Rename ChipmunkPhysics2D and JoltPhysics3D to Physics[2D|3D]
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include/Nazara/Physics3D/Components/RigidBody3DComponent.hpp
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include/Nazara/Physics3D/Components/RigidBody3DComponent.hpp
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// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Physics3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_PHYSICS3D_COMPONENTS_RIGIDBODY3DCOMPONENT_HPP
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#define NAZARA_PHYSICS3D_COMPONENTS_RIGIDBODY3DCOMPONENT_HPP
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/Physics3D/RigidBody3D.hpp>
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#include <variant>
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namespace Nz
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{
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class NAZARA_PHYSICS3D_API RigidBody3DComponent : public RigidBody3D
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{
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friend class Physics3DSystem;
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public:
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inline RigidBody3DComponent(const RigidBody3D::DynamicSettings& settings);
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inline RigidBody3DComponent(const RigidBody3D::StaticSettings& settings);
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RigidBody3DComponent(const RigidBody3DComponent&) = default;
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RigidBody3DComponent(RigidBody3DComponent&&) noexcept = default;
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~RigidBody3DComponent() = default;
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RigidBody3DComponent& operator=(const RigidBody3DComponent&) = default;
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RigidBody3DComponent& operator=(RigidBody3DComponent&&) noexcept = default;
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private:
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inline void Construct(PhysWorld3D& world);
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using Setting = std::variant<RigidBody3D::DynamicSettings, RigidBody3D::StaticSettings>;
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std::unique_ptr<Setting> m_settings;
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};
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}
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#include <Nazara/Physics3D/Components/RigidBody3DComponent.inl>
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#endif // NAZARA_PHYSICS3D_COMPONENTS_RIGIDBODY3DCOMPONENT_HPP
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