Browse Source

Rename physics2 to physics

Panagiotis Christopoulos Charitos 10 months ago
parent
commit
5aafe4b2d0

+ 1 - 1
AnKi/CMakeLists.txt

@@ -1,5 +1,5 @@
 set(ANKI_SUB_DIRS Importer Core Script Renderer Scene Ui Window Resource Gr Collision Math Util ShaderCompiler
-	Shaders Physics2)
+	Shaders Physics)
 foreach(TMP ${ANKI_SUB_DIRS})
 	add_subdirectory(${TMP})
 endforeach()

+ 4 - 4
AnKi/Core/App.cpp

@@ -23,7 +23,7 @@
 #include <AnKi/Window/Input.h>
 #include <AnKi/Scene/SceneGraph.h>
 #include <AnKi/Resource/ResourceManager.h>
-#include <AnKi/Physics2/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsWorld.h>
 #include <AnKi/Renderer/Renderer.h>
 #include <AnKi/Script/ScriptManager.h>
 #include <AnKi/Resource/ResourceFilesystem.h>
@@ -131,7 +131,7 @@ void App::cleanup()
 	UiManager::freeSingleton();
 	GpuSceneMicroPatcher::freeSingleton();
 	ResourceManager::freeSingleton();
-	v2::PhysicsWorld::freeSingleton();
+	PhysicsWorld::freeSingleton();
 	RebarTransientMemoryPool::freeSingleton();
 	GpuVisibleTransientMemoryPool::freeSingleton();
 	UnifiedGeometryBuffer::freeSingleton();
@@ -293,8 +293,8 @@ Error App::initInternal()
 	//
 	// Physics
 	//
-	v2::PhysicsWorld::allocateSingleton();
-	ANKI_CHECK(v2::PhysicsWorld::getSingleton().init(allocCb, allocCbUserData));
+	PhysicsWorld::allocateSingleton();
+	ANKI_CHECK(PhysicsWorld::getSingleton().init(allocCb, allocCbUserData));
 
 	//
 	// Resources

+ 1 - 1
AnKi/Core/CMakeLists.txt

@@ -36,4 +36,4 @@ elseif(WINDOWS)
 endif()
 
 target_compile_definitions(AnKiCore PRIVATE -DANKI_SOURCE_FILE)
-target_link_libraries(AnKiCore AnKiGr AnKiResource AnKiUi AnKiRenderer AnKiUtil AnKiPhysics2 AnKiScript AnKiWindow ${extra_libs})
+target_link_libraries(AnKiCore AnKiGr AnKiResource AnKiUi AnKiRenderer AnKiUtil AnKiPhysics AnKiScript AnKiWindow ${extra_libs})

+ 5 - 5
AnKi/Physics.h

@@ -5,10 +5,10 @@
 
 #pragma once
 
-#include <AnKi/Physics2/PhysicsWorld.h>
-#include <AnKi/Physics2/PhysicsBody.h>
-#include <AnKi/Physics2/PhysicsCollisionShape.h>
-#include <AnKi/Physics2/PhysicsJoint.h>
-#include <AnKi/Physics2/PhysicsPlayerController.h>
+#include <AnKi/Physics/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsBody.h>
+#include <AnKi/Physics/PhysicsCollisionShape.h>
+#include <AnKi/Physics/PhysicsJoint.h>
+#include <AnKi/Physics/PhysicsPlayerController.h>
 
 /// @defgroup physics Physics subsystem

+ 5 - 0
AnKi/Physics/CMakeLists.txt

@@ -0,0 +1,5 @@
+file(GLOB_RECURSE sources *.cpp)
+file(GLOB_RECURSE headers *.h)
+add_library(AnKiPhysics ${sources} ${headers})
+target_compile_definitions(AnKiPhysics PRIVATE "-DANKI_SOURCE_FILE" "-DJPH_DEBUG_RENDERER")
+target_link_libraries(AnKiPhysics AnKiUtil Jolt)

+ 0 - 2
AnKi/Physics2/Common.h → AnKi/Physics/Common.h

@@ -40,7 +40,6 @@
 #include <Jolt/Core/JobSystemThreadPool.h>
 
 namespace anki {
-namespace v2 {
 
 #define ANKI_PHYS_LOGI(...) ANKI_LOG("PHYS", kNormal, __VA_ARGS__)
 #define ANKI_PHYS_LOGE(...) ANKI_LOG("PHYS", kError, __VA_ARGS__)
@@ -241,5 +240,4 @@ inline Transform toAnKi(const JPH::RMat44& jph)
 	return Transform(m);
 }
 
-} // namespace v2
 } // end namespace anki

+ 2 - 4
AnKi/Physics2/PhysicsBody.cpp → AnKi/Physics/PhysicsBody.cpp

@@ -3,11 +3,10 @@
 // Code licensed under the BSD License.
 // http://www.anki3d.org/LICENSE
 
