Fix Audio & Physics compilation
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9d16559f55
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94523980fa
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@ -97,7 +97,7 @@ namespace Nz
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Vector3f Audio::GetListenerPosition()
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{
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Vector3f position;
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alGetListenerfv(AL_POSITION, position);
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alGetListenerfv(AL_POSITION, &position.x);
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return position;
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}
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@ -127,7 +127,7 @@ namespace Nz
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Vector3f Audio::GetListenerVelocity()
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{
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Vector3f velocity;
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alGetListenerfv(AL_VELOCITY, velocity);
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alGetListenerfv(AL_VELOCITY, &velocity.x);
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return velocity;
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}
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@ -294,7 +294,7 @@ namespace Nz
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void Audio::SetListenerPosition(const Vector3f& position)
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{
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alListenerfv(AL_POSITION, position);
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alListenerfv(AL_POSITION, &position.x);
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}
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/*!
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@ -340,7 +340,7 @@ namespace Nz
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void Audio::SetListenerVelocity(const Vector3f& velocity)
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{
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alListenerfv(AL_VELOCITY, velocity);
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alListenerfv(AL_VELOCITY, &velocity.x);
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}
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/*!
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@ -142,7 +142,7 @@ namespace Nz
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NazaraAssert(m_source != InvalidSource, "Invalid sound emitter");
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Vector3f position;
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alGetSourcefv(m_source, AL_POSITION, position);
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alGetSourcefv(m_source, AL_POSITION, &position.x);
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return position;
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}
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@ -157,7 +157,7 @@ namespace Nz
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NazaraAssert(m_source != InvalidSource, "Invalid sound emitter");
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Vector3f velocity;
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alGetSourcefv(m_source, AL_VELOCITY, velocity);
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alGetSourcefv(m_source, AL_VELOCITY, &velocity.x);
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return velocity;
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}
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@ -241,7 +241,7 @@ namespace Nz
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{
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NazaraAssert(m_source != InvalidSource, "Invalid sound emitter");
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alSourcefv(m_source, AL_POSITION, position);
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alSourcefv(m_source, AL_POSITION, &position.x);
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}
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/*!
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@ -267,7 +267,7 @@ namespace Nz
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{
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NazaraAssert(m_source != InvalidSource, "Invalid sound emitter");
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alSourcefv(m_source, AL_VELOCITY, velocity);
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alSourcefv(m_source, AL_VELOCITY, &velocity.x);
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}
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/*!
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@ -57,12 +57,12 @@ namespace Nz
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NewtonCollision* collision = CreateHandle(&world);
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{
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NewtonCollisionCalculateAABB(collision, offsetMatrix, min, max);
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NewtonCollisionCalculateAABB(collision, offsetMatrix, &min.x, &max.x);
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}
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NewtonDestroyCollision(collision);
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}
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else
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NewtonCollisionCalculateAABB(m_handles.begin()->second, offsetMatrix, min, max);
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NewtonCollisionCalculateAABB(m_handles.begin()->second, offsetMatrix, &min.x, &max.x);
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return Boxf(scale * min, scale * max);
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}
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@ -45,7 +45,9 @@ namespace Nz
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return bodyIterator(*static_cast<RigidBody3D*>(NewtonBodyGetUserData(body)));
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};
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NewtonWorldForEachBodyInAABBDo(m_world, box.GetMinimum(), box.GetMaximum(), NewtonCallback, const_cast<void*>(static_cast<const void*>(&iterator)));
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Vector3f min = box.GetMinimum();
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Vector3f max = box.GetMaximum();
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NewtonWorldForEachBodyInAABBDo(m_world, &min.x, &max.x, NewtonCallback, const_cast<void*>(static_cast<const void*>(&iterator)));
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}
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Vector3f PhysWorld3D::GetGravity() const
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@ -144,7 +144,7 @@ namespace Nz
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Boxf RigidBody3D::GetAABB() const
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{
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Vector3f min, max;
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NewtonBodyGetAABB(m_body, min, max);
