Physics: Rename PhysGeom to Collider3D
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83
include/Nazara/Physics3D/Collider3D.inl
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83
include/Nazara/Physics3D/Collider3D.inl
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Physics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <memory>
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#include <Nazara/Physics3D/Debug.hpp>
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namespace Nz
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{
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template<typename... Args>
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BoxGeomRef BoxGeom::New(Args&&... args)
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{
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std::unique_ptr<BoxGeom> object(new BoxGeom(std::forward<Args>(args)...));
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object->SetPersistent(false);
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return object.release();
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}
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template<typename... Args>
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CapsuleGeomRef CapsuleGeom::New(Args&&... args)
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{
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std::unique_ptr<CapsuleGeom> object(new CapsuleGeom(std::forward<Args>(args)...));
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object->SetPersistent(false);
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return object.release();
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}
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template<typename... Args>
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CompoundGeomRef CompoundGeom::New(Args&&... args)
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{
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std::unique_ptr<CompoundGeom> object(new CompoundGeom(std::forward<Args>(args)...));
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object->SetPersistent(false);
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return object.release();
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}
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template<typename... Args>
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ConeGeomRef ConeGeom::New(Args&&... args)
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{
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std::unique_ptr<ConeGeom> object(new ConeGeom(std::forward<Args>(args)...));
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object->SetPersistent(false);
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return object.release();
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}
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template<typename... Args>
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ConvexHullGeomRef ConvexHullGeom::New(Args&&... args)
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{
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std::unique_ptr<ConvexHullGeom> object(new ConvexHullGeom(std::forward<Args>(args)...));
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object->SetPersistent(false);
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return object.release();
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}
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template<typename... Args>
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CylinderGeomRef CylinderGeom::New(Args&&... args)
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{
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std::unique_ptr<CylinderGeom> object(new CylinderGeom(std::forward<Args>(args)...));
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object->SetPersistent(false);
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return object.release();
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}
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template<typename... Args>
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NullGeomRef NullGeom::New(Args&&... args)
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{
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std::unique_ptr<NullGeom> object(new NullGeom(std::forward<Args>(args)...));
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object->SetPersistent(false);
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return object.release();
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}
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template<typename... Args>
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SphereGeomRef SphereGeom::New(Args&&... args)
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{
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std::unique_ptr<SphereGeom> object(new SphereGeom(std::forward<Args>(args)...));
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object->SetPersistent(false);
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return object.release();
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}
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}
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#include <Nazara/Physics3D/DebugOff.hpp>
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