Physics2D/PhysWorld2D: Add RaycastQuery and RegionQuery overloads taking a callback
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@@ -99,6 +99,19 @@ namespace Ndk
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return false;
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}
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void PhysicsSystem2D::RaycastQuery(const Nz::Vector2f & from, const Nz::Vector2f & to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, const std::function<void(const RaycastHit&)>& callback)
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{
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return GetPhysWorld().RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, [this, &callback](const Nz::PhysWorld2D::RaycastHit& hitInfo)
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{
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callback({
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GetEntityFromBody(*hitInfo.nearestBody),
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hitInfo.hitPos,
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hitInfo.hitNormal,
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hitInfo.fraction
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});
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});
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}
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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)
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{
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std::vector<Nz::PhysWorld2D::RaycastHit> queryResult;
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@@ -133,6 +146,14 @@ namespace Ndk
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return false;
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}
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void PhysicsSystem2D::RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, const std::function<void(const EntityHandle&)>& callback)
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{
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return GetPhysWorld().RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, [this, &callback](Nz::RigidBody2D* body)
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{
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callback(GetEntityFromBody(*body));
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});
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}
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void PhysicsSystem2D::RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<EntityHandle>* bodies)
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{
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std::vector<Nz::RigidBody2D*> queryResult;
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