-#include <AnKi/Physics2/PhysicsBody.h>
-#include <AnKi/Physics2/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsBody.h>
+#include <AnKi/Physics/PhysicsWorld.h>
 
 namespace anki {
-namespace v2 {
 
 PhysicsBody::MyGroupFilter PhysicsBody::m_groupFilter;
 
@@ -194,5 +193,4 @@ void PhysicsBody::setCollisionFilterCallback(PhysicsCollisionFilterCallback* cal
 	m_jphBody->SetCollisionGroup(collisionGroup);
 }
 
-} // namespace v2
 } // namespace anki

+ 1 - 3
AnKi/Physics2/PhysicsBody.h → AnKi/Physics/PhysicsBody.h

@@ -5,11 +5,10 @@
 
 #pragma once
 
-#include <AnKi/Physics2/Common.h>
+#include <AnKi/Physics/Common.h>
 #include <AnKi/Util/ClassWrapper.h>
 
 namespace anki {
-namespace v2 {
 
 /// @addtogroup physics
 /// @{
@@ -140,5 +139,4 @@ private:
 };
 /// @}
 
-} // namespace v2
 } // end namespace anki

+ 1 - 3
AnKi/Physics2/PhysicsCollisionShape.h → AnKi/Physics/PhysicsCollisionShape.h

@@ -5,12 +5,11 @@
 
 #pragma once
 
-#include <AnKi/Physics2/Common.h>
+#include <AnKi/Physics/Common.h>
 #include <AnKi/Util/WeakArray.h>
 #include <AnKi/Util/ClassWrapper.h>
 
 namespace anki {
-namespace v2 {
 
 /// Wrapper on top of JPH collision shapes.
 class PhysicsCollisionShape : public PhysicsObjectBase
@@ -52,5 +51,4 @@ private:
 	}
 };
 
-} // namespace v2
 } // end namespace anki

+ 1 - 3
AnKi/Physics2/PhysicsJoint.h → AnKi/Physics/PhysicsJoint.h

@@ -5,11 +5,10 @@
 
 #pragma once
 
-#include <AnKi/Physics2/Common.h>
+#include <AnKi/Physics/Common.h>
 #include <AnKi/Util/ClassWrapper.h>
 
 namespace anki {
-namespace v2 {
 
 /// @addtogroup physics
 /// @{
@@ -45,5 +44,4 @@ private:
 };
 /// @}
 
-} // namespace v2
 } // end namespace anki

+ 3 - 5
AnKi/Physics2/PhysicsPlayerController.cpp → AnKi/Physics/PhysicsPlayerController.cpp

@@ -3,12 +3,11 @@
 // Code licensed under the BSD License.
 // http://www.anki3d.org/LICENSE
 
-#include <AnKi/Physics2/PhysicsPlayerController.h>
-#include <AnKi/Physics2/PhysicsWorld.h>
-#include <AnKi/Physics2/PhysicsCollisionShape.h>
+#include <AnKi/Physics/PhysicsPlayerController.h>
+#include <AnKi/Physics/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsCollisionShape.h>
 
 namespace anki {
-namespace v2 {
 
 thread_local static StaticTempAllocator<1_MB> g_tempAllocator;
 
@@ -184,5 +183,4 @@ void PhysicsPlayerController::postPhysicsUpdate()
 	}
 }
 
-} // namespace v2
 } // namespace anki

+ 1 - 3
AnKi/Physics2/PhysicsPlayerController.h → AnKi/Physics/PhysicsPlayerController.h

@@ -5,11 +5,10 @@
 
 #pragma once
 
-#include <AnKi/Physics2/Common.h>
+#include <AnKi/Physics/Common.h>
 #include <AnKi/Util/ClassWrapper.h>
 
 namespace anki {
-namespace v2 {
 
 /// @addtogroup physics
 /// @{
@@ -113,5 +112,4 @@ private:
 };
 /// @}
 
-} // namespace v2
 } // end namespace anki

+ 1 - 3
AnKi/Physics2/PhysicsWorld.cpp → AnKi/Physics/PhysicsWorld.cpp

@@ -3,7 +3,7 @@
 // Code licensed under the BSD License.
 // http://www.anki3d.org/LICENSE
 
-#include <AnKi/Physics2/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsWorld.h>
 #include <AnKi/Util/System.h>
 #include <AnKi/Core/StatsSet.h>
 #include <AnKi/Util/HighRezTimer.h>
@@ -13,7 +13,6 @@
 #include <Jolt/ConfigurationString.h>
 
 namespace anki {
-namespace v2 {
 
 static StatCounter g_physicsBodiesCreatedStatVar(StatCategory::kMisc, "Phys bodies created", StatFlag::kZeroEveryFrame);
 static StatCounter g_physicsJointsCreatedStatVar(StatCategory::kMisc, "Phys joints created", StatFlag::kZeroEveryFrame);
@@ -750,5 +749,4 @@ void PhysicsWorld::debugDraw(PhysicsDebugDrawerInterface& interface)
 	m_jphPhysicsSystem->DrawConstraints(&renderer);
 }
 
