Switch from Nz prefix to namespace Nz

What a huge commit


Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
This commit is contained in:
Lynix
2015-09-25 19:20:05 +02:00
parent c214251ecf
commit df8da275c4
609 changed files with 68265 additions and 66534 deletions

View File

@@ -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());
}
}