* Rename all Constraint by [name]Constraint3D * Create Refs and Libraries for Constraint2D * Remove ref to PhysWorld in Constraints ctors * Update Constraint2d ctor to have RigiBodies first * Add New static function for all constraints and fix an oopsie * Add Contraint Library and remove all library useless aliases * Add ConstraintComponent2D * remove useless definition of Constraint2D library * Fix : getting the world of the constraint before having created it * Make the GetStaticBody function return a ref * Remove : Useless AddJoint Fonction and Update CreateJoint function * Update PhysicsSystem3D because GetStaticBody return now a ref * Oops * Having done something with the 3D and i was needing 2D * Add ConstraintComponent as friend of Collision and PhysicsComponent * Update all the Get[Static/Rigid]Body function so they return a pointer * fix the bugs caused by the commit before * update : CreateConstraint lambda for the nullptr case * remove the useless use of const pointer * Update : CreateConstraint function * Update ChangeLog.md
55 lines
1.5 KiB
C++
55 lines
1.5 KiB
C++
// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#pragma once
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#ifndef NDK_COMPONENTS_COLLISIONCOMPONENT2D_HPP
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#define NDK_COMPONENTS_COLLISIONCOMPONENT2D_HPP
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#include <Nazara/Physics2D/Collider2D.hpp>
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#include <Nazara/Physics2D/RigidBody2D.hpp>
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#include <NDK/Component.hpp>
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#include <memory>
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namespace Ndk
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{
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class NDK_API CollisionComponent2D : public Component<CollisionComponent2D>
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{
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friend class PhysicsSystem2D;
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friend class ConstraintComponent2D;
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public:
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CollisionComponent2D(Nz::Collider2DRef geom = Nz::Collider2DRef());
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CollisionComponent2D(const CollisionComponent2D& collision);
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~CollisionComponent2D() = default;
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Nz::Rectf GetAABB() const;
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const Nz::Collider2DRef& GetGeom() const;
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void SetGeom(Nz::Collider2DRef geom);
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CollisionComponent2D& operator=(Nz::Collider2DRef geom);
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CollisionComponent2D& operator=(CollisionComponent2D&& collision) = default;
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static ComponentIndex componentIndex;
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private:
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void InitializeStaticBody();
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Nz::RigidBody2D* GetStaticBody();
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void OnAttached() override;
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void OnComponentAttached(BaseComponent& component) override;
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void OnComponentDetached(BaseComponent& component) override;
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void OnDetached() override;
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std::unique_ptr<Nz::RigidBody2D> m_staticBody;
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Nz::Collider2DRef m_geom;
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bool m_bodyUpdated;
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};
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}
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#include <NDK/Components/CollisionComponent2D.inl>
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#endif // NDK_COMPONENTS_COLLISIONCOMPONENT2D_HPP
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