Merge branch 'master' into physics3d-material
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@@ -33,7 +33,7 @@ namespace Ndk
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{
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// We update the geometry of the PhysiscsObject linked to the PhysicsComponent2D
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PhysicsComponent2D& physComponent = m_entity->GetComponent<PhysicsComponent2D>();
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physComponent.GetRigidBody().SetGeom(m_geom);
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physComponent.GetRigidBody()->SetGeom(m_geom);
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}
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else
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{
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@@ -32,7 +32,7 @@ namespace Ndk
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{
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// We update the geometry of the PhysiscsObject linked to the PhysicsComponent3D
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PhysicsComponent3D& physComponent = m_entity->GetComponent<PhysicsComponent3D>();
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physComponent.GetRigidBody().SetGeom(m_geom);
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physComponent.GetRigidBody()->SetGeom(m_geom);
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}
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else
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{
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6
SDK/src/NDK/Components/ConstraintComponent2D.cpp
Normal file
6
SDK/src/NDK/Components/ConstraintComponent2D.cpp
Normal file
@@ -0,0 +1,6 @@
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#include <NDK/Components/ConstraintComponent2D.hpp>
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namespace Ndk
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{
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ComponentIndex ConstraintComponent2D::componentIndex;
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}
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@@ -21,6 +21,7 @@
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#include <NDK/Components/PhysicsComponent2D.hpp>
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#include <NDK/Components/PhysicsComponent3D.hpp>
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#include <NDK/Components/VelocityComponent.hpp>
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#include <NDK/Components/ConstraintComponent2D.hpp>
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#include <NDK/Systems/PhysicsSystem2D.hpp>
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#include <NDK/Systems/PhysicsSystem3D.hpp>
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#include <NDK/Systems/VelocitySystem.hpp>
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@@ -89,6 +90,7 @@ namespace Ndk
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InitializeComponent<PhysicsComponent2D>("NdkPhys2");
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InitializeComponent<PhysicsComponent3D>("NdkPhys3");
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InitializeComponent<VelocityComponent>("NdkVeloc");
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InitializeComponent<VelocityComponent>("NdkCons2");
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#ifndef NDK_SERVER
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// Client components
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@@ -80,9 +80,9 @@ namespace Ndk
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NodeComponent& node = entity->GetComponent<NodeComponent>();
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PhysicsComponent2D& phys = entity->GetComponent<PhysicsComponent2D>();
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Nz::RigidBody2D& body = phys.GetRigidBody();
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node.SetRotation(Nz::EulerAnglesf(0.f, 0.f, body.GetRotation()), Nz::CoordSys_Global);
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node.SetPosition(Nz::Vector3f(body.GetPosition(), node.GetPosition(Nz::CoordSys_Global).z), Nz::CoordSys_Global);
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Nz::RigidBody2D* body = phys.GetRigidBody();
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node.SetRotation(Nz::EulerAnglesf(0.f, 0.f, body->GetRotation()), Nz::CoordSys_Global);
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node.SetPosition(Nz::Vector3f(body->GetPosition(), node.GetPosition(Nz::CoordSys_Global).z), Nz::CoordSys_Global);
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}
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float invElapsedTime = 1.f / elapsedTime;
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@@ -84,9 +84,9 @@ namespace Ndk
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NodeComponent& node = entity->GetComponent<NodeComponent>();
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PhysicsComponent3D& phys = entity->GetComponent<PhysicsComponent3D>();
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Nz::RigidBody3D& physObj = phys.GetRigidBody();
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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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Nz::RigidBody3D* physObj = phys.GetRigidBody();
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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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float invElapsedTime = 1.f / elapsedTime;
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