Merge branch 'master' into physics3d-material
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@@ -19,7 +19,7 @@ namespace Ndk
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friend class PhysicsSystem3D;
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public:
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PhysicsComponent3D() = default;
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inline PhysicsComponent3D();
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PhysicsComponent3D(const PhysicsComponent3D& physics);
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~PhysicsComponent3D() = default;
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@@ -28,6 +28,7 @@ namespace Ndk
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void AddTorque(const Nz::Vector3f& torque, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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void EnableAutoSleep(bool autoSleep);
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void EnableNodeSynchronization(bool nodeSynchronization);
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Nz::Boxf GetAABB() const;
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Nz::Vector3f GetAngularDamping() const;
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@@ -43,6 +44,7 @@ namespace Ndk
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bool IsAutoSleepEnabled() const;
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bool IsMoveable() const;
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bool IsNodeSynchronizationEnabled() const;
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bool IsSleeping() const;
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void SetAngularDamping(const Nz::Vector3f& angularDamping);
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@@ -60,7 +62,10 @@ namespace Ndk
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static ComponentIndex componentIndex;
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private:
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void ApplyPhysicsState(Nz::RigidBody3D& rigidBody) const;
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void CopyPhysicsState(const Nz::RigidBody3D& rigidBody);
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Nz::RigidBody3D& GetRigidBody();
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const Nz::RigidBody3D& GetRigidBody() const;
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void OnAttached() override;
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void OnComponentAttached(BaseComponent& component) override;
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@@ -70,7 +75,20 @@ namespace Ndk
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void OnEntityDisabled() override;
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void OnEntityEnabled() override;
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struct PendingPhysObjectStates
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{
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Nz::Vector3f angularDamping;
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Nz::Vector3f massCenter;
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bool autoSleep;
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bool valid = false;
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float gravityFactor;
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float linearDamping;
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float mass;
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};
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std::unique_ptr<Nz::RigidBody3D> m_object;
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PendingPhysObjectStates m_pendingStates;
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bool m_nodeSynchronizationEnabled;
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};
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}
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