Physics3D: Rename PhysObject to RigidBody3D
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3c4d084b27
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3765cba046
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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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@ -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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@ -4,8 +4,8 @@
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#pragma once
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#ifndef NAZARA_PHYSOBJECT_HPP
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#define NAZARA_PHYSOBJECT_HPP
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#ifndef NAZARA_RIGIDBODY3D_HPP
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#define NAZARA_RIGIDBODY3D_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Core/Enums.hpp>
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@ -21,14 +21,14 @@ namespace Nz
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{
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class PhysWorld;
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class NAZARA_PHYSICS3D_API PhysObject
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class NAZARA_PHYSICS3D_API RigidBody3D
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{
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public:
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PhysObject(PhysWorld* world, const Matrix4f& mat = Matrix4f::Identity());
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PhysObject(PhysWorld* world, Collider3DRef geom, const Matrix4f& mat = Matrix4f::Identity());
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PhysObject(const PhysObject& object);
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PhysObject(PhysObject&& object);
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~PhysObject();
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RigidBody3D(PhysWorld* world, const Matrix4f& mat = Matrix4f::Identity());
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RigidBody3D(PhysWorld* world, Collider3DRef geom, const Matrix4f& mat = Matrix4f::Identity());
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RigidBody3D(const RigidBody3D& object);
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RigidBody3D(RigidBody3D&& object);
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~RigidBody3D();
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void AddForce(const Vector3f& force, CoordSys coordSys = CoordSys_Global);
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void AddForce(const Vector3f& force, const Vector3f& point, CoordSys coordSys = CoordSys_Global);
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@ -61,16 +61,16 @@ namespace Nz
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void SetRotation(const Quaternionf& rotation);
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void SetVelocity(const Vector3f& velocity);
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PhysObject& operator=(const PhysObject& object);
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PhysObject& operator=(PhysObject&& object);
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RigidBody3D& operator=(const RigidBody3D& object);
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RigidBody3D& operator=(RigidBody3D&& object);
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private:
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void UpdateBody();
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static void ForceAndTorqueCallback(const NewtonBody* body, float timeStep, int threadIndex);
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static void TransformCallback(const NewtonBody* body, const float* matrix, int threadIndex);
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Matrix4f m_matrix;
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Collider3DRef m_geom;
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Matrix4f m_matrix;
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Vector3f m_forceAccumulator;
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Vector3f m_torqueAccumulator;
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NewtonBody* m_body;
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@ -80,4 +80,4 @@ namespace Nz
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};
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}
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#endif // NAZARA_PHYSOBJECT_HPP
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#endif // NAZARA_RIGIDBODY3D_HPP
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@ -2,7 +2,7 @@
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// This file is part of the "Nazara Engine - Physics 3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Physics3D/PhysObject.hpp>
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#include <Nazara/Physics3D/RigidBody3D.hpp>
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#include <Nazara/Math/Algorithm.hpp>
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#include <Nazara/Physics3D/Config.hpp>
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#include <Nazara/Physics3D/PhysWorld.hpp>
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@ -12,14 +12,14 @@
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namespace Nz
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{
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PhysObject::PhysObject(PhysWorld* world, const Matrix4f& mat) :
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PhysObject(world, NullCollider3D::New(), mat)
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RigidBody3D::RigidBody3D(PhysWorld* world, const Matrix4f& mat) :
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RigidBody3D(world, NullCollider3D::New(), mat)
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{
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}
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PhysObject::PhysObject(PhysWorld* world, Collider3DRef geom, const Matrix4f& mat) :
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m_matrix(mat),
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RigidBody3D::RigidBody3D(PhysWorld* world, Collider3DRef geom, const Matrix4f& mat) :
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m_geom(std::move(geom)),
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m_matrix(mat),
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m_forceAccumulator(Vector3f::Zero()),
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m_torqueAccumulator(Vector3f::Zero()),
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m_world(world),
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@ -35,9 +35,9 @@ namespace Nz
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NewtonBodySetUserData(m_body, this);
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}
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PhysObject::PhysObject(const PhysObject& object) :
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m_matrix(object.m_matrix),
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RigidBody3D::RigidBody3D(const RigidBody3D& object) :
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m_geom(object.m_geom),
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m_matrix(object.m_matrix),
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m_forceAccumulator(Vector3f::Zero()),
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m_torqueAccumulator(Vector3f::Zero()),
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m_world(object.m_world),
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@ -52,9 +52,9 @@ namespace Nz
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SetMass(object.m_mass);
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}
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PhysObject::PhysObject(PhysObject&& object) :
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m_matrix(std::move(object.m_matrix)),
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RigidBody3D::RigidBody3D(RigidBody3D&& object) :
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m_geom(std::move(object.m_geom)),
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m_matrix(std::move(object.m_matrix)),
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m_forceAccumulator(std::move(object.m_forceAccumulator)),
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m_torqueAccumulator(std::move(object.m_torqueAccumulator)),
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m_body(object.m_body),
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@ -65,13 +65,13 @@ namespace Nz
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object.m_body = nullptr;
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}
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PhysObject::~PhysObject()
