Physics3D: Rename PhysObject to RigidBody3D
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@@ -58,7 +58,7 @@ namespace Ndk
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NazaraAssert(entityWorld->HasSystem<PhysicsSystem>(), "World must have a physics system");
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Nz::PhysWorld& physWorld = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
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m_staticBody.reset(new Nz::PhysObject(&physWorld, m_geom));
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m_staticBody.reset(new Nz::RigidBody3D(&physWorld, m_geom));
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m_staticBody->EnableAutoSleep(false);
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}
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@@ -41,7 +41,7 @@ namespace Ndk
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else
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matrix.MakeIdentity();
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m_object.reset(new Nz::PhysObject(&world, geom, matrix));
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m_object.reset(new Nz::RigidBody3D(&world, geom, matrix));
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m_object->SetMass(1.f);
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}
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@@ -83,7 +83,7 @@ namespace Ndk
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NodeComponent& node = entity->GetComponent<NodeComponent>();
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PhysicsComponent& phys = entity->GetComponent<PhysicsComponent>();
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Nz::PhysObject& physObj = phys.GetPhysObject();
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Nz::RigidBody3D& physObj = phys.GetPhysObject();
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node.SetRotation(physObj.GetRotation(), Nz::CoordSys_Global);
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node.SetPosition(physObj.GetPosition(), Nz::CoordSys_Global);
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}
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@@ -94,7 +94,7 @@ namespace Ndk
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CollisionComponent& collision = entity->GetComponent<CollisionComponent>();
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NodeComponent& node = entity->GetComponent<NodeComponent>();
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Nz::PhysObject* physObj = collision.GetStaticBody();
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Nz::RigidBody3D* physObj = collision.GetStaticBody();
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Nz::Quaternionf oldRotation = physObj->GetRotation();
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Nz::Vector3f oldPosition = physObj->GetPosition();
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