Physics3D: Rename Physics3DBody to PhysBody3D
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@@ -2,10 +2,10 @@
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// This file is part of the "Nazara Engine - Physics3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Physics3D/Physics3DBody.hpp>
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#include <Nazara/Physics3D/PhysBody3D.hpp>
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#include <Nazara/Physics3D/Debug.hpp>
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namespace Nz
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{
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Physics3DBody::~Physics3DBody() = default;
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PhysBody3D::~PhysBody3D() = default;
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}
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@@ -185,7 +185,7 @@ namespace Nz
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JPH::Body& body = lock.GetBody();
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hitInfo.hitBody = BitCast<Physics3DBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
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hitInfo.hitBody = BitCast<PhysBody3D*>(static_cast<std::uintptr_t>(body.GetUserData()));
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if (auto fractionOpt = m_callback(hitInfo))
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{
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@@ -235,7 +235,7 @@ namespace Nz
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JPH::Body& body = lock.GetBody();
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hitInfo.hitBody = BitCast<Physics3DBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
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hitInfo.hitBody = BitCast<PhysBody3D*>(static_cast<std::uintptr_t>(body.GetUserData()));
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if (auto fractionOpt = m_callback(hitInfo))
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{
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@@ -285,7 +285,7 @@ namespace Nz
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JPH::Body& body = lock.GetBody();
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hitInfo.hitBody = BitCast<Physics3DBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
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hitInfo.hitBody = BitCast<PhysBody3D*>(static_cast<std::uintptr_t>(body.GetUserData()));
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hitInfo.hitNormal = FromJolt(body.GetWorldSpaceSurfaceNormal(result.mSubShapeID2, ToJolt(hitInfo.hitPosition)));
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if (auto fractionOpt = m_callback(hitInfo))
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@@ -515,7 +515,7 @@ namespace Nz
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RaycastHit hitInfo;
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hitInfo.fraction = collector.mHit.GetEarlyOutFraction();
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hitInfo.hitPosition = Lerp(from, to, hitInfo.fraction);
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hitInfo.hitBody = BitCast<Physics3DBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
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hitInfo.hitBody = BitCast<PhysBody3D*>(static_cast<std::uintptr_t>(body.GetUserData()));
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hitInfo.hitNormal = FromJolt(body.GetWorldSpaceSurfaceNormal(collector.mHit.mSubShapeID2, rayCast.GetPointOnRay(collector.mHit.GetEarlyOutFraction())));
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callback(hitInfo);
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@@ -4,7 +4,7 @@
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#include <Nazara/Physics3D/Systems/Physics3DSystem.hpp>
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#include <Nazara/Core/Components/DisabledComponent.hpp>
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#include <Nazara/Physics3D/Physics3DBody.hpp>
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#include <Nazara/Physics3D/PhysBody3D.hpp>
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#include <Nazara/Utility/Components/NodeComponent.hpp>
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#include <Nazara/Physics3D/Debug.hpp>
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