Physics2D/RigidBody2D: AddTorque now takes a RadianAnglesf instead of a float
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@ -32,7 +32,7 @@ namespace Ndk
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inline void AddForce(const Nz::Vector2f& force, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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inline void AddForce(const Nz::Vector2f& force, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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inline void AddImpulse(const Nz::Vector2f& impulse, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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inline void AddImpulse(const Nz::Vector2f& impulse, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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inline void AddImpulse(const Nz::Vector2f& impulse, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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inline void AddImpulse(const Nz::Vector2f& impulse, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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inline void AddTorque(float torque);
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inline void AddTorque(const Nz::RadianAnglef& torque);
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inline bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint, float* closestDistance) const;
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inline bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint, float* closestDistance) const;
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@ -91,7 +91,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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*/
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inline void PhysicsComponent2D::AddTorque(float torque)
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inline void PhysicsComponent2D::AddTorque(const Nz::RadianAnglef& torque)
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{
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{
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NazaraAssert(m_object, "Invalid physics object");
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NazaraAssert(m_object, "Invalid physics object");
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@ -35,7 +35,7 @@ namespace Nz
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void AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys = CoordSys_Global);
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void AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys = CoordSys_Global);
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void AddImpulse(const Vector2f& impulse, CoordSys coordSys = CoordSys_Global);
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void AddImpulse(const Vector2f& impulse, CoordSys coordSys = CoordSys_Global);
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void AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys = CoordSys_Global);
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void AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys = CoordSys_Global);
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void AddTorque(float torque);
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void AddTorque(const RadianAnglef& torque);
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bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint = nullptr, float* closestDistance = nullptr) const;
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bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint = nullptr, float* closestDistance = nullptr) const;
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@ -126,9 +126,9 @@ namespace Nz
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}
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}
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}
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}
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void RigidBody2D::AddTorque(float torque)
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void RigidBody2D::AddTorque(const RadianAnglef& torque)
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{
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{
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cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + ToRadians(torque));
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cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + torque.value);
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}
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}
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bool RigidBody2D::ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint, float* closestDistance) const
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bool RigidBody2D::ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint, float* closestDistance) const
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@ -191,7 +191,7 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
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WHEN("We apply a torque")
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WHEN("We apply a torque")
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{
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{
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body.AddTorque(Nz::DegreeToRadian(90.f));
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body.AddTorque(Nz::DegreeAnglef(90.f));
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world.Step(1.f);
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world.Step(1.f);
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THEN("It is also counter-clockwise")
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THEN("It is also counter-clockwise")
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