Upgrade Physics2D and Physics3D
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@@ -109,19 +109,19 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
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Nz::PhysWorld2D world;
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Nz::Rectf characterAABB(0.f, 0.f, 1.f, 1.f);
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Nz::Collider2DRef characterBox = Nz::BoxCollider2D::New(characterAABB);
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std::shared_ptr<Nz::Collider2D> characterBox = std::make_shared<Nz::BoxCollider2D>(characterAABB);
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characterBox->SetCollisionId(CHARACTER_COLLISION_ID);
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Nz::RigidBody2D character(&world, 1.f, characterBox);
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character.SetPosition(Nz::Vector2f::Zero());
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Nz::Rectf wallAABB(0.f, 0.f, 1.f, 2.f);
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Nz::Collider2DRef wallBox = Nz::BoxCollider2D::New(wallAABB);
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std::shared_ptr<Nz::Collider2D> wallBox = std::make_shared<Nz::BoxCollider2D>(wallAABB);
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wallBox->SetCollisionId(WALL_COLLISION_ID);
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Nz::RigidBody2D wall(&world, 0.f, wallBox);
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wall.SetPosition(Nz::Vector2f(5.f, 0.f));
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Nz::Rectf triggerAABB(0.f, 0.f, 1.f, 1.f);
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Nz::Collider2DRef triggerBox = Nz::BoxCollider2D::New(triggerAABB);
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std::shared_ptr<Nz::Collider2D> triggerBox = std::make_shared<Nz::BoxCollider2D>(triggerAABB);
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triggerBox->SetTrigger(true);
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triggerBox->SetCollisionId(TRIGGER_COLLISION_ID);
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Nz::RigidBody2D trigger(&world, 0.f, triggerBox);
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@@ -192,7 +192,7 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
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Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world, const Nz::Vector2f& position, bool isMoving, const Nz::Vector2f& lengths)
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{
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Nz::Rectf aabb(0.f, 0.f, lengths.x, lengths.y);
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Nz::Collider2DRef box = Nz::BoxCollider2D::New(aabb);
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std::shared_ptr<Nz::Collider2D> box = std::make_shared<Nz::BoxCollider2D>(aabb);
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box->SetCategoryMask(categoryMask);
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box->SetCollisionMask(collisionMask);
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float mass = isMoving ? 1.f : 0.f;
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