Remove BulletPhysics3D module

Having two physics engine seems redundant, Bullet3 development seems to have halted and JoltPhysics seems to be a better fit to Nazara
This commit is contained in:
Lynix
2024-02-06 20:45:06 +01:00
committed by Jérôme Leclercq
parent cb484a2432
commit 139bed2b0a
40 changed files with 31 additions and 2503 deletions

View File

@@ -2,7 +2,6 @@
#include <Nazara/Platform.hpp>
#include <Nazara/Graphics.hpp>
#include <Nazara/Math/PidController.hpp>
#include <Nazara/BulletPhysics3D.hpp>
#include <Nazara/JoltPhysics3D.hpp>
#include <Nazara/Renderer.hpp>
#include <Nazara/Utility.hpp>
@@ -597,7 +596,7 @@ int main(int argc, char* argv[])
//renderBuffer->Fill(skeletalBufferMem.data(), 0, skeletalBufferMem.size());
/*auto spaceshipView = registry.view<Nz::NodeComponent, Nz::RigidBody3DComponent>();
/*auto spaceshipView = registry.view<Nz::NodeComponent, Nz::JoltRigidBody3DComponent>();
for (auto&& [entity, node, _] : spaceshipView.each())
{
if (entity == playerEntity)
@@ -608,7 +607,7 @@ int main(int argc, char* argv[])
registry.destroy(entity);
}
Nz::RigidBody3DComponent& playerShipBody = registry.get<Nz::RigidBody3DComponent>(playerEntity);
Nz::JoltRigidBody3DComponent& playerShipBody = registry.get<Nz::JoltRigidBody3DComponent>(playerEntity);
Nz::Quaternionf currentRotation = playerShipBody.GetRotation();
Nz::Vector3f desiredHeading = registry.get<Nz::NodeComponent>(headingEntity).GetForward();

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@@ -5,7 +5,7 @@ end
target("Showcase")
set_group("Examples")
set_kind("binary")
add_deps("NazaraAudio", "NazaraGraphics", "NazaraChipmunkPhysics2D", "NazaraBulletPhysics3D", "NazaraJoltPhysics3D", "NazaraWidgets")
add_deps("NazaraAudio", "NazaraGraphics", "NazaraChipmunkPhysics2D", "NazaraJoltPhysics3D", "NazaraWidgets")
if has_config("embed_plugins", "static") then
add_deps("PluginAssimp")
else