Physics2D: Add NearestBodyQuery
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@@ -42,13 +42,19 @@ namespace Nz
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virtual float ComputeInertialMatrix(float mass) const = 0;
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inline Nz::UInt32 GetCategoryMask() const;
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inline Nz::UInt32 GetCollisionGroup() const;
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inline unsigned int GetCollisionId() const;
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inline Nz::UInt32 GetCollisionMask() const;
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virtual ColliderType2D GetType() const = 0;
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inline bool IsTrigger() const;
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inline void SetCollisionId(unsigned long typeId);
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inline void SetCategoryMask(Nz::UInt32 categoryMask);
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inline void SetCollisionGroup(Nz::UInt32 groupId);
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inline void SetCollisionId(unsigned int typeId);
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inline void SetCollisionMask(Nz::UInt32 mask);
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inline void SetTrigger(bool trigger);
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Collider2D& operator=(const Collider2D&) = delete;
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@@ -61,7 +67,10 @@ namespace Nz
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virtual std::vector<cpShape*> CreateShapes(RigidBody2D* body) const = 0;
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bool m_trigger;
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Nz::UInt32 m_categoryMask;
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Nz::UInt32 m_collisionGroup;
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unsigned int m_collisionId;
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Nz::UInt32 m_collisionMask;
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private:
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virtual std::vector<cpShape*> GenerateShapes(RigidBody2D* body) const;
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