Convert all remaining enums to enum classes (!)
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@@ -34,7 +34,7 @@ namespace Ndk
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ClientSdk::ClientSdk(Config /*config*/) :
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ModuleBase("ClientSDK", this)
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{
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Nz::ErrorFlags errFlags(Nz::ErrorFlag_ThrowException, true);
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Nz::ErrorFlags errFlags(Nz::ErrorMode::ThrowException, true);
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// Client components
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InitializeComponent<ListenerComponent>("NdkList");
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@@ -30,7 +30,7 @@ namespace Ndk
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Sdk::Sdk(Config /*config*/) :
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ModuleBase("SDK", this)
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{
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Nz::ErrorFlags errFlags(Nz::ErrorFlag_ThrowException, true);
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Nz::ErrorFlags errFlags(Nz::ErrorMode::ThrowException, true);
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// SDK Initialization
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@@ -52,10 +52,10 @@ namespace Ndk
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// We get the position and the rotation to affect these to the listener
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const NodeComponent& node = entity->GetComponent<NodeComponent>();
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Nz::Vector3f newPos = node.GetPosition(Nz::CoordSys_Global);
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Nz::Vector3f newPos = node.GetPosition(Nz::CoordSys::Global);
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audio->SetListenerPosition(newPos);
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audio->SetListenerRotation(node.GetRotation(Nz::CoordSys_Global));
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audio->SetListenerRotation(node.GetRotation(Nz::CoordSys::Global));
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// Compute listener velocity based on their old/new position
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Nz::Vector3f velocity = (newPos - oldPos) / elapsedTime;
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@@ -196,7 +196,7 @@ namespace Ndk
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auto& node = entity->GetComponent<NodeComponent>();
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Nz::RigidBody2D* physObj = collision.GetStaticBody();
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physObj->SetPosition(Nz::Vector2f(node.GetPosition(Nz::CoordSys_Global)));
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physObj->SetPosition(Nz::Vector2f(node.GetPosition(Nz::CoordSys::Global)));
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//physObj->SetRotation(node.GetRotation());
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}
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}
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@@ -224,8 +224,8 @@ namespace Ndk
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PhysicsComponent2D& phys = entity->GetComponent<PhysicsComponent2D>();
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Nz::RigidBody2D* body = phys.GetRigidBody();
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node.SetRotation(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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node.SetRotation(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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@@ -237,7 +237,7 @@ namespace Ndk
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Nz::RigidBody2D* body = collision.GetStaticBody();
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Nz::Vector2f oldPosition = body->GetPosition();
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Nz::Vector2f newPosition = Nz::Vector2f(node.GetPosition(Nz::CoordSys_Global));
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Nz::Vector2f newPosition = Nz::Vector2f(node.GetPosition(Nz::CoordSys::Global));
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// To move static objects and ensure their collisions, we have to specify them a velocity
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// (/!\: the physical engine does not apply the speed on static objects)
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@@ -250,7 +250,7 @@ namespace Ndk
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body->SetVelocity(Nz::Vector2f::Zero());
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Nz::RadianAnglef oldRotation = body->GetRotation();
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Nz::RadianAnglef newRotation = node.GetRotation(Nz::CoordSys_Global).To2DAngle();
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Nz::RadianAnglef newRotation = node.GetRotation(Nz::CoordSys::Global).To2DAngle();
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if (newRotation != oldRotation)
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{
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@@ -69,8 +69,8 @@ namespace Ndk
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auto& node = entity->GetComponent<NodeComponent>();
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Nz::RigidBody3D* physObj = collision.GetStaticBody();
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physObj->SetPosition(node.GetPosition(Nz::CoordSys_Global));
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physObj->SetRotation(node.GetRotation(Nz::CoordSys_Global));
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physObj->SetPosition(node.GetPosition(Nz::CoordSys::Global));
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physObj->SetRotation(node.GetRotation(Nz::CoordSys::Global));
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}
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}
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@@ -97,8 +97,8 @@ namespace Ndk
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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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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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@@ -111,8 +111,8 @@ namespace Ndk
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Nz::Quaternionf oldRotation = physObj->GetRotation();
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Nz::Vector3f oldPosition = physObj->GetPosition();
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Nz::Quaternionf newRotation = node.GetRotation(Nz::CoordSys_Global);
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Nz::Vector3f newPosition = node.GetPosition(Nz::CoordSys_Global);
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Nz::Quaternionf newRotation = node.GetRotation(Nz::CoordSys::Global);
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Nz::Vector3f newPosition = node.GetPosition(Nz::CoordSys::Global);
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// To move static objects and ensure their collisions, we have to specify them a velocity
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// (/!\: the physical motor does not apply the speed on static objects)
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