-} // namespace v2
 } // end namespace anki

+ 5 - 7
AnKi/Physics2/PhysicsWorld.h → AnKi/Physics/PhysicsWorld.h

@@ -5,15 +5,14 @@
 
 #pragma once
 
-#include <AnKi/Physics2/Common.h>
-#include <AnKi/Physics2/PhysicsCollisionShape.h>
-#include <AnKi/Physics2/PhysicsBody.h>
-#include <AnKi/Physics2/PhysicsJoint.h>
-#include <AnKi/Physics2/PhysicsPlayerController.h>
+#include <AnKi/Physics/Common.h>
+#include <AnKi/Physics/PhysicsCollisionShape.h>
+#include <AnKi/Physics/PhysicsBody.h>
+#include <AnKi/Physics/PhysicsJoint.h>
+#include <AnKi/Physics/PhysicsPlayerController.h>
 #include <AnKi/Util/BlockArray.h>
 
 namespace anki {
-namespace v2 {
 
 /// @addtogroup physics
 /// @{
@@ -146,5 +145,4 @@ private:
 };
 /// @}
 
-} // namespace v2
 } // end namespace anki

+ 0 - 5
AnKi/Physics2/CMakeLists.txt

@@ -1,5 +0,0 @@
-file(GLOB_RECURSE sources *.cpp)
-file(GLOB_RECURSE headers *.h)
-add_library(AnKiPhysics2 ${sources} ${headers})
-target_compile_definitions(AnKiPhysics2 PRIVATE "-DANKI_SOURCE_FILE" "-DJPH_DEBUG_RENDERER")
-target_link_libraries(AnKiPhysics2 AnKiUtil Jolt)

+ 3 - 3
AnKi/Renderer/Dbg.cpp

@@ -17,7 +17,7 @@
 #include <AnKi/Util/Tracer.h>
 #include <AnKi/Util/CVarSet.h>
 #include <AnKi/Collision/ConvexHullShape.h>
-#include <AnKi/Physics2/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsWorld.h>
 
 namespace anki {
 
@@ -228,7 +228,7 @@ void Dbg::run(RenderPassWorkContext& rgraphCtx, const RenderingContext& ctx)
 	// Physics
 	if(g_dbgPhysicsCVar)
 	{
-		class MyPhysicsDebugDrawerInterface final : public v2::PhysicsDebugDrawerInterface
+		class MyPhysicsDebugDrawerInterface final : public PhysicsDebugDrawerInterface
 		{
 		public:
 			RendererDynamicArray<HVec4> m_positions;
@@ -251,7 +251,7 @@ void Dbg::run(RenderPassWorkContext& rgraphCtx, const RenderingContext& ctx)
 			}
 		} drawerInterface;
 
-		v2::PhysicsWorld::getSingleton().debugDraw(drawerInterface);
+		PhysicsWorld::getSingleton().debugDraw(drawerInterface);
 
 		const U32 vertCount = drawerInterface.m_positions.getSize();
 		if(vertCount)

+ 1 - 1
AnKi/Resource/CMakeLists.txt

@@ -2,4 +2,4 @@ file(GLOB_RECURSE sources *.cpp)
 file(GLOB_RECURSE headers *.h)
 add_library(AnKiResource ${sources} ${headers})
 target_compile_definitions(AnKiResource PRIVATE -DANKI_SOURCE_FILE)
-target_link_libraries(AnKiResource AnKiCore AnKiGr AnKiPhysics2 AnKiZLib AnKiShaderCompiler)
+target_link_libraries(AnKiResource AnKiCore AnKiGr AnKiPhysics AnKiZLib AnKiShaderCompiler)

+ 4 - 4
AnKi/Resource/CpuMeshResource.cpp

@@ -6,7 +6,7 @@
 #include <AnKi/Resource/CpuMeshResource.h>
 #include <AnKi/Resource/MeshBinaryLoader.h>
 #include <AnKi/Resource/ResourceManager.h>
-#include <AnKi/Physics2/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsWorld.h>
 
 namespace anki {
 
@@ -23,7 +23,7 @@ Error CpuMeshResource::load(const ResourceFilename& filename, [[maybe_unused]] B
 	return Error::kNone;
 }
 
