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

@@ -59,7 +59,7 @@ namespace Ndk
worldOptions.userdata = options.userdata;
m_physWorld->DebugDraw(worldOptions, drawShapes, drawConstraints, drawCollisions);
GetPhysWorld().DebugDraw(worldOptions, drawShapes, drawConstraints, drawCollisions);
}
const EntityHandle& PhysicsSystem2D::GetEntityFromBody(const Nz::RigidBody2D& body) const
@@ -76,7 +76,7 @@ namespace Ndk
bool PhysicsSystem2D::NearestBodyQuery(const Nz::Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, EntityHandle* nearestBody)
{
Nz::RigidBody2D* body;
bool res = m_physWorld->NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &body);
bool res = GetPhysWorld().NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &body);
(*nearestBody) = GetEntityFromBody(*body);
@@ -86,7 +86,7 @@ namespace Ndk
bool PhysicsSystem2D::NearestBodyQuery(const Nz::Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, NearestQueryResult* result)
{
Nz::PhysWorld2D::NearestQueryResult queryResult;
bool res = m_physWorld->NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &queryResult);
bool res = GetPhysWorld().NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &queryResult);
result->nearestBody = GetEntityFromBody(*queryResult.nearestBody);
result->closestPoint = std::move(queryResult.closestPoint);
@@ -99,7 +99,7 @@ namespace Ndk
bool PhysicsSystem2D::RaycastQuery(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
{
std::vector<Nz::PhysWorld2D::RaycastHit> queryResult;
bool res = m_physWorld->RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, &queryResult);
bool res = GetPhysWorld().RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, &queryResult);
for (auto& hitResult : queryResult)
{
@@ -117,7 +117,7 @@ namespace Ndk
bool PhysicsSystem2D::RaycastQueryFirst(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, RaycastHit* hitInfo)
{
Nz::PhysWorld2D::RaycastHit queryResult;
bool res = m_physWorld->RaycastQueryFirst(from, to, radius, collisionGroup, categoryMask, collisionMask, &queryResult);
bool res = GetPhysWorld().RaycastQueryFirst(from, to, radius, collisionGroup, categoryMask, collisionMask, &queryResult);
hitInfo->body = GetEntityFromBody(*queryResult.nearestBody);
hitInfo->hitPos = std::move(queryResult.hitPos);
@@ -130,7 +130,7 @@ namespace Ndk
void PhysicsSystem2D::RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<EntityHandle>* bodies)
{
std::vector<Nz::RigidBody2D*> queryResult;
m_physWorld->RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, &queryResult);
GetPhysWorld().RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, &queryResult);
for (auto& body : queryResult)
{