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RigidBody3D::~RigidBody3D()
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{
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if (m_body)
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NewtonDestroyBody(m_body);
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}
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void PhysObject::AddForce(const Vector3f& force, CoordSys coordSys)
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void RigidBody3D::AddForce(const Vector3f& force, CoordSys coordSys)
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{
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switch (coordSys)
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{
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@ -88,7 +88,7 @@ namespace Nz
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NewtonBodySetSleepState(m_body, 0);
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}
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void PhysObject::AddForce(const Vector3f& force, const Vector3f& point, CoordSys coordSys)
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void RigidBody3D::AddForce(const Vector3f& force, const Vector3f& point, CoordSys coordSys)
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{
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switch (coordSys)
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{
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@ -105,7 +105,7 @@ namespace Nz
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NewtonBodySetSleepState(m_body, 0);
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}
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void PhysObject::AddTorque(const Vector3f& torque, CoordSys coordSys)
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void RigidBody3D::AddTorque(const Vector3f& torque, CoordSys coordSys)
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{
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switch (coordSys)
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{
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@ -122,12 +122,12 @@ namespace Nz
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NewtonBodySetSleepState(m_body, 0);
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}
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void PhysObject::EnableAutoSleep(bool autoSleep)
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void RigidBody3D::EnableAutoSleep(bool autoSleep)
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{
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NewtonBodySetAutoSleep(m_body, autoSleep);
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}
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Boxf PhysObject::GetAABB() const
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Boxf RigidBody3D::GetAABB() const
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{
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Vector3f min, max;
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NewtonBodyGetAABB(m_body, min, max);
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@ -135,7 +135,7 @@ namespace Nz
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return Boxf(min, max);
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}
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Vector3f PhysObject::GetAngularVelocity() const
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Vector3f RigidBody3D::GetAngularVelocity() const
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{
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Vector3f angularVelocity;
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NewtonBodyGetOmega(m_body, angularVelocity);
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return angularVelocity;
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}
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const Collider3DRef& PhysObject::GetGeom() const
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const Collider3DRef& RigidBody3D::GetGeom() const
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{
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return m_geom;
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}
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float PhysObject::GetGravityFactor() const
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float RigidBody3D::GetGravityFactor() const
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{
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return m_gravityFactor;
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}
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NewtonBody* PhysObject::GetHandle() const
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NewtonBody* RigidBody3D::GetHandle() const
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{
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return m_body;
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}
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float PhysObject::GetMass() const
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float RigidBody3D::GetMass() const
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{
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return m_mass;
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}
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Vector3f PhysObject::GetMassCenter(CoordSys coordSys) const
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Vector3f RigidBody3D::GetMassCenter(CoordSys coordSys) const
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{
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Vector3f center;
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NewtonBodyGetCentreOfMass(m_body, center);
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@ -181,22 +181,22 @@ namespace Nz
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return center;
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}
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const Matrix4f& PhysObject::GetMatrix() const
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const Matrix4f& RigidBody3D::GetMatrix() const
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{
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return m_matrix;
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}
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Vector3f PhysObject::GetPosition() const
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Vector3f RigidBody3D::GetPosition() const
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{
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return m_matrix.GetTranslation();
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}
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Quaternionf PhysObject::GetRotation() const
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Quaternionf RigidBody3D::GetRotation() const
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{
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return m_matrix.GetRotation();
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}
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Vector3f PhysObject::GetVelocity() const
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Vector3f RigidBody3D::GetVelocity() const
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{
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Vector3f velocity;
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NewtonBodyGetVelocity(m_body, velocity);
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return velocity;
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}
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bool PhysObject::IsAutoSleepEnabled() const
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bool RigidBody3D::IsAutoSleepEnabled() const
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{
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return NewtonBodyGetAutoSleep(m_body) != 0;
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}
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bool PhysObject::IsMoveable() const
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bool RigidBody3D::IsMoveable() const
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{
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return m_mass > 0.f;
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}
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bool PhysObject::IsSleeping() const
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bool RigidBody3D::IsSleeping() const
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{
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return NewtonBodyGetSleepState(m_body) != 0;
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}
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void PhysObject::SetAngularVelocity(const Vector3f& angularVelocity)
