Physics3D: Rename PhysWorld to PhysWorld3D
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@@ -7,7 +7,7 @@
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#ifndef NDK_COMPONENTS_PHYSICSCOMPONENT_HPP
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#define NDK_COMPONENTS_PHYSICSCOMPONENT_HPP
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#include <Nazara/Physics3D/PhysObject.hpp>
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#include <Nazara/Physics3D/RigidBody3D.hpp>
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#include <NDK/Component.hpp>
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#include <memory>
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@@ -7,7 +7,7 @@
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#ifndef NDK_SYSTEMS_PHYSICSSYSTEM_HPP
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#define NDK_SYSTEMS_PHYSICSSYSTEM_HPP
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#include <Nazara/Physics3D/PhysWorld.hpp>
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#include <Nazara/Physics3D/PhysWorld3D.hpp>
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#include <NDK/EntityList.hpp>
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#include <NDK/System.hpp>
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#include <memory>
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@@ -21,8 +21,8 @@ namespace Ndk
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PhysicsSystem(const PhysicsSystem& system);
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~PhysicsSystem() = default;
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Nz::PhysWorld& GetWorld();
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const Nz::PhysWorld& GetWorld() const;
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Nz::PhysWorld3D& GetWorld();
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const Nz::PhysWorld3D& GetWorld() const;
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static SystemIndex systemIndex;
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@@ -32,7 +32,7 @@ namespace Ndk
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EntityList m_dynamicObjects;
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EntityList m_staticObjects;
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std::unique_ptr<Nz::PhysWorld> m_world; ///TODO: std::optional (Should I make a Nz::Optional class?)
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std::unique_ptr<Nz::PhysWorld3D> m_world; ///TODO: std::optional (Should I make a Nz::Optional class?)
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};
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}
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@@ -9,7 +9,7 @@ namespace Ndk
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* \return A reference to the physical world
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*/
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inline Nz::PhysWorld& PhysicsSystem::GetWorld()
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inline Nz::PhysWorld3D& PhysicsSystem::GetWorld()
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{
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return *m_world;
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}
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@@ -19,7 +19,7 @@ namespace Ndk
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* \return A constant reference to the physical world
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*/
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inline const Nz::PhysWorld& PhysicsSystem::GetWorld() const
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inline const Nz::PhysWorld3D& PhysicsSystem::GetWorld() const
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{
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return *m_world;
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}
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@@ -3,7 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <NDK/Components/CollisionComponent.hpp>
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#include <Nazara/Physics3D/PhysObject.hpp>
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#include <Nazara/Physics3D/RigidBody3D.hpp>
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#include <NDK/Algorithm.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/PhysicsComponent.hpp>
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@@ -56,7 +56,7 @@ namespace Ndk
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NazaraAssert(entityWorld, "Entity must have world");
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NazaraAssert(entityWorld->HasSystem<PhysicsSystem>(), "World must have a physics system");
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Nz::PhysWorld& physWorld = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
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Nz::PhysWorld3D& physWorld = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
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m_staticBody.reset(new Nz::RigidBody3D(&physWorld, m_geom));
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m_staticBody->EnableAutoSleep(false);
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@@ -3,7 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <NDK/Components/PhysicsComponent.hpp>
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#include <Nazara/Physics3D/PhysObject.hpp>
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#include <Nazara/Physics3D/RigidBody3D.hpp>
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#include <NDK/Algorithm.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/CollisionComponent.hpp>
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@@ -29,7 +29,7 @@ namespace Ndk
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World* entityWorld = m_entity->GetWorld();
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NazaraAssert(entityWorld->HasSystem<PhysicsSystem>(), "World must have a physics system");
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Nz::PhysWorld& world = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
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Nz::PhysWorld3D& world = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
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Nz::Collider3DRef geom;
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if (m_entity->HasComponent<CollisionComponent>())
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@@ -3,7 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <NDK/Systems/PhysicsSystem.hpp>
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#include <Nazara/Physics3D/PhysObject.hpp>
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#include <Nazara/Physics3D/RigidBody3D.hpp>
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#include <NDK/Components/CollisionComponent.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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#include <NDK/Components/PhysicsComponent.hpp>
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@@ -62,7 +62,7 @@ namespace Ndk
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entities.Insert(entity);
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if (!m_world)
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m_world = std::make_unique<Nz::PhysWorld>();
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m_world = std::make_unique<Nz::PhysWorld3D>();
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}
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/*!
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