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NewtonBodyGetAABB(m_body, &min.x, &max.x);
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return Boxf(min, max);
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}
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@ -152,7 +152,7 @@ namespace Nz
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Vector3f RigidBody3D::GetAngularDamping() const
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{
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Vector3f angularDamping;
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NewtonBodyGetAngularDamping(m_body, angularDamping);
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NewtonBodyGetAngularDamping(m_body, &angularDamping.x);
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return angularDamping;
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}
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@ -160,7 +160,7 @@ namespace Nz
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Vector3f RigidBody3D::GetAngularVelocity() const
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{
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Vector3f angularVelocity;
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NewtonBodyGetOmega(m_body, angularVelocity);
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NewtonBodyGetOmega(m_body, &angularVelocity.x);
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return angularVelocity;
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}
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@ -188,7 +188,7 @@ namespace Nz
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Vector3f RigidBody3D::GetLinearVelocity() const
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{
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Vector3f velocity;
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NewtonBodyGetVelocity(m_body, velocity);
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NewtonBodyGetVelocity(m_body, &velocity.x);
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return velocity;
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}
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@ -201,7 +201,7 @@ namespace Nz
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Vector3f RigidBody3D::GetMassCenter(CoordSys coordSys) const
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{
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Vector3f center;
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NewtonBodyGetCentreOfMass(m_body, center);
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NewtonBodyGetCentreOfMass(m_body, ¢er.x);
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switch (coordSys)
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{
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@ -268,12 +268,12 @@ namespace Nz
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void RigidBody3D::SetAngularDamping(const Vector3f& angularDamping)
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{
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NewtonBodySetAngularDamping(m_body, angularDamping);
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NewtonBodySetAngularDamping(m_body, &angularDamping.x);
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}
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void RigidBody3D::SetAngularVelocity(const Vector3f& angularVelocity)
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{
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NewtonBodySetOmega(m_body, angularVelocity);
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NewtonBodySetOmega(m_body, &angularVelocity.x);
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}
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void RigidBody3D::SetGeom(Collider3DRef geom)
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@ -301,7 +301,7 @@ namespace Nz
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void RigidBody3D::SetLinearVelocity(const Vector3f& velocity)
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{
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NewtonBodySetVelocity(m_body, velocity);
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NewtonBodySetVelocity(m_body, &velocity.x);
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}
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void RigidBody3D::SetMass(float mass)
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@ -342,7 +342,7 @@ namespace Nz
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void RigidBody3D::SetMassCenter(const Vector3f& center)
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{
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if (m_mass > 0.f)
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NewtonBodySetCentreOfMass(m_body, center);
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NewtonBodySetCentreOfMass(m_body, ¢er.x);
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}
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void RigidBody3D::SetMaterial(const String& materialName)
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@ -389,9 +389,9 @@ namespace Nz
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// Moving a static body in Newton does not update bodies at the target location
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// http://newtondynamics.com/wiki/index.php5?title=Can_i_dynamicly_move_a_TriMesh%3F
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Vector3f min, max;
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NewtonBodyGetAABB(m_body, min, max);
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NewtonBodyGetAABB(m_body, &min.x, &max.x);
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NewtonWorldForEachBodyInAABBDo(m_world->GetHandle(), min, max, [](const NewtonBody* const body, void* const userData) -> int
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NewtonWorldForEachBodyInAABBDo(m_world->GetHandle(), &min.x, &max.x, [](const NewtonBody* const body, void* const userData) -> int
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{
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NazaraUnused(userData);
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NewtonBodySetSleepState(body, 0);
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@ -430,8 +430,8 @@ namespace Nz
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if (!NumberEquals(me->m_gravityFactor, 0.f))
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me->m_forceAccumulator += me->m_world->GetGravity() * me->m_gravityFactor * me->m_mass;
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NewtonBodySetForce(body, me->m_forceAccumulator);
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NewtonBodySetTorque(body, me->m_torqueAccumulator);
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NewtonBodySetForce(body, &me->m_forceAccumulator.x);
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NewtonBodySetTorque(body, &me->m_torqueAccumulator.x);
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me->m_torqueAccumulator.Set(0.f);
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me->m_forceAccumulator.Set(0.f);
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