Rename ChipmunkPhysics2D and JoltPhysics3D to Physics[2D|3D]
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include/Nazara/Physics3D/RigidBody3D.inl
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include/Nazara/Physics3D/RigidBody3D.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 RigidBody3D::RigidBody3D(PhysWorld3D& world, const DynamicSettings& settings)
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{
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Create(world, settings);
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}
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inline RigidBody3D::RigidBody3D(PhysWorld3D& world, const StaticSettings& settings)
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{
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Create(world, settings);
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}
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inline void RigidBody3D::DisableSimulation()
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{
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return EnableSimulation(false);
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}
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inline void RigidBody3D::DisableSleeping()
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{
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return EnableSleeping(false);
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}
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inline JPH::Body* RigidBody3D::GetBody()
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{
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return m_body;
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}
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inline const JPH::Body* RigidBody3D::GetBody() const
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{
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return m_body;
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}
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inline const std::shared_ptr<Collider3D>& RigidBody3D::GetGeom() const
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{
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return m_geom;
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}
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inline PhysWorld3D& RigidBody3D::GetWorld() const
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{
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return *m_world;
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}
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inline bool RigidBody3D::IsSimulationEnabled() const
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{
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return m_isSimulationEnabled;
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}
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}
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#include <Nazara/Physics3D/DebugOff.hpp>
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