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void RigidBody3D::SetAngularVelocity(const Vector3f& angularVelocity)
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{
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NewtonBodySetOmega(m_body, angularVelocity);
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}
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void PhysObject::SetGeom(Collider3DRef geom)
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void RigidBody3D::SetGeom(Collider3DRef geom)
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{
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if (m_geom.Get() != geom)
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{
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@ -237,17 +237,19 @@ namespace Nz
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}
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}
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void PhysObject::SetGravityFactor(float gravityFactor)
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void RigidBody3D::SetGravityFactor(float gravityFactor)
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{
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m_gravityFactor = gravityFactor;
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}
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void PhysObject::SetMass(float mass)
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void RigidBody3D::SetMass(float mass)
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{
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if (m_mass > 0.f)
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{
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// If we already have a mass, we already have an inertial matrix as well, just rescale it
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float Ix, Iy, Iz;
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NewtonBodyGetMassMatrix(m_body, &m_mass, &Ix, &Iy, &Iz);
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float scale = mass/m_mass;
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NewtonBodySetMassMatrix(m_body, mass, Ix*scale, Iy*scale, Iz*scale);
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}
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@ -265,41 +267,44 @@ namespace Nz
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m_mass = mass;
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}
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void PhysObject::SetMassCenter(const Vector3f& center)
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void RigidBody3D::SetMassCenter(const Vector3f& center)
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{
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if (m_mass > 0.f)
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NewtonBodySetCentreOfMass(m_body, center);
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}
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void PhysObject::SetPosition(const Vector3f& position)
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void RigidBody3D::SetPosition(const Vector3f& position)
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{
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m_matrix.SetTranslation(position);
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UpdateBody();
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}
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void PhysObject::SetRotation(const Quaternionf& rotation)
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void RigidBody3D::SetRotation(const Quaternionf& rotation)
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{
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m_matrix.SetRotation(rotation);
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UpdateBody();
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}
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void PhysObject::SetVelocity(const Vector3f& velocity)
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void RigidBody3D::SetVelocity(const Vector3f& velocity)
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{
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NewtonBodySetVelocity(m_body, velocity);
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}
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PhysObject& PhysObject::operator=(const PhysObject& object)
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RigidBody3D& RigidBody3D::operator=(const RigidBody3D& object)
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{
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PhysObject physObj(object);
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RigidBody3D physObj(object);
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return operator=(std::move(physObj));
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}
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void PhysObject::UpdateBody()
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void RigidBody3D::UpdateBody()
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{
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NewtonBodySetMatrix(m_body, m_matrix);
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if (NumberEquals(m_mass, 0.f))
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{
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// Moving a static body in Newton does not update bodies at the target location
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// http://newtondynamics.com/wiki/index.php5?title=Can_i_dynamicly_move_a_TriMesh%3F
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Vector3f min, max;
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NewtonBodyGetAABB(m_body, min, max);
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@ -312,11 +317,9 @@ namespace Nz
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},
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nullptr);
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}
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/*for (std::set<PhysObjectListener*>::iterator it = m_listeners.begin(); it != m_listeners.end(); ++it)
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(*it)->PhysObjectOnUpdate(this);*/
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}
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PhysObject& PhysObject::operator=(PhysObject&& object)
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RigidBody3D& RigidBody3D::operator=(RigidBody3D&& object)
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{
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if (m_body)
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NewtonDestroyBody(m_body);
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@ -335,36 +338,30 @@ namespace Nz
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return *this;
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}
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void PhysObject::ForceAndTorqueCallback(const NewtonBody* body, float timeStep, int threadIndex)
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void RigidBody3D::ForceAndTorqueCallback(const NewtonBody* body, float timeStep, int threadIndex)
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{
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NazaraUnused(timeStep);
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NazaraUnused(threadIndex);
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|
||||
PhysObject* me = static_cast<PhysObject*>(NewtonBodyGetUserData(body));
|
||||
RigidBody3D* me = static_cast<RigidBody3D*>(NewtonBodyGetUserData(body));
|
||||
|
||||
if (!NumberEquals(me->m_gravityFactor, 0.f))
|
||||
me->m_forceAccumulator += me->m_world->GetGravity() * me->m_gravityFactor * me->m_mass;
|
||||
|
||||
/*for (std::set<PhysObjectListener*>::iterator it = me->m_listeners.begin(); it != me->m_listeners.end(); ++it)
|
||||
(*it)->PhysObjectApplyForce(me);*/
|
||||
|
||||
NewtonBodySetForce(body, me->m_forceAccumulator);
|
||||
NewtonBodySetTorque(body, me->m_torqueAccumulator);
|
||||
|
||||
me->m_torqueAccumulator.Set(0.f);
|
||||
me->m_forceAccumulator.Set(0.f);
|
||||
|
||||
///TODO: Implanter la force gyroscopique?
|
||||
///TODO: Implement gyroscopic force?
|
||||
}
|
||||
|
||||
void PhysObject::TransformCallback(const NewtonBody* body, const float* matrix, int threadIndex)
|
||||
void RigidBody3D::TransformCallback(const NewtonBody* body, const float* matrix, int threadIndex)
|
||||
{
|
||||
NazaraUnused(threadIndex);
|
||||
|
||||
PhysObject* me = static_cast<PhysObject*>(NewtonBodyGetUserData(body));
|
||||
RigidBody3D* me = static_cast<RigidBody3D*>(NewtonBodyGetUserData(body));
|
||||
me->m_matrix.Set(matrix);
|
||||
|
||||
/*for (std::set<PhysObjectListener*>::iterator it = me->m_listeners.begin(); it != me->m_listeners.end(); ++it)
|
||||
(*it)->PhysObjectOnUpdate(me);*/
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue