Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
This commit is contained in:
@@ -30,22 +30,22 @@ namespace Ndk
|
||||
|
||||
// On récupère la position et la rotation pour les affecter au listener
|
||||
const NodeComponent& node = entity->GetComponent<NodeComponent>();
|
||||
NzAudio::SetListenerPosition(node.GetPosition(nzCoordSys_Global));
|
||||
NzAudio::SetListenerRotation(node.GetRotation(nzCoordSys_Global));
|
||||
Nz::Audio::SetListenerPosition(node.GetPosition(Nz::CoordSys_Global));
|
||||
Nz::Audio::SetListenerRotation(node.GetRotation(Nz::CoordSys_Global));
|
||||
|
||||
// On vérifie la présence d'une donnée de vitesse, et on l'affecte
|
||||
// (La vitesse du listener Audio ne le fait pas se déplacer, mais affecte par exemple l'effet Doppler)
|
||||
if (entity->HasComponent<VelocityComponent>())
|
||||
{
|
||||
const VelocityComponent& velocity = entity->GetComponent<VelocityComponent>();
|
||||
NzAudio::SetListenerVelocity(velocity.linearVelocity);
|
||||
Nz::Audio::SetListenerVelocity(velocity.linearVelocity);
|
||||
}
|
||||
|
||||
activeListenerCount++;
|
||||
}
|
||||
|
||||
if (activeListenerCount > 1)
|
||||
NazaraWarning(NzString::Number(activeListenerCount) + " listeners were active in the same update loop");
|
||||
NazaraWarning(Nz::String::Number(activeListenerCount) + " listeners were active in the same update loop");
|
||||
}
|
||||
|
||||
SystemIndex ListenerSystem::systemIndex;
|
||||
|
||||
@@ -45,9 +45,9 @@ namespace Ndk
|
||||
NodeComponent& node = entity->GetComponent<NodeComponent>();
|
||||
PhysicsComponent& phys = entity->GetComponent<PhysicsComponent>();
|
||||
|
||||
NzPhysObject& physObj = phys.GetPhysObject();
|
||||
node.SetRotation(physObj.GetRotation(), nzCoordSys_Global);
|
||||
node.SetPosition(physObj.GetPosition(), nzCoordSys_Global);
|
||||
Nz::PhysObject& physObj = phys.GetPhysObject();
|
||||
node.SetRotation(physObj.GetRotation(), Nz::CoordSys_Global);
|
||||
node.SetPosition(physObj.GetPosition(), Nz::CoordSys_Global);
|
||||
}
|
||||
|
||||
float invElapsedTime = 1.f / elapsedTime;
|
||||
@@ -56,12 +56,12 @@ namespace Ndk
|
||||
CollisionComponent& collision = entity->GetComponent<CollisionComponent>();
|
||||
NodeComponent& node = entity->GetComponent<NodeComponent>();
|
||||
|
||||
NzPhysObject* physObj = collision.GetStaticBody();
|
||||
Nz::PhysObject* physObj = collision.GetStaticBody();
|
||||
|
||||
NzQuaternionf oldRotation = physObj->GetRotation();
|
||||
NzVector3f oldPosition = physObj->GetPosition();
|
||||
NzQuaternionf newRotation = node.GetRotation(nzCoordSys_Global);
|
||||
NzVector3f newPosition = node.GetPosition(nzCoordSys_Global);
|
||||
Nz::Quaternionf oldRotation = physObj->GetRotation();
|
||||
Nz::Vector3f oldPosition = physObj->GetPosition();
|
||||
Nz::Quaternionf newRotation = node.GetRotation(Nz::CoordSys_Global);
|
||||
Nz::Vector3f newPosition = node.GetPosition(Nz::CoordSys_Global);
|
||||
|
||||
// Pour déplacer des objets statiques et assurer les collisions, il faut leur définir une vitesse
|
||||
// (note importante: le moteur physique n'applique pas la vitesse sur les objets statiques)
|
||||
@@ -71,21 +71,21 @@ namespace Ndk
|
||||
physObj->SetVelocity((newPosition - oldPosition) * invElapsedTime);
|
||||
}
|
||||
else
|
||||
physObj->SetVelocity(NzVector3f::Zero());
|
||||
physObj->SetVelocity(Nz::Vector3f::Zero());
|
||||
|
||||
if (newRotation != oldRotation)
|
||||
{
|
||||
NzQuaternionf transition = newRotation * oldRotation.GetConjugate();
|
||||
NzEulerAnglesf angles = transition.ToEulerAngles();
|
||||
NzVector3f angularVelocity(NzToRadians(angles.pitch * invElapsedTime),
|
||||
NzToRadians(angles.yaw * invElapsedTime),
|
||||
NzToRadians(angles.roll * invElapsedTime));
|
||||
Nz::Quaternionf transition = newRotation * oldRotation.GetConjugate();
|
||||
Nz::EulerAnglesf angles = transition.ToEulerAngles();
|
||||
Nz::Vector3f angularVelocity(Nz::ToRadians(angles.pitch * invElapsedTime),
|
||||
Nz::ToRadians(angles.yaw * invElapsedTime),
|
||||
Nz::ToRadians(angles.roll * invElapsedTime));
|
||||
|
||||
physObj->SetRotation(oldRotation);
|
||||
physObj->SetAngularVelocity(angularVelocity);
|
||||
}
|
||||
else
|
||||
physObj->SetAngularVelocity(NzVector3f::Zero());
|
||||
physObj->SetAngularVelocity(Nz::Vector3f::Zero());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -12,10 +12,10 @@
|
||||
namespace Ndk
|
||||
{
|
||||
RenderSystem::RenderSystem() :
|
||||
m_coordinateSystemMatrix(NzMatrix4f::Identity()),
|
||||
m_coordinateSystemMatrix(Nz::Matrix4f::Identity()),
|
||||
m_coordinateSystemInvalidated(true)
|
||||
{
|
||||
SetDefaultBackground(NzColorBackground::New());
|
||||
SetDefaultBackground(Nz::ColorBackground::New());
|
||||
SetUpdateRate(0.f);
|
||||
}
|
||||
|
||||
@@ -73,7 +73,7 @@ namespace Ndk
|
||||
CameraComponent& camComponent = camera->GetComponent<CameraComponent>();
|
||||
camComponent.ApplyView();
|
||||
|
||||
NzAbstractRenderQueue* renderQueue = m_renderTechnique.GetRenderQueue();
|
||||
Nz::AbstractRenderQueue* renderQueue = m_renderTechnique.GetRenderQueue();
|
||||
renderQueue->Clear();
|
||||
|
||||
//TODO: Culling
|
||||
@@ -91,11 +91,11 @@ namespace Ndk
|
||||
NodeComponent& drawableNode = light->GetComponent<NodeComponent>();
|
||||
|
||||
///TODO: Cache somehow?
|
||||
lightComponent.AddToRenderQueue(renderQueue, NzMatrix4f::ConcatenateAffine(m_coordinateSystemMatrix, drawableNode.GetTransformMatrix()));
|
||||
lightComponent.AddToRenderQueue(renderQueue, Nz::Matrix4f::ConcatenateAffine(m_coordinateSystemMatrix, drawableNode.GetTransformMatrix()));
|
||||
}
|
||||
|
||||
NzSceneData sceneData;
|
||||
sceneData.ambientColor = NzColor(25, 25, 25);
|
||||
Nz::SceneData sceneData;
|
||||
sceneData.ambientColor = Nz::Color(25, 25, 25);
|
||||
sceneData.background = m_background;
|
||||
sceneData.viewer = &camComponent;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user