-const v2::PhysicsCollisionShapePtr& CpuMeshResource::getOrCreateCollisionShape(Bool isStatic, U32 lod) const
+const PhysicsCollisionShapePtr& CpuMeshResource::getOrCreateCollisionShape(Bool isStatic, U32 lod) const
 {
 	lod = min<U32>(lod, m_maxLod);
 	ANKI_ASSERT(lod == m_maxLod && "Not supported ATM");
@@ -39,11 +39,11 @@ const v2::PhysicsCollisionShapePtr& CpuMeshResource::getOrCreateCollisionShape(B
 				ANKI_RESOURCE_LOGE("Requesting a non-static non-convex collision shape is not supported. Will create a convex hull instead");
 			}
 
-			m_collisionShape = v2::PhysicsWorld::getSingleton().newConvexHullShape(m_positionsMaxLod);
+			m_collisionShape = PhysicsWorld::getSingleton().newConvexHullShape(m_positionsMaxLod);
 		}
 		else
 		{
-			m_collisionShape = v2::PhysicsWorld::getSingleton().newStaticMeshShape(m_positionsMaxLod, m_indicesMaxLod);
+			m_collisionShape = PhysicsWorld::getSingleton().newStaticMeshShape(m_positionsMaxLod, m_indicesMaxLod);
 		}
 	}
 

+ 3 - 3
AnKi/Resource/CpuMeshResource.h

@@ -8,7 +8,7 @@
 #include <AnKi/Resource/ResourceObject.h>
 #include <AnKi/Math.h>
 #include <AnKi/Util/WeakArray.h>
-#include <AnKi/Physics2/PhysicsCollisionShape.h>
+#include <AnKi/Physics/PhysicsCollisionShape.h>
 
 namespace anki {
 
@@ -27,13 +27,13 @@ public:
 	/// Load from a mesh file
 	Error load(const ResourceFilename& filename, Bool async);
 
-	const v2::PhysicsCollisionShapePtr& getOrCreateCollisionShape(Bool isStatic, U32 lod = kMaxLodCount - 1) const;
+	const PhysicsCollisionShapePtr& getOrCreateCollisionShape(Bool isStatic, U32 lod = kMaxLodCount - 1) const;
 
 private:
 	ResourceDynamicArray<Vec3> m_positionsMaxLod;
 	ResourceDynamicArray<U32> m_indicesMaxLod;
 
-	mutable v2::PhysicsCollisionShapePtr m_collisionShape;
+	mutable PhysicsCollisionShapePtr m_collisionShape;
 	mutable SpinLock m_shapeMtx;
 
 	Bool m_isConvex = false;

+ 4 - 4
AnKi/Resource/MeshResource.cpp

@@ -10,7 +10,7 @@
 #include <AnKi/Util/Functions.h>
 #include <AnKi/Util/Filesystem.h>
 #include <AnKi/Core/App.h>
-#include <AnKi/Physics2/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsWorld.h>
 
 namespace anki {
 
@@ -438,7 +438,7 @@ Error MeshResource::loadAsync(MeshBinaryLoader& loader) const
 	return Error::kNone;
 }
 
-Error MeshResource::getOrCreateCollisionShape(Bool wantStatic, U32 lod, v2::PhysicsCollisionShapePtr& out) const
+Error MeshResource::getOrCreateCollisionShape(Bool wantStatic, U32 lod, PhysicsCollisionShapePtr& out) const
 {
 	lod = min<U32>(lod, getLodCount() - 1);
 
@@ -464,11 +464,11 @@ Error MeshResource::getOrCreateCollisionShape(Bool wantStatic, U32 lod, v2::Phys
 
 		if(isConvex)
 		{
-			l.m_collisionShapes[isConvex] = v2::PhysicsWorld::getSingleton().newConvexHullShape(positions);
+			l.m_collisionShapes[isConvex] = PhysicsWorld::getSingleton().newConvexHullShape(positions);
 		}
 		else
 		{
-			l.m_collisionShapes[isConvex] = v2::PhysicsWorld::getSingleton().newStaticMeshShape(positions, indices);
+			l.m_collisionShapes[isConvex] = PhysicsWorld::getSingleton().newStaticMeshShape(positions, indices);
 		}
 	}
 

+ 3 - 3
AnKi/Resource/MeshResource.h

@@ -11,7 +11,7 @@
 #include <AnKi/Collision/Aabb.h>
 #include <AnKi/Shaders/Include/MeshTypes.h>
 #include <AnKi/Core/GpuMemory/UnifiedGeometryBuffer.h>
-#include <AnKi/Physics2/PhysicsCollisionShape.h>
+#include <AnKi/Physics/PhysicsCollisionShape.h>
 
 namespace anki {
 
@@ -106,7 +106,7 @@ public:
 		return m_positionsTranslation;
 	}
 
-	Error getOrCreateCollisionShape(Bool wantStatic, U32 lod, v2::PhysicsCollisionShapePtr& out) const;
+	Error getOrCreateCollisionShape(Bool wantStatic, U32 lod, PhysicsCollisionShapePtr& out) const;
 
 private:
 	class LoadTask;
@@ -122,7 +122,7 @@ private:
 		UnifiedGeometryBufferAllocation m_meshletBoundingVolumes;
 		UnifiedGeometryBufferAllocation m_meshletGeometryDescriptors;
 
