Physics2D/RigidBody2D: Remove gravity factor
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@ -39,7 +39,6 @@ namespace Nz
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float GetAngularVelocity() const;
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Vector2f GetCenterOfGravity(CoordSys coordSys = CoordSys_Local) const;
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const Collider2DRef& GetGeom() const;
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float GetGravityFactor() const;
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cpBody* GetHandle() const;
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float GetMass() const;
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Vector2f GetPosition() const;
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@ -50,7 +49,6 @@ namespace Nz
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bool IsSleeping() const;
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void SetAngularVelocity(float angularVelocity);
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void SetGravityFactor(float gravityFactor);
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void SetMass(float mass);
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void SetMassCenter(const Vector2f& center);
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void SetPosition(const Vector2f& position);
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@ -97,12 +97,12 @@ namespace Nz
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for (cpShape* shape : m_shapes)
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bb = cpBBMerge(bb, cpShapeGetBB(shape));
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return Rectf(bb.l, bb.t, bb.r - bb.l, bb.b - bb.t);
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return Rectf(Rect<cpFloat>(bb.l, bb.t, bb.r - bb.l, bb.b - bb.t));
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}
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float RigidBody2D::GetAngularVelocity() const
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{
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return cpBodyGetAngularVelocity(m_handle);
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return static_cast<float>(cpBodyGetAngularVelocity(m_handle));
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}
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const Collider2DRef& RigidBody2D::GetGeom() const
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@ -110,11 +110,6 @@ namespace Nz
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return m_geom;
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}
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float RigidBody2D::GetGravityFactor() const
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{
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return m_gravityFactor;
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}
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cpBody* RigidBody2D::GetHandle() const
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{
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return m_handle;
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@ -139,24 +134,24 @@ namespace Nz
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break; // Nothing to do
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}
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return Vector2f(cog.x, cog.y);
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return Vector2f(static_cast<float>(cog.x), static_cast<float>(cog.y));
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}
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Vector2f RigidBody2D::GetPosition() const
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{
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cpVect pos = cpBodyGetPosition(m_handle);
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return Vector2f(pos.x, pos.y);
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return Vector2f(static_cast<float>(pos.x), static_cast<float>(pos.y));
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}
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float RigidBody2D::GetRotation() const
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{
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return cpBodyGetAngle(m_handle);
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return static_cast<float>(cpBodyGetAngle(m_handle));
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}
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Vector2f RigidBody2D::GetVelocity() const
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{
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cpVect vel = cpBodyGetVelocity(m_handle);
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return Vector2f(vel.x, vel.y);
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return Vector2f(static_cast<float>(vel.x), static_cast<float>(vel.y));
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}
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bool RigidBody2D::IsMoveable() const
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@ -174,11 +169,6 @@ namespace Nz
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cpBodySetAngularVelocity(m_handle, angularVelocity);
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}
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void RigidBody2D::SetGravityFactor(float gravityFactor)
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{
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m_gravityFactor = gravityFactor;
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}
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void RigidBody2D::SetMass(float mass)
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{
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if (m_mass > 0.f)
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