Rename ChipmunkPhysics2D and JoltPhysics3D to Physics[2D|3D]
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@@ -2,7 +2,7 @@
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#include <Nazara/Platform.hpp>
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#include <Nazara/Graphics.hpp>
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#include <Nazara/Math/PidController.hpp>
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#include <Nazara/JoltPhysics3D.hpp>
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#include <Nazara/Physics3D.hpp>
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#include <Nazara/Renderer.hpp>
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#include <Nazara/Utility.hpp>
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#include <Nazara/Utility/Plugins/AssimpPlugin.hpp>
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@@ -18,7 +18,7 @@ NAZARA_REQUEST_DEDICATED_GPU()
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int main(int argc, char* argv[])
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{
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Nz::Application<Nz::Graphics, Nz::JoltPhysics3D> app(argc, argv);
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Nz::Application<Nz::Graphics, Nz::Physics3D> app(argc, argv);
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Nz::PluginLoader loader;
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Nz::Plugin<Nz::AssimpPlugin> assimp = loader.Load<Nz::AssimpPlugin>();
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@@ -30,7 +30,7 @@ int main(int argc, char* argv[])
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auto& world = ecs.AddWorld<Nz::EnttWorld>();
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world.AddSystem<Nz::SkeletonSystem>();
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Nz::JoltPhysics3DSystem& physSytem = world.AddSystem<Nz::JoltPhysics3DSystem>();
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Nz::Physics3DSystem& physSytem = world.AddSystem<Nz::Physics3DSystem>();
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physSytem.GetPhysWorld().SetGravity(Nz::Vector3f::Zero());
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Nz::RenderSystem& renderSystem = world.AddSystem<Nz::RenderSystem>();
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@@ -51,7 +51,7 @@ int main(int argc, char* argv[])
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physSytem.GetPhysWorld().SetGravity({ 0.f, -9.81f, 0.f });
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std::optional<Nz::JoltCharacter> character;
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std::optional<Nz::PhysCharacter3D> character;
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entt::handle playerEntity = world.CreateEntity();
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entt::handle playerRotation = world.CreateEntity();
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@@ -60,12 +60,12 @@ int main(int argc, char* argv[])
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auto& playerNode = playerEntity.emplace<Nz::NodeComponent>();
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playerNode.SetPosition(0.f, 1.8f, 1.f);
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auto playerCollider = std::make_shared<Nz::JoltBoxCollider3D>(Nz::Vector3f(0.2f, 1.8f, 0.2f));
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auto playerCollider = std::make_shared<Nz::BoxCollider3D>(Nz::Vector3f(0.2f, 1.8f, 0.2f));
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//auto& playerBody = playerEntity.emplace<Nz::JoltRigidBody3DComponent>(physSytem.CreateRigidBody(playerCollider));
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//auto& playerBody = playerEntity.emplace<Nz::RigidBody3DComponent>(physSytem.CreateRigidBody(playerCollider));
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//playerBody.SetMass(42.f);
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Nz::JoltCharacter::Settings characterSettings;
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Nz::PhysCharacter3D::Settings characterSettings;
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characterSettings.collider = playerCollider;
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characterSettings.position = Nz::Vector3f::Up() * 5.f;
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@@ -363,13 +363,13 @@ int main(int argc, char* argv[])
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floorEntity.emplace<Nz::NodeComponent>();
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auto floorCollider = std::make_shared<Nz::JoltBoxCollider3D>(Nz::Vector3f(planeSize.x, 1.f, planeSize.y));
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auto translatedFloorCollider = std::make_shared<Nz::JoltTranslatedRotatedCollider3D>(std::move(floorCollider), Nz::Vector3f::Down() * 0.5f);
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auto floorCollider = std::make_shared<Nz::BoxCollider3D>(Nz::Vector3f(planeSize.x, 1.f, planeSize.y));
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auto translatedFloorCollider = std::make_shared<Nz::TranslatedRotatedCollider3D>(std::move(floorCollider), Nz::Vector3f::Down() * 0.5f);
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Nz::JoltRigidBody3D::StaticSettings floorSettings;
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Nz::RigidBody3D::StaticSettings floorSettings;
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floorSettings.geom = translatedFloorCollider;
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floorEntity.emplace<Nz::JoltRigidBody3DComponent>(floorSettings);
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floorEntity.emplace<Nz::RigidBody3DComponent>(floorSettings);
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std::shared_ptr<Nz::GraphicalMesh> boxMeshGfx = Nz::GraphicalMesh::Build(Nz::Primitive::Box(Nz::Vector3f(0.5f, 0.5f, 0.5f)), meshPrimitiveParams);
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@@ -529,7 +529,7 @@ int main(int argc, char* argv[])
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{
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float updateTime = deltaTime->AsSeconds();
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//auto& playerBody = playerEntity.get<Nz::JoltRigidBody3DComponent>();
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//auto& playerBody = playerEntity.get<Nz::RigidBody3DComponent>();
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//playerBody.SetAngularDamping(std::numeric_limits<float>::max());
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Nz::Vector3f velocity = character->GetLinearVelocity();
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@@ -596,7 +596,7 @@ int main(int argc, char* argv[])
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//renderBuffer->Fill(skeletalBufferMem.data(), 0, skeletalBufferMem.size());
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/*auto spaceshipView = registry.view<Nz::NodeComponent, Nz::JoltRigidBody3DComponent>();
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/*auto spaceshipView = registry.view<Nz::NodeComponent, Nz::RigidBody3DComponent>();
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for (auto&& [entity, node, _] : spaceshipView.each())
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{
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if (entity == playerEntity)
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@@ -607,7 +607,7 @@ int main(int argc, char* argv[])
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registry.destroy(entity);
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}
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Nz::JoltRigidBody3DComponent& playerShipBody = registry.get<Nz::JoltRigidBody3DComponent>(playerEntity);
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Nz::RigidBody3DComponent& playerShipBody = registry.get<Nz::RigidBody3DComponent>(playerEntity);
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Nz::Quaternionf currentRotation = playerShipBody.GetRotation();
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Nz::Vector3f desiredHeading = registry.get<Nz::NodeComponent>(headingEntity).GetForward();
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