-		mutable Array<v2::PhysicsCollisionShapePtr, 2> m_collisionShapes;
+		mutable Array<PhysicsCollisionShapePtr, 2> m_collisionShapes;
 		mutable SpinLock m_collisionShapeMtx;
 
 		U32 m_indexCount = 0;

+ 1 - 1
AnKi/Scene/CMakeLists.txt

@@ -2,4 +2,4 @@ file(GLOB_RECURSE sources *.cpp)
 file(GLOB_RECURSE headers *.h)
 add_library(AnKiScene ${sources} ${headers})
 target_compile_definitions(AnKiScene PRIVATE -DANKI_SOURCE_FILE)
-target_link_libraries(AnKiScene AnKiResource AnKiScript AnKiCollision AnKiPhysics2)
+target_link_libraries(AnKiScene AnKiResource AnKiScript AnKiCollision AnKiPhysics)

+ 7 - 7
AnKi/Scene/Components/BodyComponent.cpp

@@ -9,7 +9,7 @@
 #include <AnKi/Scene/SceneGraph.h>
 #include <AnKi/Resource/CpuMeshResource.h>
 #include <AnKi/Resource/ResourceManager.h>
-#include <AnKi/Physics2/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsWorld.h>
 #include <AnKi/Resource/ModelResource.h>
 
 namespace anki {
@@ -49,17 +49,17 @@ Error BodyComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
 	{
 		updated = true;
 
-		v2::PhysicsBodyInitInfo init;
+		PhysicsBodyInitInfo init;
 		init.m_mass = m_mass;
 		init.m_transform = (m_teleported) ? m_teleportTrf : m_node->getWorldTransform();
 
 		if(m_mass == 0.0f)
 		{
-			init.m_layer = v2::PhysicsLayer::kStatic;
+			init.m_layer = PhysicsLayer::kStatic;
 		}
 		else
 		{
-			init.m_layer = v2::PhysicsLayer::kMoving;
+			init.m_layer = PhysicsLayer::kMoving;
 		}
 
 		if(m_shapeType == BodyComponentCollisionShapeType::kFromModelComponent)
@@ -71,17 +71,17 @@ Error BodyComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
 		}
 		else if(m_shapeType == BodyComponentCollisionShapeType::kAabb)
 		{
-			m_collisionShape = v2::PhysicsWorld::getSingleton().newBoxCollisionShape(m_box.m_extend);
+			m_collisionShape = PhysicsWorld::getSingleton().newBoxCollisionShape(m_box.m_extend);
 		}
 		else
 		{
 			ANKI_ASSERT(m_shapeType == BodyComponentCollisionShapeType::kSphere);
-			m_collisionShape = v2::PhysicsWorld::getSingleton().newSphereCollisionShape(m_sphere.m_radius);
+			m_collisionShape = PhysicsWorld::getSingleton().newSphereCollisionShape(m_sphere.m_radius);
 		}
 
 		init.m_shape = m_collisionShape.get();
 
-		m_body = v2::PhysicsWorld::getSingleton().newPhysicsBody(init);
+		m_body = PhysicsWorld::getSingleton().newPhysicsBody(init);
 		m_body->setUserData(this);
 
 		m_teleported = false; // Cancel teleportation since the body was re-created

+ 4 - 4
AnKi/Scene/Components/BodyComponent.h

@@ -6,7 +6,7 @@
 #pragma once
 
 #include <AnKi/Scene/Components/SceneComponent.h>
-#include <AnKi/Physics2/PhysicsBody.h>
+#include <AnKi/Physics/PhysicsBody.h>
 #include <AnKi/Resource/Forward.h>
 
 namespace anki {
@@ -91,7 +91,7 @@ public:
 		return m_mass;
 	}
 
-	const v2::PhysicsBodyPtr& getPhysicsBody() const
+	const PhysicsBodyPtr& getPhysicsBody() const
 	{
 		return m_body;
 	}
@@ -111,9 +111,9 @@ public:
 
 private:
 	SceneNode* m_node = nullptr;
-	v2::PhysicsBodyPtr m_body;
+	PhysicsBodyPtr m_body;
 
