Physics2D/RigidBody2D: AddTorque now takes a RadianAnglesf instead of a float

This commit is contained in:
Lynix 2018-10-11 00:08:26 +02:00
parent d2b1d51ecb
commit 3933d5007d
5 changed files with 6 additions and 6 deletions

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@ -32,7 +32,7 @@ namespace Ndk
inline void AddForce(const Nz::Vector2f& force, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global); inline void AddForce(const Nz::Vector2f& force, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
inline void AddImpulse(const Nz::Vector2f& impulse, Nz::CoordSys coordSys = Nz::CoordSys_Global); inline void AddImpulse(const Nz::Vector2f& impulse, Nz::CoordSys coordSys = Nz::CoordSys_Global);
inline void AddImpulse(const Nz::Vector2f& impulse, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global); inline void AddImpulse(const Nz::Vector2f& impulse, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
inline void AddTorque(float torque); inline void AddTorque(const Nz::RadianAnglef& torque);
inline bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint, float* closestDistance) const; inline bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint, float* closestDistance) const;

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@ -91,7 +91,7 @@ namespace Ndk
* \remark Produces a NazaraAssert if the physics object is invalid * \remark Produces a NazaraAssert if the physics object is invalid
*/ */
inline void PhysicsComponent2D::AddTorque(float torque) inline void PhysicsComponent2D::AddTorque(const Nz::RadianAnglef& torque)
{ {
NazaraAssert(m_object, "Invalid physics object"); NazaraAssert(m_object, "Invalid physics object");

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@ -35,7 +35,7 @@ namespace Nz
void AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys = CoordSys_Global); void AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys = CoordSys_Global);
void AddImpulse(const Vector2f& impulse, CoordSys coordSys = CoordSys_Global); void AddImpulse(const Vector2f& impulse, CoordSys coordSys = CoordSys_Global);
void AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys = CoordSys_Global); void AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys = CoordSys_Global);
void AddTorque(float torque); void AddTorque(const RadianAnglef& torque);
bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint = nullptr, float* closestDistance = nullptr) const; bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint = nullptr, float* closestDistance = nullptr) const;

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@ -126,9 +126,9 @@ namespace Nz
} }
} }
void RigidBody2D::AddTorque(float torque) void RigidBody2D::AddTorque(const RadianAnglef& torque)
{ {
cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + ToRadians(torque)); cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + torque.value);
} }
bool RigidBody2D::ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint, float* closestDistance) const 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]")
WHEN("We apply a torque") WHEN("We apply a torque")
{ {
body.AddTorque(Nz::DegreeToRadian(90.f)); body.AddTorque(Nz::DegreeAnglef(90.f));
world.Step(1.f); world.Step(1.f);
THEN("It is also counter-clockwise") THEN("It is also counter-clockwise")