little fixes (#183)

* Update

* Add: [Get/Set]AngularDaming for standardization

* Fix: Name error

* Add: [Get/Set][AngularDamping/MomentOfInertia] in PhysicsComponent2D

* Forgot in last commit

* Add: param coordSys in [PhysicsComponent2D/RigidBody2D]::SetMassCenter

* Add: Some forgotten inline

* Fix little error

* Fix: Indentation before case

* Move and Change GetCenterOfGravity

* Rename m_world into m_physWorld

* Rename GetWorld int GetPhysWorld

* Update: PhysicsSystem2D became an interface of PhysWorld2D

* Update Collison/PhysicsComponent because GetWorld was renamed

* Update tests

* Update: Make the interface usable with Entity instead of PhysicsComponent

* Update: Make GetPhysWorld private

* Update PhysicsSystem2D.hpp

* Update: indent

* Remove: useless blank line

* update order(?)

* Update PhysicsSystem2D.hpp

* Add calls to GetPhysWorld to attempt a nullptr value

* update include

* little fix

* add some missing inline
This commit is contained in:
Faymoon
2018-08-14 18:44:41 +02:00
committed by Jérôme Leclercq
parent 9ecfe31637
commit beca6e7dd5
5 changed files with 55 additions and 77 deletions

View File

@@ -23,49 +23,49 @@ namespace Ndk
PhysicsComponent3D(const PhysicsComponent3D& physics);
~PhysicsComponent3D() = default;
void AddForce(const Nz::Vector3f& force, Nz::CoordSys coordSys = Nz::CoordSys_Global);
void AddForce(const Nz::Vector3f& force, const Nz::Vector3f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
void AddTorque(const Nz::Vector3f& torque, Nz::CoordSys coordSys = Nz::CoordSys_Global);
inline void AddForce(const Nz::Vector3f& force, Nz::CoordSys coordSys = Nz::CoordSys_Global);
inline void AddForce(const Nz::Vector3f& force, const Nz::Vector3f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
inline void AddTorque(const Nz::Vector3f& torque, Nz::CoordSys coordSys = Nz::CoordSys_Global);
void EnableAutoSleep(bool autoSleep);
void EnableNodeSynchronization(bool nodeSynchronization);
inline void EnableAutoSleep(bool autoSleep);
inline void EnableNodeSynchronization(bool nodeSynchronization);
Nz::Boxf GetAABB() const;
Nz::Vector3f GetAngularDamping() const;
Nz::Vector3f GetAngularVelocity() const;
float GetGravityFactor() const;
float GetLinearDamping() const;
Nz::Vector3f GetLinearVelocity() const;
float GetMass() const;
Nz::Vector3f GetMassCenter(Nz::CoordSys coordSys = Nz::CoordSys_Local) const;
const Nz::Matrix4f& GetMatrix() const;
Nz::Vector3f GetPosition() const;
Nz::Quaternionf GetRotation() const;
inline Nz::Boxf GetAABB() const;
inline Nz::Vector3f GetAngularDamping() const;
inline Nz::Vector3f GetAngularVelocity() const;
inline float GetGravityFactor() const;
inline float GetLinearDamping() const;
inline Nz::Vector3f GetLinearVelocity() const;
inline float GetMass() const;
inline Nz::Vector3f GetMassCenter(Nz::CoordSys coordSys = Nz::CoordSys_Local) const;
inline const Nz::Matrix4f& GetMatrix() const;
inline Nz::Vector3f GetPosition() const;
inline Nz::Quaternionf GetRotation() const;
bool IsAutoSleepEnabled() const;
bool IsMoveable() const;
bool IsNodeSynchronizationEnabled() const;
bool IsSleeping() const;
inline bool IsAutoSleepEnabled() const;
inline bool IsMoveable() const;
inline bool IsNodeSynchronizationEnabled() const;
inline bool IsSleeping() const;
void SetAngularDamping(const Nz::Vector3f& angularDamping);
void SetAngularVelocity(const Nz::Vector3f& angularVelocity);
void SetGravityFactor(float gravityFactor);
void SetLinearDamping(float damping);
void SetLinearVelocity(const Nz::Vector3f& velocity);
void SetMass(float mass);
void SetMassCenter(const Nz::Vector3f& center);
void SetMaterial(const Nz::String& materialName);
void SetMaterial(int materialIndex);
void SetPosition(const Nz::Vector3f& position);
void SetRotation(const Nz::Quaternionf& rotation);
inline void SetAngularDamping(const Nz::Vector3f& angularDamping);
inline void SetAngularVelocity(const Nz::Vector3f& angularVelocity);
inline void SetGravityFactor(float gravityFactor);
inline void SetLinearDamping(float damping);
inline void SetLinearVelocity(const Nz::Vector3f& velocity);
inline void SetMass(float mass);
inline void SetMassCenter(const Nz::Vector3f& center);
inline void SetMaterial(const Nz::String& materialName);
inline void SetMaterial(int materialIndex);
inline void SetPosition(const Nz::Vector3f& position);
inline void SetRotation(const Nz::Quaternionf& rotation);
static ComponentIndex componentIndex;
private:
void ApplyPhysicsState(Nz::RigidBody3D& rigidBody) const;
void CopyPhysicsState(const Nz::RigidBody3D& rigidBody);
Nz::RigidBody3D* GetRigidBody();
const Nz::RigidBody3D& GetRigidBody() const;
inline void ApplyPhysicsState(Nz::RigidBody3D& rigidBody) const;
inline void CopyPhysicsState(const Nz::RigidBody3D& rigidBody);
inline Nz::RigidBody3D* GetRigidBody();
inline const Nz::RigidBody3D& GetRigidBody() const;
void OnAttached() override;
void OnComponentAttached(BaseComponent& component) override;