-	v2::PhysicsCollisionShapePtr m_collisionShape;
+	PhysicsCollisionShapePtr m_collisionShape;
 
 	class
 	{

+ 5 - 5
AnKi/Scene/Components/JointComponent.cpp

@@ -5,7 +5,7 @@
 #include <AnKi/Scene/Components/JointComponent.h>
 #include <AnKi/Scene/Components/BodyComponent.h>
 #include <AnKi/Scene/SceneGraph.h>
-#include <AnKi/Physics2/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsWorld.h>
 
 namespace anki {
 
@@ -29,8 +29,8 @@ Error JointComponent::update([[maybe_unused]] SceneComponentUpdateInfo& info, Bo
 	BodyComponent* bodyc1 = (parent) ? parent->tryGetFirstComponentOfType<BodyComponent>() : nullptr;
 	BodyComponent* bodyc2 = (child) ? child->tryGetFirstComponentOfType<BodyComponent>() : nullptr;
 
-	v2::PhysicsBody* body1 = (bodyc1) ? bodyc1->getPhysicsBody().tryGet() : nullptr;
-	v2::PhysicsBody* body2 = (bodyc2) ? bodyc2->getPhysicsBody().tryGet() : nullptr;
+	PhysicsBody* body1 = (bodyc1) ? bodyc1->getPhysicsBody().tryGet() : nullptr;
+	PhysicsBody* body2 = (bodyc2) ? bodyc2->getPhysicsBody().tryGet() : nullptr;
 
 	if(!body1 || !body2 || m_type == JointType::kCount)
 	{
@@ -57,10 +57,10 @@ Error JointComponent::update([[maybe_unused]] SceneComponentUpdateInfo& info, Bo
 		switch(m_type)
 		{
 		case JointType::kPoint:
-			m_joint = v2::PhysicsWorld::getSingleton().newPointJoint(body1, body2, node.getWorldTransform().getOrigin().xyz());
+			m_joint = PhysicsWorld::getSingleton().newPointJoint(body1, body2, node.getWorldTransform().getOrigin().xyz());
 			break;
 		case JointType::kHinge:
-			m_joint = v2::PhysicsWorld::getSingleton().newHingeJoint(body1, body2, node.getWorldTransform());
+			m_joint = PhysicsWorld::getSingleton().newHingeJoint(body1, body2, node.getWorldTransform());
 			break;
 		default:
 			ANKI_ASSERT(0);

+ 2 - 2
AnKi/Scene/Components/JointComponent.h

@@ -6,7 +6,7 @@
 #pragma once
 
 #include <AnKi/Scene/Components/SceneComponent.h>
-#include <AnKi/Physics2/PhysicsJoint.h>
+#include <AnKi/Physics/PhysicsJoint.h>
 
 namespace anki {
 
@@ -39,7 +39,7 @@ public:
 	}
 
 private:
-	v2::PhysicsJointPtr m_joint;
+	PhysicsJointPtr m_joint;
 
 	U32 m_parentNodeUuid = 0;
 	U32 m_childNodeUuid = 0;

+ 9 - 10
AnKi/Scene/Components/ParticleEmitterComponent.cpp

@@ -9,9 +9,9 @@
 #include <AnKi/Scene/Components/MoveComponent.h>
 #include <AnKi/Resource/ParticleEmitterResource.h>
 #include <AnKi/Resource/ResourceManager.h>
-#include <AnKi/Physics2/PhysicsBody.h>
-#include <AnKi/Physics2/PhysicsCollisionShape.h>
-#include <AnKi/Physics2/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsBody.h>
+#include <AnKi/Physics/PhysicsCollisionShape.h>
+#include <AnKi/Physics/PhysicsWorld.h>
 #include <AnKi/Math.h>
 #include <AnKi/Shaders/Include/GpuSceneFunctions.h>
 #include <AnKi/Core/GpuMemory/RebarTransientMemoryPool.h>
@@ -127,11 +127,11 @@ public:
 class ParticleEmitterComponent::PhysicsParticle : public ParticleEmitterComponent::ParticleBase
 {
 public:
-	v2::PhysicsBodyPtr m_body;
+	PhysicsBodyPtr m_body;
 
-	PhysicsParticle(const v2::PhysicsBodyInitInfo& init, ParticleEmitterComponent* component)
+	PhysicsParticle(const PhysicsBodyInitInfo& init, ParticleEmitterComponent* component)
 	{
-		m_body = v2::PhysicsWorld::getSingleton().newPhysicsBody(init);
+		m_body = PhysicsWorld::getSingleton().newPhysicsBody(init);
 		m_body->setUserData(component);
 		m_body->activate(false);
 	}
@@ -280,11 +280,10 @@ void ParticleEmitterComponent::loadParticleEmitterResource(CString filename)
 	m_simulationType = (m_props.m_usePhysicsEngine) ? SimulationType::kPhysicsEngine : SimulationType::kSimple;
 	if(m_simulationType == SimulationType::kPhysicsEngine)
 	{
-		v2::PhysicsCollisionShapePtr collisionShape =
-			v2::PhysicsWorld::getSingleton().newSphereCollisionShape(m_props.m_particle.m_minInitialSize / 2.0f);
+		PhysicsCollisionShapePtr collisionShape = PhysicsWorld::getSingleton().newSphereCollisionShape(m_props.m_particle.m_minInitialSize / 2.0f);
 
