Physics3D: Rename PhysObject to RigidBody3D
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@@ -13,7 +13,7 @@
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namespace Nz
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{
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class PhysObject;
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class RigidBody3D;
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}
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namespace Ndk
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@@ -41,14 +41,14 @@ namespace Ndk
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private:
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void InitializeStaticBody();
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Nz::PhysObject* GetStaticBody();
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Nz::RigidBody3D* GetStaticBody();
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void OnAttached() override;
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void OnComponentAttached(BaseComponent& component) override;
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void OnComponentDetached(BaseComponent& component) override;
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void OnDetached() override;
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std::unique_ptr<Nz::PhysObject> m_staticBody;
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std::unique_ptr<Nz::RigidBody3D> m_staticBody;
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Nz::Collider3DRef m_geom;
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bool m_bodyUpdated;
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};
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@@ -62,7 +62,7 @@ namespace Ndk
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* \return A pointer to the entity
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*/
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inline Nz::PhysObject* CollisionComponent::GetStaticBody()
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inline Nz::RigidBody3D* CollisionComponent::GetStaticBody()
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{
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return m_staticBody.get();
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}
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@@ -56,14 +56,14 @@ namespace Ndk
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static ComponentIndex componentIndex;
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private:
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Nz::PhysObject& GetPhysObject();
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Nz::RigidBody3D& GetPhysObject();
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void OnAttached() override;
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void OnComponentAttached(BaseComponent& component) override;
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void OnComponentDetached(BaseComponent& component) override;
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void OnDetached() override;
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std::unique_ptr<Nz::PhysObject> m_object;
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std::unique_ptr<Nz::RigidBody3D> m_object;
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};
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}
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@@ -350,7 +350,7 @@ namespace Ndk
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* \return A reference to the physics object
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*/
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inline Nz::PhysObject& PhysicsComponent::GetPhysObject()
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inline Nz::RigidBody3D& PhysicsComponent::GetPhysObject()
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{
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return *m_object.get();
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}
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