Sdk: Rename [Collision|Physics]Component to [Collision|Physics]Component3D

This commit is contained in:
Lynix
2016-10-13 08:23:25 +02:00
parent b52c7c57bf
commit be44a89a85
18 changed files with 136 additions and 136 deletions

View File

@@ -2,18 +2,18 @@
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/Components/CollisionComponent.hpp>
#include <NDK/Components/CollisionComponent3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
#include <NDK/Algorithm.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/PhysicsComponent.hpp>
#include <NDK/Systems/PhysicsSystem.hpp>
#include <NDK/Components/PhysicsComponent3D.hpp>
#include <NDK/Systems/PhysicsSystem3D.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::CollisionComponent
* \class Ndk::CollisionComponent3D
* \brief NDK class that represents the component for collision (meant for static objects)
*/
@@ -25,14 +25,14 @@ namespace Ndk
* \remark Produces a NazaraAssert if the entity has no physics component and has no static body
*/
void CollisionComponent::SetGeom(Nz::Collider3DRef geom)
void CollisionComponent3D::SetGeom(Nz::Collider3DRef geom)
{
m_geom = std::move(geom);
if (m_entity->HasComponent<PhysicsComponent>())
if (m_entity->HasComponent<PhysicsComponent3D>())
{
// We update the geometry of the PhysiscsObject linked to the PhysicsComponent
PhysicsComponent& physComponent = m_entity->GetComponent<PhysicsComponent>();
// We update the geometry of the PhysiscsObject linked to the PhysicsComponent3D
PhysicsComponent3D& physComponent = m_entity->GetComponent<PhysicsComponent3D>();
physComponent.GetPhysObject().SetGeom(m_geom);
}
else
@@ -49,14 +49,14 @@ namespace Ndk
* \remark Produces a NazaraAssert if entity is not linked to a world, or the world has no physics system
*/
void CollisionComponent::InitializeStaticBody()
void CollisionComponent3D::InitializeStaticBody()
{
NazaraAssert(m_entity, "Invalid entity");
World* entityWorld = m_entity->GetWorld();
NazaraAssert(entityWorld, "Entity must have world");
NazaraAssert(entityWorld->HasSystem<PhysicsSystem>(), "World must have a physics system");
Nz::PhysWorld3D& physWorld = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
NazaraAssert(entityWorld->HasSystem<PhysicsSystem3D>(), "World must have a physics system");
Nz::PhysWorld3D& physWorld = entityWorld->GetSystem<PhysicsSystem3D>().GetWorld();
m_staticBody.reset(new Nz::RigidBody3D(&physWorld, m_geom));
m_staticBody->EnableAutoSleep(false);
@@ -66,9 +66,9 @@ namespace Ndk
* \brief Operation to perform when component is attached to an entity
*/
void CollisionComponent::OnAttached()
void CollisionComponent3D::OnAttached()
{
if (!m_entity->HasComponent<PhysicsComponent>())
if (!m_entity->HasComponent<PhysicsComponent3D>())
InitializeStaticBody();
}
@@ -78,9 +78,9 @@ namespace Ndk
* \param component Component being attached
*/
void CollisionComponent::OnComponentAttached(BaseComponent& component)
void CollisionComponent3D::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent>(component))
if (IsComponent<PhysicsComponent3D>(component))
m_staticBody.reset();
}
@@ -90,9 +90,9 @@ namespace Ndk
* \param component Component being detached
*/
void CollisionComponent::OnComponentDetached(BaseComponent& component)
void CollisionComponent3D::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent>(component))
if (IsComponent<PhysicsComponent3D>(component))
InitializeStaticBody();
}
@@ -100,10 +100,10 @@ namespace Ndk
* \brief Operation to perform when component is detached from an entity
*/
void CollisionComponent::OnDetached()
void CollisionComponent3D::OnDetached()
{
m_staticBody.reset();
}
ComponentIndex CollisionComponent::componentIndex;
ComponentIndex CollisionComponent3D::componentIndex;
}

View File

@@ -2,19 +2,19 @@
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/Components/PhysicsComponent.hpp>
#include <NDK/Components/PhysicsComponent3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
#include <NDK/Algorithm.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/CollisionComponent.hpp>
#include <NDK/Components/CollisionComponent3D.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Systems/PhysicsSystem.hpp>
#include <NDK/Systems/PhysicsSystem3D.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::PhysicsComponent
* \class Ndk::PhysicsComponent3D
* \brief NDK class that represents the component for physics (meant for dynamic objects)
*/
@@ -24,16 +24,16 @@ namespace Ndk
* \remark Produces a NazaraAssert if the world does not have a physics system
*/
void PhysicsComponent::OnAttached()
void PhysicsComponent3D::OnAttached()
{
World* entityWorld = m_entity->GetWorld();
NazaraAssert(entityWorld->HasSystem<PhysicsSystem>(), "World must have a physics system");
NazaraAssert(entityWorld->HasSystem<PhysicsSystem3D>(), "World must have a physics system");
Nz::PhysWorld3D& world = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
Nz::PhysWorld3D& world = entityWorld->GetSystem<PhysicsSystem3D>().GetWorld();
Nz::Collider3DRef geom;
if (m_entity->HasComponent<CollisionComponent>())
geom = m_entity->GetComponent<CollisionComponent>().GetGeom();
if (m_entity->HasComponent<CollisionComponent3D>())
geom = m_entity->GetComponent<CollisionComponent3D>().GetGeom();
Nz::Matrix4f matrix;
if (m_entity->HasComponent<NodeComponent>())
@@ -53,12 +53,12 @@ namespace Ndk
* \remark Produces a NazaraAssert if physical object is invalid
*/
void PhysicsComponent::OnComponentAttached(BaseComponent& component)
void PhysicsComponent3D::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<CollisionComponent>(component))
if (IsComponent<CollisionComponent3D>(component))
{
NazaraAssert(m_object, "Invalid object");
m_object->SetGeom(static_cast<CollisionComponent&>(component).GetGeom());
m_object->SetGeom(static_cast<CollisionComponent3D&>(component).GetGeom());
}
}
@@ -70,9 +70,9 @@ namespace Ndk
* \remark Produces a NazaraAssert if physical object is invalid
*/
void PhysicsComponent::OnComponentDetached(BaseComponent& component)
void PhysicsComponent3D::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<CollisionComponent>(component))
if (IsComponent<CollisionComponent3D>(component))
{
NazaraAssert(m_object, "Invalid object");
m_object->SetGeom(Nz::NullCollider3D::New());
@@ -83,10 +83,10 @@ namespace Ndk
* \brief Operation to perform when component is detached from an entity
*/
void PhysicsComponent::OnDetached()
void PhysicsComponent3D::OnDetached()
{
m_object.reset();
}
ComponentIndex PhysicsComponent::componentIndex;
ComponentIndex PhysicsComponent3D::componentIndex;
}