-		v2::PhysicsBodyInitInfo binit;
-		binit.m_layer = v2::PhysicsLayer::kDebris;
+		PhysicsBodyInitInfo binit;
+		binit.m_layer = PhysicsLayer::kDebris;
 		binit.m_shape = collisionShape.get();
 
 		m_physicsParticles.resizeStorage(m_props.m_maxNumOfParticles);

+ 3 - 3
AnKi/Scene/Components/PlayerControllerComponent.cpp

@@ -6,16 +6,16 @@
 #include <AnKi/Scene/Components/PlayerControllerComponent.h>
 #include <AnKi/Scene/SceneNode.h>
 #include <AnKi/Scene/SceneGraph.h>
-#include <AnKi/Physics2/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsWorld.h>
 
 namespace anki {
 
 PlayerControllerComponent::PlayerControllerComponent(SceneNode* node)
 	: SceneComponent(node, kClassType)
 {
-	v2::PhysicsPlayerControllerInitInfo init;
+	PhysicsPlayerControllerInitInfo init;
 	init.m_initialPosition = node->getWorldTransform().getOrigin().xyz();
-	m_player = v2::PhysicsWorld::getSingleton().newPlayerController(init);
+	m_player = PhysicsWorld::getSingleton().newPlayerController(init);
 	m_player->setUserData(this);
 
 	node->setIgnoreParentTransform(true);

+ 3 - 3
AnKi/Scene/Components/PlayerControllerComponent.h

@@ -6,7 +6,7 @@
 #pragma once
 
 #include <AnKi/Scene/Components/SceneComponent.h>
-#include <AnKi/Physics2/PhysicsPlayerController.h>
+#include <AnKi/Physics/PhysicsPlayerController.h>
 
 namespace anki {
 
@@ -31,13 +31,13 @@ public:
 		m_player->moveToPosition(pos);
 	}
 
-	v2::PhysicsPlayerController& getPhysicsPlayerController()
+	PhysicsPlayerController& getPhysicsPlayerController()
 	{
 		return *m_player;
 	}
 
 private:
-	v2::PhysicsPlayerControllerPtr m_player;
+	PhysicsPlayerControllerPtr m_player;
 	U32 m_positionVersion = kMaxU32;
 
 	Error update(SceneComponentUpdateInfo& info, Bool& updated) override;

+ 13 - 13
AnKi/Scene/Components/TriggerComponent.cpp

@@ -7,16 +7,16 @@
 #include <AnKi/Scene/Components/BodyComponent.h>
 #include <AnKi/Scene/SceneNode.h>
 #include <AnKi/Scene/SceneGraph.h>
-#include <AnKi/Physics2/PhysicsCollisionShape.h>
-#include <AnKi/Physics2/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsCollisionShape.h>
+#include <AnKi/Physics/PhysicsWorld.h>
 
 namespace anki {
 
 /// The callbacks execute before the TriggerComponent::update
-class TriggerComponent::MyPhysicsTriggerCallbacks final : public v2::PhysicsTriggerCallbacks
+class TriggerComponent::MyPhysicsTriggerCallbacks final : public PhysicsTriggerCallbacks
 {
 public:
-	void onTriggerEnter(const v2::PhysicsBody& trigger, const v2::PhysicsObjectBase& obj) override
+	void onTriggerEnter(const PhysicsBody& trigger, const PhysicsObjectBase& obj) override
 	{
 		TriggerComponent& triggerc = *reinterpret_cast<TriggerComponent*>(trigger.getUserData());
 		ANKI_ASSERT(triggerc.getType() == TriggerComponent::kClassType);
@@ -27,16 +27,16 @@ public:
 			triggerc.m_resetEnter = false;
 		}
 
-		if(obj.getType() == v2::PhysicsObjectType::kBody)
+		if(obj.getType() == PhysicsObjectType::kBody)
 		{
-			const v2::PhysicsBody& body = static_cast<const v2::PhysicsBody&>(obj);
+			const PhysicsBody& body = static_cast<const PhysicsBody&>(obj);
 			BodyComponent& bodyc = *reinterpret_cast<BodyComponent*>(body.getUserData());
 			ANKI_ASSERT(bodyc.getType() == BodyComponent::kClassType);
 			triggerc.m_bodiesEnter.emplaceBack(&bodyc.getSceneNode());
 		}
 	}
 
