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Fixed Ninja Snow Wars Objects xml to use Is Trigger.

Updated Physic Events to use P_TRIGGER instead of P_PHANTOM this will require a change in anything using the old Phantom event code in client applications.
Alex Parlett 11 years ago
parent
commit
d274e71dd7

+ 1 - 1
Bin/Data/Objects/Ninja.xml

@@ -45,7 +45,7 @@
 		<attribute name="Collision Event Mode" value="Always" />
 		<attribute name="Use Gravity" value="true" />
 		<attribute name="Is Kinematic" value="false" />
-		<attribute name="Is Phantom" value="false" />
+		<attribute name="Is Trigger" value="false" />
 	</component>
 	<node id="3">
 		<attribute name="Name" value="" />

+ 1 - 1
Bin/Data/Objects/Potion.xml

@@ -60,6 +60,6 @@
 		<attribute name="Collision Event Mode" value="When Active" />
 		<attribute name="Use Gravity" value="true" />
 		<attribute name="Is Kinematic" value="false" />
-		<attribute name="Is Phantom" value="false" />
+		<attribute name="Is Trigger" value="false" />
 	</component>
 </node>

+ 1 - 1
Bin/Data/Objects/SnowBall.xml

@@ -62,6 +62,6 @@
 		<attribute name="Collision Event Mode" value="When Active" />
 		<attribute name="Use Gravity" value="true" />
 		<attribute name="Is Kinematic" value="false" />
-		<attribute name="Is Phantom" value="false" />
+		<attribute name="Is Trigger" value="false" />
 	</component>
 </node>

+ 1 - 1
Bin/Data/Objects/SnowCrate.xml

@@ -60,6 +60,6 @@
 		<attribute name="Collision Event Mode" value="When Active" />
 		<attribute name="Use Gravity" value="true" />
 		<attribute name="Is Kinematic" value="false" />
-		<attribute name="Is Phantom" value="false" />
+		<attribute name="Is Trigger" value="false" />
 	</component>
 </node>

+ 1 - 1
Docs/AngelScriptAPI.h

@@ -6270,7 +6270,7 @@ float mass;
 Node node;
 /* readonly */
 uint numAttributes;
-bool phantom;
+bool trigger;
 Vector3 position;
 /* readonly */
 int refs;

+ 6 - 6
Source/Engine/Physics/PhysicsEvents.h

@@ -49,7 +49,7 @@ EVENT(E_PHYSICSCOLLISIONSTART, PhysicsCollisionStart)
     PARAM(P_NODEB, NodeB);                  // Node pointer
     PARAM(P_BODYA, BodyA);                  // RigidBody pointer
     PARAM(P_BODYB, BodyB);                  // RigidBody pointer
-    PARAM(P_PHANTOM, Phantom);              // bool
+    PARAM(P_TRIGGER, Trigger);              // bool
     PARAM(P_CONTACTS, Contacts);            // Buffer containing position (Vector3), normal (Vector3), distance (float), impulse (float) for each contact
 }
 
@@ -61,7 +61,7 @@ EVENT(E_PHYSICSCOLLISION, PhysicsCollision)
     PARAM(P_NODEB, NodeB);                  // Node pointer
     PARAM(P_BODYA, BodyA);                  // RigidBody pointer
     PARAM(P_BODYB, BodyB);                  // RigidBody pointer
-    PARAM(P_PHANTOM, Phantom);              // bool
+    PARAM(P_TRIGGER, Trigger);              // bool
     PARAM(P_CONTACTS, Contacts);            // Buffer containing position (Vector3), normal (Vector3), distance (float), impulse (float) for each contact
 }
 
@@ -73,7 +73,7 @@ EVENT(E_PHYSICSCOLLISIONEND, PhysicsCollisionEnd)
     PARAM(P_NODEB, NodeB);                  // Node pointer
     PARAM(P_BODYA, BodyA);                  // RigidBody pointer
     PARAM(P_BODYB, BodyB);                  // RigidBody pointer
-    PARAM(P_PHANTOM, Phantom);              // bool
+    PARAM(P_TRIGGER, Trigger);              // bool
 }
 
 /// Physics collision started (sent to the participating scene nodes.)
@@ -82,7 +82,7 @@ EVENT(E_NODECOLLISIONSTART, NodeCollisionStart)
     PARAM(P_BODY, Body);                    // RigidBody pointer
     PARAM(P_OTHERNODE, OtherNode);          // Node pointer
     PARAM(P_OTHERBODY, OtherBody);          // RigidBody pointer
-    PARAM(P_PHANTOM, Phantom);              // bool
+    PARAM(P_TRIGGER, Trigger);              // bool
     PARAM(P_CONTACTS, Contacts);            // Buffer containing position (Vector3), normal (Vector3), distance (float), impulse (float) for each contact
 }
 
