Remove some useless "Nz::" (#159)

* Remove useless "Nz::"

* Remove useless "Nz::"

* REmove useless "Nz::"

* Remove useless "Nz::"
This commit is contained in:
Faymoon 2018-02-17 12:47:16 +01:00 committed by Jérôme Leclercq
parent af12c5ed92
commit cd526d6145
4 changed files with 19 additions and 19 deletions

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@ -35,13 +35,13 @@ namespace Nz
PhysWorld3D(PhysWorld3D&&) = delete; ///TODO PhysWorld3D(PhysWorld3D&&) = delete; ///TODO
~PhysWorld3D(); ~PhysWorld3D();
int CreateMaterial(Nz::String name = Nz::String()); int CreateMaterial(String name = String());
void ForEachBodyInAABB(const Nz::Boxf& box, BodyIterator iterator); void ForEachBodyInAABB(const Boxf& box, BodyIterator iterator);
Vector3f GetGravity() const; Vector3f GetGravity() const;
NewtonWorld* GetHandle() const; NewtonWorld* GetHandle() const;
int GetMaterial(const Nz::String& name); int GetMaterial(const String& name);
std::size_t GetMaxStepCount() const; std::size_t GetMaxStepCount() const;
float GetStepSize() const; float GetStepSize() const;

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@ -59,7 +59,7 @@ namespace Nz
bool IsSimulationEnabled() const; bool IsSimulationEnabled() const;
bool IsSleeping() const; bool IsSleeping() const;
void SetAngularDamping(const Nz::Vector3f& angularDamping); void SetAngularDamping(const Vector3f& angularDamping);
void SetAngularVelocity(const Vector3f& angularVelocity); void SetAngularVelocity(const Vector3f& angularVelocity);
void SetGeom(Collider3DRef geom); void SetGeom(Collider3DRef geom);
void SetGravityFactor(float gravityFactor); void SetGravityFactor(float gravityFactor);
@ -67,7 +67,7 @@ namespace Nz
void SetLinearVelocity(const Vector3f& velocity); void SetLinearVelocity(const Vector3f& velocity);
void SetMass(float mass); void SetMass(float mass);
void SetMassCenter(const Vector3f& center); void SetMassCenter(const Vector3f& center);
void SetMaterial(const Nz::String& materialName); void SetMaterial(const String& materialName);
void SetMaterial(int materialIndex); void SetMaterial(int materialIndex);
void SetPosition(const Vector3f& position); void SetPosition(const Vector3f& position);
void SetRotation(const Quaternionf& rotation); void SetRotation(const Quaternionf& rotation);

