SDK/Physics2D: Fix entity rotation not being taken into account for static physics

This commit is contained in:
Lynix
2020-06-02 17:06:01 +02:00
parent 1b4199c0a7
commit 52c24e76db
4 changed files with 30 additions and 12 deletions

View File

@@ -51,9 +51,15 @@ namespace Ndk
m_object = std::make_unique<Nz::RigidBody2D>(&world, 1.f, geom);
m_object->SetPositionOffset(positionOffset);
m_object->SetPosition(Nz::Vector2f(matrix.GetTranslation()));
m_object->SetUserdata(reinterpret_cast<void*>(static_cast<std::ptrdiff_t>(m_entity->GetId())));
if (m_entity->HasComponent<NodeComponent>())
{
auto& entityNode = m_entity->GetComponent<NodeComponent>();
m_object->SetPosition(Nz::Vector2f(entityNode.GetPosition()));
m_object->SetRotation(entityNode.GetRotation().To2DAngle());
}
if (m_pendingStates.valid)
ApplyPhysicsState(*m_object);
}