Add AddImpulse for PhysicsComponent2D (#141)

* Update PhysicsComponent2D.hpp

* Update LuaBinding_SDK.hpp

* Update LuaBinding_SDK.cpp

* Update LuaBinding_SDK.cpp

* Add : AddImpulse

* Add : AddImpulse

* Add : binding of PhysicsComponent2D

* add : handle

* fix alphabetical order

* complete PhysicsComponent2D binding

* Update LuaBinding_SDK.cpp

* Update LuaBinding_SDK.hpp

* Update PhysicsComponent2D.hpp

* Update PhysicsComponent2D.inl

* forgot : use namespace Nz and open namespace Ndk

* Update PhysicsComponent2D.hpp

* Add Addimpulse

* Update PhysicsComponent3D.hpp
This commit is contained in:
Faymoon 2017-11-21 12:17:11 +01:00 committed by Jérôme Leclercq
parent f991a9529e
commit 06ac8cf904
3 changed files with 36 additions and 3 deletions

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@ -25,6 +25,8 @@ namespace Ndk
void AddForce(const Nz::Vector2f& force, Nz::CoordSys coordSys = Nz::CoordSys_Global);
void AddForce(const Nz::Vector2f& force, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
void AddImpulse(const Nz::Vector2f& impulse, Nz::CoordSys coordSys = Nz::CoordSys_Global);
void AddImpulse(const Nz::Vector2f& impulse, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
void AddTorque(float torque);
Nz::Rectf GetAABB() const;

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@ -51,6 +51,37 @@ namespace Ndk
m_object->AddForce(force, point, coordSys);
}
/*!
* \brief Applies a impulse to the entity
*
* \param impulse Impulse to apply on the entity
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline void PhysicsComponent2D::AddImpulse(const Nz::Vector2f& impulse, Nz::CoordSys coordSys)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->AddImpulse(impulse, coordSys);
}
/*!
* \brief Applies a impulse to the entity
*
* \param impulse Impulse to apply on the entity
* \param point Point where the impulse is applied
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline void PhysicsComponent2D::AddImpulse(const Nz::Vector2f& impulse, const Nz::Vector2f& point, Nz::CoordSys coordSys)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->AddImpulse(impulse, point, coordSys);
}
/*!
* \brief Applies a torque to the entity
*

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@ -1,4 +1,4 @@
// Copyright (C) 2017 Jérôme Leclercq, Arnaud Cadot
// Copyright (C) 2017 Jérôme Leclercq, Arnaud Cadot
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp