ChipmunkPhysics2D/PhysicsSystem: Add query functions wrappers
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@@ -132,7 +132,7 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
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world.Step(Nz::Time::Zero());
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Nz::ChipmunkPhysWorld2D::Callback characterTriggerCallback;
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Nz::ChipmunkPhysWorld2D::ContactCallbacks characterTriggerCallback;
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characterTriggerCallback.startCallback = [&](Nz::ChipmunkPhysWorld2D&, Nz::ChipmunkArbiter2D&, Nz::ChipmunkRigidBody2D&, Nz::ChipmunkRigidBody2D&, void*) -> bool {
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statusTriggerCollision = statusTriggerCollision | 1 << 0;
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return true;
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@@ -150,7 +150,7 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
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world.RegisterCallbacks(CHARACTER_COLLISION_ID, TRIGGER_COLLISION_ID, characterTriggerCallback);
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int statusWallCollision = 0;
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Nz::ChipmunkPhysWorld2D::Callback characterWallCallback;
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Nz::ChipmunkPhysWorld2D::ContactCallbacks characterWallCallback;
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characterWallCallback.startCallback = [&](Nz::ChipmunkPhysWorld2D&, Nz::ChipmunkArbiter2D&, Nz::ChipmunkRigidBody2D&, Nz::ChipmunkRigidBody2D&, void*) -> bool {
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statusWallCollision = statusWallCollision | 1 << 0;
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return true;
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