Rename ChipmunkPhysics2D and JoltPhysics3D to Physics[2D|3D]
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39
include/Nazara/Physics3D/PhysWorld3D.inl
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39
include/Nazara/Physics3D/PhysWorld3D.inl
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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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#include <Nazara/Physics3D/Debug.hpp>
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namespace Nz
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{
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inline bool PhysWorld3D::IsBodyActive(UInt32 bodyIndex) const
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{
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UInt32 blockIndex = bodyIndex / 64;
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UInt32 localIndex = bodyIndex % 64;
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return m_activeBodies[blockIndex] & (UInt64(1u) << localIndex);
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}
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inline bool PhysWorld3D::IsBodyRegistered(UInt32 bodyIndex) const
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{
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UInt32 blockIndex = bodyIndex / 64;
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UInt32 localIndex = bodyIndex % 64;
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return m_registeredBodies[blockIndex] & (UInt64(1u) << localIndex);
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}
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inline void PhysWorld3D::RegisterStepListener(Physiscs3DStepListener* stepListener)
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{
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auto it = std::lower_bound(m_stepListeners.begin(), m_stepListeners.end(), stepListener);
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m_stepListeners.insert(it, stepListener);
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}
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inline void PhysWorld3D::UnregisterStepListener(Physiscs3DStepListener* stepListener)
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{
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auto it = std::lower_bound(m_stepListeners.begin(), m_stepListeners.end(), stepListener);
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assert(*it == stepListener);
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m_stepListeners.erase(it);
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}
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}
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#include <Nazara/Physics3D/DebugOff.hpp>
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