Physics2D: Add BoxCollider2D class
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@@ -10,6 +10,37 @@
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namespace Nz
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{
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Collider2D::~Collider2D() = default;
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/******************************** BoxCollider2D *********************************/
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BoxCollider2D::BoxCollider2D(const Vector2f& size, float radius) :
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BoxCollider2D(Rectf(-size.x / 2.f, -size.y / 2.f, size.x / 2.f, size.y / 2.f), radius)
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{
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}
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BoxCollider2D::BoxCollider2D(const Rectf& rect, float radius) :
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m_rect(rect),
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m_radius(radius)
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{
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}
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float BoxCollider2D::ComputeInertialMatrix(float mass) const
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{
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return static_cast<float>(cpMomentForBox2(mass, cpBBNew(m_rect.x, m_rect.y + m_rect.height, m_rect.x + m_rect.width, m_rect.y)));
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}
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ColliderType2D BoxCollider2D::GetType() const
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{
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return ColliderType2D_Box;
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}
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std::vector<cpShape*> BoxCollider2D::CreateShapes(RigidBody2D* body) const
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{
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std::vector<cpShape*> shapes;
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shapes.push_back(cpBoxShapeNew2(body->GetHandle(), cpBBNew(m_rect.x, m_rect.y + m_rect.height, m_rect.x + m_rect.width, m_rect.y), m_radius));
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return shapes;
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}
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/******************************** CircleCollider2D *********************************/
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@@ -21,7 +52,7 @@ namespace Nz
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float CircleCollider2D::ComputeInertialMatrix(float mass) const
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{
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return cpMomentForCircle(mass, 0.f, m_radius, cpv(m_offset.x, m_offset.y));
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return static_cast<float>(cpMomentForCircle(mass, 0.f, m_radius, cpv(m_offset.x, m_offset.y)));
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}
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ColliderType2D CircleCollider2D::GetType() const
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