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@ -27,7 +27,7 @@ namespace Nz
NewtonDestroy(m_world); NewtonDestroy(m_world);
} }
int PhysWorld3D::CreateMaterial(Nz::String name) int PhysWorld3D::CreateMaterial(String name)
{ {
NazaraAssert(m_materialIds.find(name) == m_materialIds.end(), "Material \"" + name + "\" already exists"); NazaraAssert(m_materialIds.find(name) == m_materialIds.end(), "Material \"" + name + "\" already exists");
@ -37,7 +37,7 @@ namespace Nz
return materialId; return materialId;
} }
void PhysWorld3D::ForEachBodyInAABB(const Nz::Boxf& box, BodyIterator iterator) void PhysWorld3D::ForEachBodyInAABB(const Boxf& box, BodyIterator iterator)
{ {
auto NewtonCallback = [](const NewtonBody* const body, void* const userdata) -> int auto NewtonCallback = [](const NewtonBody* const body, void* const userdata) -> int
{ {
@ -59,7 +59,7 @@ namespace Nz
return m_world; return m_world;
} }
int PhysWorld3D::GetMaterial(const Nz::String& name) int PhysWorld3D::GetMaterial(const String& name)
{ {
auto it = m_materialIds.find(name); auto it = m_materialIds.find(name);
NazaraAssert(it != m_materialIds.end(), "Material \"" + name + "\" does not exists"); NazaraAssert(it != m_materialIds.end(), "Material \"" + name + "\" does not exists");
@ -99,7 +99,7 @@ namespace Nz
void PhysWorld3D::SetMaterialCollisionCallback(int firstMaterial, int secondMaterial, AABBOverlapCallback aabbOverlapCallback, CollisionCallback collisionCallback) void PhysWorld3D::SetMaterialCollisionCallback(int firstMaterial, int secondMaterial, AABBOverlapCallback aabbOverlapCallback, CollisionCallback collisionCallback)
{ {
static_assert(sizeof(Nz::UInt64) >= 2 * sizeof(int), "Oops"); static_assert(sizeof(UInt64) >= 2 * sizeof(int), "Oops");
auto callbackPtr = std::make_unique<Callback>(); auto callbackPtr = std::make_unique<Callback>();
callbackPtr->aabbOverlapCallback = std::move(aabbOverlapCallback); callbackPtr->aabbOverlapCallback = std::move(aabbOverlapCallback);
@ -107,10 +107,10 @@ namespace Nz
NewtonMaterialSetCollisionCallback(m_world, firstMaterial, secondMaterial, callbackPtr.get(), (callbackPtr->aabbOverlapCallback) ? OnAABBOverlap : nullptr, (callbackPtr->collisionCallback) ? ProcessContact : nullptr); NewtonMaterialSetCollisionCallback(m_world, firstMaterial, secondMaterial, callbackPtr.get(), (callbackPtr->aabbOverlapCallback) ? OnAABBOverlap : nullptr, (callbackPtr->collisionCallback) ? ProcessContact : nullptr);
Nz::UInt64 firstMaterialId(firstMaterial); UInt64 firstMaterialId(firstMaterial);
Nz::UInt64 secondMaterialId(secondMaterial); UInt64 secondMaterialId(secondMaterial);
Nz::UInt64 callbackIndex = firstMaterialId << 32 | secondMaterialId; UInt64 callbackIndex = firstMaterialId << 32 | secondMaterialId;
m_callbacks[callbackIndex] = std::move(callbackPtr); m_callbacks[callbackIndex] = std::move(callbackPtr);
} }
@ -154,8 +154,8 @@ namespace Nz
int PhysWorld3D::OnAABBOverlap(const NewtonMaterial* const material, const NewtonBody* const body0, const NewtonBody* const body1, int threadIndex) int PhysWorld3D::OnAABBOverlap(const NewtonMaterial* const material, const NewtonBody* const body0, const NewtonBody* const body1, int threadIndex)
{ {
Nz::RigidBody3D* bodyA = static_cast<Nz::RigidBody3D*>(NewtonBodyGetUserData(body0)); RigidBody3D* bodyA = static_cast<RigidBody3D*>(NewtonBodyGetUserData(body0));
Nz::RigidBody3D* bodyB = static_cast<Nz::RigidBody3D*>(NewtonBodyGetUserData(body1)); RigidBody3D* bodyB = static_cast<RigidBody3D*>(NewtonBodyGetUserData(body1));
assert(bodyA && bodyB); assert(bodyA && bodyB);
Callback* callbackData = static_cast<Callback*>(NewtonMaterialGetMaterialPairUserData(material)); Callback* callbackData = static_cast<Callback*>(NewtonMaterialGetMaterialPairUserData(material));
@ -167,14 +167,14 @@ namespace Nz
void PhysWorld3D::ProcessContact(const NewtonJoint* const contactJoint, float timestep, int threadIndex) void PhysWorld3D::ProcessContact(const NewtonJoint* const contactJoint, float timestep, int threadIndex)
{ {
Nz::RigidBody3D* bodyA = static_cast<Nz::RigidBody3D*>(NewtonBodyGetUserData(NewtonJointGetBody0(contactJoint))); RigidBody3D* bodyA = static_cast<RigidBody3D*>(NewtonBodyGetUserData(NewtonJointGetBody0(contactJoint)));
Nz::RigidBody3D* bodyB = static_cast<Nz::RigidBody3D*>(NewtonBodyGetUserData(NewtonJointGetBody1(contactJoint))); RigidBody3D* bodyB = static_cast<RigidBody3D*>(NewtonBodyGetUserData(NewtonJointGetBody1(contactJoint)));
assert(bodyA && bodyB); assert(bodyA && bodyB);
using ContactJoint = void*; using ContactJoint = void*;
// Query all joints first, to prevent removing a joint from the list while iterating on it // Query all joints first, to prevent removing a joint from the list while iterating on it
Nz::StackArray<ContactJoint> contacts = NazaraStackAllocationNoInit(ContactJoint, NewtonContactJointGetContactCount(contactJoint)); StackArray<ContactJoint> contacts = NazaraStackAllocationNoInit(ContactJoint, NewtonContactJointGetContactCount(contactJoint));
std::size_t contactIndex = 0; std::size_t contactIndex = 0;
for (ContactJoint contact = NewtonContactJointGetFirstContact(contactJoint); contact; contact = NewtonContactJointGetNextContact(contactJoint, contact)) for (ContactJoint contact = NewtonContactJointGetFirstContact(contactJoint); contact; contact = NewtonContactJointGetNextContact(contactJoint, contact))
{ {

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@ -266,7 +266,7 @@ namespace Nz
return NewtonBodyGetSleepState(m_body) != 0; return NewtonBodyGetSleepState(m_body) != 0;
} }
void RigidBody3D::SetAngularDamping(const Nz::Vector3f& angularDamping) void RigidBody3D::SetAngularDamping(const Vector3f& angularDamping)
{ {
NewtonBodySetAngularDamping(m_body, angularDamping); NewtonBodySetAngularDamping(m_body, angularDamping);
} }
@ -345,7 +345,7 @@ namespace Nz
NewtonBodySetCentreOfMass(m_body, center); NewtonBodySetCentreOfMass(m_body, center);
} }
void RigidBody3D::SetMaterial(const Nz::String& materialName) void RigidBody3D::SetMaterial(const String& materialName)
{ {
SetMaterial(m_world->GetMaterial(materialName)); SetMaterial(m_world->GetMaterial(materialName));
} }