312,6 +314,8 @@ namespace Nz
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m_world = object.m_world;
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cpBodySetUserData(m_handle, this);
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for (cpShape* shape : m_shapes)
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cpShapeSetUserData(shape, this);
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object.m_handle = nullptr;
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@ -324,6 +328,7 @@ namespace Nz
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{
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m_handle = cpBodyNew(mass, moment);
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cpBodySetUserData(m_handle, this);
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cpSpaceAddBody(m_world->GetHandle(), m_handle);
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}
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