Physics3D: Rename Physics3DBody to PhysBody3D

This commit is contained in:
SirLynix 2024-02-10 14:20:47 +01:00
parent 9e3ca2472b
commit 8c41ac30c9
10 changed files with 48 additions and 48 deletions

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@ -32,10 +32,10 @@
#include <Nazara/Physics3D/Collider3D.hpp>
#include <Nazara/Physics3D/Config.hpp>
#include <Nazara/Physics3D/Enums.hpp>
#include <Nazara/Physics3D/PhysBody3D.hpp>
#include <Nazara/Physics3D/PhysCharacter3D.hpp>
#include <Nazara/Physics3D/PhysConstraint3D.hpp>
#include <Nazara/Physics3D/Physics3D.hpp>
#include <Nazara/Physics3D/Physics3DBody.hpp>
#include <Nazara/Physics3D/Physiscs3DStepListener.hpp>
#include <Nazara/Physics3D/PhysWorld3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>

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@ -0,0 +1,32 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_PHYSICS3D_PHYSBODY3D_HPP
#define NAZARA_PHYSICS3D_PHYSBODY3D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Physics3D/Config.hpp>
namespace Nz
{
class NAZARA_PHYSICS3D_API PhysBody3D
{
public:
PhysBody3D() = default;
PhysBody3D(const PhysBody3D&) = delete;
PhysBody3D(PhysBody3D&&) = delete;
virtual ~PhysBody3D();
virtual UInt32 GetBodyIndex() const = 0;
PhysBody3D& operator=(const PhysBody3D&) = delete;
PhysBody3D& operator=(PhysBody3D&&) = delete;
};
}
#include <Nazara/Physics3D/PhysBody3D.inl>
#endif // NAZARA_PHYSICS3D_PHYSBODY3D_HPP

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@ -11,7 +11,7 @@
#include <Nazara/Math/Quaternion.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Physics3D/Config.hpp>
#include <Nazara/Physics3D/Physics3DBody.hpp>
#include <Nazara/Physics3D/PhysBody3D.hpp>
#include <Nazara/Physics3D/Physiscs3DStepListener.hpp>
#include <NazaraUtils/MovablePtr.hpp>
#include <memory>
@ -28,7 +28,7 @@ namespace Nz
class Collider3D;
class PhysWorld3D;
class NAZARA_PHYSICS3D_API PhysCharacter3D : public Physics3DBody, public Physiscs3DStepListener
class NAZARA_PHYSICS3D_API PhysCharacter3D : public PhysBody3D, public Physiscs3DStepListener
{
friend PhysWorld3D;

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@ -27,7 +27,7 @@ namespace JPH
namespace Nz
{
class Physics3DBody;
class PhysBody3D;
class PhysCharacter3D;
class PhysCharacter3DImpl;
class Collider3D;
@ -82,20 +82,20 @@ namespace Nz
struct PointCollisionInfo
{
Physics3DBody* hitBody = nullptr;
PhysBody3D* hitBody = nullptr;
};
struct RaycastHit
{
float fraction;
Physics3DBody* hitBody = nullptr;
PhysBody3D* hitBody = nullptr;
Vector3f hitNormal;
Vector3f hitPosition;
};
struct ShapeCollisionInfo
{
Physics3DBody* hitBody = nullptr;
PhysBody3D* hitBody = nullptr;
Vector3f collisionPosition1;
Vector3f collisionPosition2;
Vector3f penetrationAxis;

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@ -1,32 +0,0 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_PHYSICS3D_PHYSICS3DBODY_HPP
#define NAZARA_PHYSICS3D_PHYSICS3DBODY_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Physics3D/Config.hpp>
namespace Nz
{
class NAZARA_PHYSICS3D_API Physics3DBody
{
public:
Physics3DBody() = default;
Physics3DBody(const Physics3DBody&) = delete;
Physics3DBody(Physics3DBody&&) = delete;
virtual ~Physics3DBody();
virtual UInt32 GetBodyIndex() const = 0;
Physics3DBody& operator=(const Physics3DBody&) = delete;
Physics3DBody& operator=(Physics3DBody&&) = delete;
};
}
#include <Nazara/Physics3D/Physics3DBody.inl>
#endif // NAZARA_PHYSICS3D_PHYSICS3DBODY_HPP

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@ -14,7 +14,7 @@
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Physics3D/Collider3D.hpp>
#include <Nazara/Physics3D/Config.hpp>
#include <Nazara/Physics3D/Physics3DBody.hpp>
#include <Nazara/Physics3D/PhysBody3D.hpp>
#include <NazaraUtils/MovablePtr.hpp>
namespace JPH
@ -27,7 +27,7 @@ namespace Nz
{
class PhysWorld3D;
class NAZARA_PHYSICS3D_API RigidBody3D : public Physics3DBody
class NAZARA_PHYSICS3D_API RigidBody3D : public PhysBody3D
{
public:
struct DynamicSettings;

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@ -2,10 +2,10 @@
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics3D/Physics3DBody.hpp>
#include <Nazara/Physics3D/PhysBody3D.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
Physics3DBody::~Physics3DBody() = default;
PhysBody3D::~PhysBody3D() = default;
}

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@ -185,7 +185,7 @@ namespace Nz
JPH::Body& body = lock.GetBody();
hitInfo.hitBody = BitCast<Physics3DBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
hitInfo.hitBody = BitCast<PhysBody3D*>(static_cast<std::uintptr_t>(body.GetUserData()));
if (auto fractionOpt = m_callback(hitInfo))
{
@ -235,7 +235,7 @@ namespace Nz
JPH::Body& body = lock.GetBody();
hitInfo.hitBody = BitCast<Physics3DBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
hitInfo.hitBody = BitCast<PhysBody3D*>(static_cast<std::uintptr_t>(body.GetUserData()));
if (auto fractionOpt = m_callback(hitInfo))
{
@ -285,7 +285,7 @@ namespace Nz
JPH::Body& body = lock.GetBody();
hitInfo.hitBody = BitCast<Physics3DBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
hitInfo.hitBody = BitCast<PhysBody3D*>(static_cast<std::uintptr_t>(body.GetUserData()));
hitInfo.hitNormal = FromJolt(body.GetWorldSpaceSurfaceNormal(result.mSubShapeID2, ToJolt(hitInfo.hitPosition)));
if (auto fractionOpt = m_callback(hitInfo))
@ -515,7 +515,7 @@ namespace Nz
RaycastHit hitInfo;
hitInfo.fraction = collector.mHit.GetEarlyOutFraction();
hitInfo.hitPosition = Lerp(from, to, hitInfo.fraction);
hitInfo.hitBody = BitCast<Physics3DBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
hitInfo.hitBody = BitCast<PhysBody3D*>(static_cast<std::uintptr_t>(body.GetUserData()));
hitInfo.hitNormal = FromJolt(body.GetWorldSpaceSurfaceNormal(collector.mHit.mSubShapeID2, rayCast.GetPointOnRay(collector.mHit.GetEarlyOutFraction())));
callback(hitInfo);

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@ -4,7 +4,7 @@
#include <Nazara/Physics3D/Systems/Physics3DSystem.hpp>
#include <Nazara/Core/Components/DisabledComponent.hpp>
#include <Nazara/Physics3D/Physics3DBody.hpp>
#include <Nazara/Physics3D/PhysBody3D.hpp>
#include <Nazara/Utility/Components/NodeComponent.hpp>
#include <Nazara/Physics3D/Debug.hpp>