SDK: Add components and system for 2D physics
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65
SDK/include/NDK/Components/PhysicsComponent2D.hpp
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65
SDK/include/NDK/Components/PhysicsComponent2D.hpp
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#pragma once
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#ifndef NDK_COMPONENTS_PHYSICSCOMPONENT2D_HPP
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#define NDK_COMPONENTS_PHYSICSCOMPONENT2D_HPP
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#include <Nazara/Physics2D/RigidBody2D.hpp>
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#include <NDK/Component.hpp>
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#include <memory>
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namespace Ndk
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{
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class Entity;
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class NDK_API PhysicsComponent2D : public Component<PhysicsComponent2D>
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{
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friend class CollisionComponent2D;
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friend class PhysicsSystem2D;
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public:
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PhysicsComponent2D() = default;
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PhysicsComponent2D(const PhysicsComponent2D& physics);
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~PhysicsComponent2D() = default;
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void AddForce(const Nz::Vector2f& force, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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void AddForce(const Nz::Vector2f& force, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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void AddTorque(float torque);
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Nz::Rectf GetAABB() const;
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float GetAngularVelocity() const;
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Nz::Vector2f GetCenterOfGravity(Nz::CoordSys coordSys = Nz::CoordSys_Local) const;
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float GetMass() const;
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Nz::Vector2f GetPosition() const;
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float GetRotation() const;
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Nz::Vector2f GetVelocity() const;
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bool IsSleeping() const;
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void SetAngularVelocity(float angularVelocity);
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void SetMass(float mass);
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void SetMassCenter(const Nz::Vector2f& center);
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void SetPosition(const Nz::Vector2f& position);
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void SetRotation(float rotation);
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void SetVelocity(const Nz::Vector2f& velocity);
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static ComponentIndex componentIndex;
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private:
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Nz::RigidBody2D& GetRigidBody();
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void OnAttached() override;
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void OnComponentAttached(BaseComponent& component) override;
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void OnComponentDetached(BaseComponent& component) override;
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void OnDetached() override;
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std::unique_ptr<Nz::RigidBody2D> m_object;
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};
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}
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#include <NDK/Components/PhysicsComponent2D.inl>
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#endif // NDK_COMPONENTS_PHYSICSCOMPONENT2D_HPP
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