Rename ChipmunkPhysics2D and JoltPhysics3D to Physics[2D|3D]

This commit is contained in:
Lynix
2024-02-09 20:59:53 +01:00
committed by Jérôme Leclercq
parent 139bed2b0a
commit e336c8a514
116 changed files with 3044 additions and 3042 deletions

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// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_PHYSICS3D_COMPONENTS_PHYSCHARACTER3DCOMPONENT_HPP
#define NAZARA_PHYSICS3D_COMPONENTS_PHYSCHARACTER3DCOMPONENT_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Physics3D/PhysCharacter3D.hpp>
namespace Nz
{
class NAZARA_PHYSICS3D_API PhysCharacter3DComponent : public PhysCharacter3D
{
friend class Physics3DSystem;
public:
inline PhysCharacter3DComponent(const PhysCharacter3D::Settings& settings);
PhysCharacter3DComponent(const PhysCharacter3DComponent&) = default;
PhysCharacter3DComponent(PhysCharacter3DComponent&&) noexcept = default;
~PhysCharacter3DComponent() = default;
PhysCharacter3DComponent& operator=(const PhysCharacter3DComponent&) = default;
PhysCharacter3DComponent& operator=(PhysCharacter3DComponent&&) noexcept = default;
private:
inline void Construct(PhysWorld3D& world);
std::unique_ptr<PhysCharacter3D::Settings> m_settings;
};
}
#include <Nazara/Physics3D/Components/PhysCharacter3DComponent.inl>
#endif // NAZARA_PHYSICS3D_COMPONENTS_PHYSCHARACTER3DCOMPONENT_HPP

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// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
inline PhysCharacter3DComponent::PhysCharacter3DComponent(const PhysCharacter3D::Settings& settings)
{
m_settings = std::make_unique<PhysCharacter3D::Settings>(settings);
}
inline void PhysCharacter3DComponent::Construct(PhysWorld3D& world)
{
assert(m_settings);
Create(world, *m_settings);
m_settings.reset();
}
}
#include <Nazara/Physics3D/DebugOff.hpp>

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// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_PHYSICS3D_COMPONENTS_RIGIDBODY3DCOMPONENT_HPP
#define NAZARA_PHYSICS3D_COMPONENTS_RIGIDBODY3DCOMPONENT_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
#include <variant>
namespace Nz
{
class NAZARA_PHYSICS3D_API RigidBody3DComponent : public RigidBody3D
{
friend class Physics3DSystem;
public:
inline RigidBody3DComponent(const RigidBody3D::DynamicSettings& settings);
inline RigidBody3DComponent(const RigidBody3D::StaticSettings& settings);
RigidBody3DComponent(const RigidBody3DComponent&) = default;
RigidBody3DComponent(RigidBody3DComponent&&) noexcept = default;
~RigidBody3DComponent() = default;
RigidBody3DComponent& operator=(const RigidBody3DComponent&) = default;
RigidBody3DComponent& operator=(RigidBody3DComponent&&) noexcept = default;
private:
inline void Construct(PhysWorld3D& world);
using Setting = std::variant<RigidBody3D::DynamicSettings, RigidBody3D::StaticSettings>;
std::unique_ptr<Setting> m_settings;
};
}
#include <Nazara/Physics3D/Components/RigidBody3DComponent.inl>
#endif // NAZARA_PHYSICS3D_COMPONENTS_RIGIDBODY3DCOMPONENT_HPP

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// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <cassert>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
inline RigidBody3DComponent::RigidBody3DComponent(const RigidBody3D::DynamicSettings& settings)
{
m_settings = std::make_unique<Setting>(settings);
}
inline RigidBody3DComponent::RigidBody3DComponent(const RigidBody3D::StaticSettings& settings)
{
m_settings = std::make_unique<Setting>(settings);
}
inline void RigidBody3DComponent::Construct(PhysWorld3D& world)
{
assert(m_settings);
std::visit([&](auto&& arg)
{
Create(world, arg);
}, *m_settings);
m_settings.reset();
}
}
#include <Nazara/Physics3D/DebugOff.hpp>