-	void onTriggerExit(const v2::PhysicsBody& trigger, const v2::PhysicsObjectBase& obj) override
+	void onTriggerExit(const PhysicsBody& trigger, const PhysicsObjectBase& obj) override
 	{
 		TriggerComponent& triggerc = *reinterpret_cast<TriggerComponent*>(trigger.getUserData());
 		ANKI_ASSERT(triggerc.getType() == TriggerComponent::kClassType);
@@ -47,9 +47,9 @@ public:
 			triggerc.m_resetExit = false;
 		}
 
-		if(obj.getType() == v2::PhysicsObjectType::kBody)
+		if(obj.getType() == PhysicsObjectType::kBody)
 		{
-			const v2::PhysicsBody& body = static_cast<const v2::PhysicsBody&>(obj);
+			const PhysicsBody& body = static_cast<const PhysicsBody&>(obj);
 			BodyComponent& bodyc = *reinterpret_cast<BodyComponent*>(body.getUserData());
 			ANKI_ASSERT(bodyc.getType() == BodyComponent::kClassType);
 			triggerc.m_bodiesExit.emplaceBack(&bodyc.getSceneNode());
@@ -72,15 +72,15 @@ TriggerComponent::~TriggerComponent()
 void TriggerComponent::setSphereVolumeRadius(F32 radius)
 {
 	// Need to re-create it
-	m_shape = v2::PhysicsWorld::getSingleton().newSphereCollisionShape(radius);
+	m_shape = PhysicsWorld::getSingleton().newSphereCollisionShape(radius);
 
-	v2::PhysicsBodyInitInfo init;
+	PhysicsBodyInitInfo init;
 	init.m_isTrigger = true;
 	init.m_shape = m_shape.get();
 	init.m_transform = m_node->getWorldTransform();
-	init.m_layer = v2::PhysicsLayer::kTrigger;
+	init.m_layer = PhysicsLayer::kTrigger;
 
-	m_trigger = v2::PhysicsWorld::getSingleton().newPhysicsBody(init);
+	m_trigger = PhysicsWorld::getSingleton().newPhysicsBody(init);
 	m_trigger->setUserData(this);
 	m_trigger->setPhysicsTriggerCallbacks(&m_callbacks);
 	m_trigger->setTransform(m_node->getWorldTransform());

+ 3 - 3
AnKi/Scene/Components/TriggerComponent.h

@@ -6,7 +6,7 @@
 #pragma once
 
 #include <AnKi/Scene/Components/SceneComponent.h>
-#include <AnKi/Physics2/PhysicsBody.h>
+#include <AnKi/Physics/PhysicsBody.h>
 
 namespace anki {
 
@@ -40,8 +40,8 @@ private:
 
 	SceneNode* m_node;
 
-	v2::PhysicsCollisionShapePtr m_shape;
-	v2::PhysicsBodyPtr m_trigger;
+	PhysicsCollisionShapePtr m_shape;
+	PhysicsBodyPtr m_trigger;
 
 	SceneDynamicArray<SceneNode*> m_bodiesEnter;
 	SceneDynamicArray<SceneNode*> m_bodiesExit;

+ 2 - 2
AnKi/Scene/SceneGraph.cpp

@@ -5,7 +5,7 @@
 
 #include <AnKi/Scene/SceneGraph.h>
 #include <AnKi/Scene/RenderStateBucket.h>
-#include <AnKi/Physics2/PhysicsWorld.h>
+#include <AnKi/Physics/PhysicsWorld.h>
 #include <AnKi/Resource/ResourceManager.h>
 #include <AnKi/Util/CVarSet.h>
 #include <AnKi/Core/StatsSet.h>
@@ -205,7 +205,7 @@ Error SceneGraph::update(Second prevUpdateTime, Second crntTime)
 
 	// Update
 	{
-		v2::PhysicsWorld::getSingleton().update(crntTime - prevUpdateTime);
+		PhysicsWorld::getSingleton().update(crntTime - prevUpdateTime);
 	}
 
 	{

+ 2 - 2
Samples/PhysicsPlayground/Main.cpp

@@ -382,8 +382,8 @@ Error MyApp::userMainLoop(Bool& quit, [[maybe_unused]] Second elapsedTime)
 		Vec3 from = camTrf.getOrigin().xyz();
 		Vec3 to = from + -camTrf.getRotation().getZAxis() * 100.0f;
 
-		v2::RayHitResult result;
-		const Bool hit = v2::PhysicsWorld::getSingleton().castRayClosestHit(from, to, v2::PhysicsLayerBit::kStatic, result);
+		RayHitResult result;
+		const Bool hit = PhysicsWorld::getSingleton().castRayClosestHit(from, to, PhysicsLayerBit::kStatic, result);
 
 		if(hit)
 		{