Constraint 2D (#147)
* Rename all Constraint by [name]Constraint3D * Create Refs and Libraries for Constraint2D * Remove ref to PhysWorld in Constraints ctors * Update Constraint2d ctor to have RigiBodies first * Add New static function for all constraints and fix an oopsie * Add Contraint Library and remove all library useless aliases * Add ConstraintComponent2D * remove useless definition of Constraint2D library * Fix : getting the world of the constraint before having created it * Make the GetStaticBody function return a ref * Remove : Useless AddJoint Fonction and Update CreateJoint function * Update PhysicsSystem3D because GetStaticBody return now a ref * Oops * Having done something with the 3D and i was needing 2D * Add ConstraintComponent as friend of Collision and PhysicsComponent * Update all the Get[Static/Rigid]Body function so they return a pointer * fix the bugs caused by the commit before * update : CreateConstraint lambda for the nullptr case * remove the useless use of const pointer * Update : CreateConstraint function * Update ChangeLog.md
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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
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6
SDK/src/NDK/Components/ConstraintComponent2D.cpp
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@@ -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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