Sdk: Rename [Collision|Physics]Component to [Collision|Physics]Component3D
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@@ -1,8 +1,8 @@
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#include <NDK/Systems/PhysicsSystem.hpp>
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#include <NDK/Systems/PhysicsSystem3D.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/CollisionComponent.hpp>
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#include <NDK/Components/CollisionComponent3D.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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#include <NDK/Components/PhysicsComponent.hpp>
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#include <NDK/Components/PhysicsComponent3D.hpp>
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#include <Catch/catch.hpp>
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SCENARIO("PhysicsSystem", "[NDK][PHYSICSSYSTEM]")
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@@ -11,12 +11,12 @@ SCENARIO("PhysicsSystem", "[NDK][PHYSICSSYSTEM]")
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{
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Ndk::World world;
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const Ndk::EntityHandle& staticEntity = world.CreateEntity();
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Ndk::CollisionComponent& collisionComponentStatic = staticEntity->AddComponent<Ndk::CollisionComponent>();
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Ndk::CollisionComponent3D& collisionComponentStatic = staticEntity->AddComponent<Ndk::CollisionComponent3D>();
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Ndk::NodeComponent& nodeComponentStatic = staticEntity->AddComponent<Ndk::NodeComponent>();
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const Ndk::EntityHandle& dynamicEntity = world.CreateEntity();
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Ndk::NodeComponent& nodeComponentDynamic = dynamicEntity->AddComponent<Ndk::NodeComponent>();
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Ndk::PhysicsComponent& physicsComponentDynamic = dynamicEntity->AddComponent<Ndk::PhysicsComponent>();
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Ndk::PhysicsComponent3D& physicsComponentDynamic = dynamicEntity->AddComponent<Ndk::PhysicsComponent3D>();
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WHEN("We make collide these two entities")
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{
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