* Update * Add: [Get/Set]AngularDaming for standardization * Fix: Name error * Add: [Get/Set][AngularDamping/MomentOfInertia] in PhysicsComponent2D * Forgot in last commit * Add: param coordSys in [PhysicsComponent2D/RigidBody2D]::SetMassCenter * Add: Some forgotten inline * Fix little error * Fix: Indentation before case * Move and Change GetCenterOfGravity * Rename m_world into m_physWorld * Rename GetWorld int GetPhysWorld * Update: PhysicsSystem2D became an interface of PhysWorld2D * Update Collison/PhysicsComponent because GetWorld was renamed * Update tests * Update: Make the interface usable with Entity instead of PhysicsComponent * Update: Make GetPhysWorld private * Update PhysicsSystem2D.hpp * Update: indent * Remove: useless blank line * update order(?) * Update PhysicsSystem2D.hpp * Add calls to GetPhysWorld to attempt a nullptr value * update include * little fix * add some missing inline * Fix * Make all component inherits of HandledObject * fix: compilation error * Add Handle alias for all Components * forgot in last commit
37 lines
958 B
C++
37 lines
958 B
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 Prerequisites.hpp
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#pragma once
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#ifndef NDK_SERVER
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#ifndef NDK_COMPONENTS_LIGHTCOMPONENT_HPP
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#define NDK_COMPONENTS_LIGHTCOMPONENT_HPP
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#include <Nazara/Graphics/Light.hpp>
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#include <NDK/Component.hpp>
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namespace Ndk
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{
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class LightComponent;
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using LightComponentHandle = Nz::ObjectHandle<LightComponent>;
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class NDK_API LightComponent : public Component<LightComponent>, public Nz::Light
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{
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public:
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inline LightComponent(Nz::LightType lightType = Nz::LightType_Point);
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LightComponent(const LightComponent& light) = default;
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~LightComponent() = default;
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LightComponent& operator=(const LightComponent& light) = default;
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static ComponentIndex componentIndex;
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};
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}
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#include <NDK/Components/LightComponent.inl>
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#endif // NDK_COMPONENTS_LIGHTCOMPONENT_HPP
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#endif // NDK_SERVER
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