@@ -92,7 +92,7 @@ EVENT(E_NODECOLLISION, NodeCollision)
     PARAM(P_BODY, Body);                    // RigidBody pointer
     PARAM(P_OTHERNODE, OtherNode);          // Node pointer
     PARAM(P_OTHERBODY, OtherBody);          // RigidBody pointer
-    PARAM(P_PHANTOM, Phantom);              // bool
+    PARAM(P_TRIGGER, Trigger);              // bool
     PARAM(P_CONTACTS, Contacts);            // Buffer containing position (Vector3), normal (Vector3), distance (float), impulse (float) for each contact
 }
 
@@ -102,7 +102,7 @@ EVENT(E_NODECOLLISIONEND, NodeCollisionEnd)
     PARAM(P_BODY, Body);                    // RigidBody pointer
     PARAM(P_OTHERNODE, OtherNode);          // Node pointer
     PARAM(P_OTHERBODY, OtherBody);          // RigidBody pointer
-    PARAM(P_PHANTOM, Phantom);              // bool
+    PARAM(P_TRIGGER, Trigger);              // bool
 }
 
 }

+ 6 - 6
Source/Engine/Physics/PhysicsWorld.cpp

@@ -674,14 +674,14 @@ void PhysicsWorld::SendCollisionEvents()
             WeakPtr<Node> nodeWeakA(nodeA);
             WeakPtr<Node> nodeWeakB(nodeB);
 
-            bool phantom = bodyA->IsTrigger() || bodyB->IsTrigger();
+            bool trigger = bodyA->IsTrigger() || bodyB->IsTrigger();
             bool newCollision = !previousCollisions_.Contains(i->first_);
 
             physicsCollisionData_[PhysicsCollision::P_NODEA] = nodeA;
             physicsCollisionData_[PhysicsCollision::P_NODEB] = nodeB;
             physicsCollisionData_[PhysicsCollision::P_BODYA] = bodyA;
             physicsCollisionData_[PhysicsCollision::P_BODYB] = bodyB;
-            physicsCollisionData_[PhysicsCollision::P_PHANTOM] = phantom;
+            physicsCollisionData_[PhysicsCollision::P_TRIGGER] = trigger;
 
             contacts_.Clear();
 
@@ -713,7 +713,7 @@ void PhysicsWorld::SendCollisionEvents()
             nodeCollisionData_[NodeCollision::P_BODY] = bodyA;
             nodeCollisionData_[NodeCollision::P_OTHERNODE] = nodeB;
             nodeCollisionData_[NodeCollision::P_OTHERBODY] = bodyB;
-            nodeCollisionData_[NodeCollision::P_PHANTOM] = phantom;
+            nodeCollisionData_[NodeCollision::P_TRIGGER] = trigger;
             nodeCollisionData_[NodeCollision::P_CONTACTS] = contacts_.GetBuffer();
 
             if (newCollision)
@@ -766,7 +766,7 @@ void PhysicsWorld::SendCollisionEvents()
                 if (!bodyA || !bodyB)
                     continue;
 
-                bool phantom = bodyA->IsTrigger() || bodyB->IsTrigger();
+                bool trigger = bodyA->IsTrigger() || bodyB->IsTrigger();
 
                 // Skip collision event signaling if both objects are static, or if collision event mode does not match
                 if (bodyA->GetMass() == 0.0f && bodyB->GetMass() == 0.0f)
@@ -786,7 +786,7 @@ void PhysicsWorld::SendCollisionEvents()
                 physicsCollisionData_[PhysicsCollisionEnd::P_BODYB] = bodyB;
                 physicsCollisionData_[PhysicsCollisionEnd::P_NODEA] = nodeA;
                 physicsCollisionData_[PhysicsCollisionEnd::P_NODEB] = nodeB;
-                physicsCollisionData_[PhysicsCollisionEnd::P_PHANTOM] = phantom;
+                physicsCollisionData_[PhysicsCollisionEnd::P_TRIGGER] = trigger;
 
                 SendEvent(E_PHYSICSCOLLISIONEND, physicsCollisionData_);
                 // Skip rest of processing if either of the nodes or bodies is removed as a response to the event
@@ -796,7 +796,7 @@ void PhysicsWorld::SendCollisionEvents()
                 nodeCollisionData_[NodeCollisionEnd::P_BODY] = bodyA;
                 nodeCollisionData_[NodeCollisionEnd::P_OTHERNODE] = nodeB;
                 nodeCollisionData_[NodeCollisionEnd::P_OTHERBODY] = bodyB;
-                nodeCollisionData_[NodeCollisionEnd::P_PHANTOM] = phantom;
+                nodeCollisionData_[NodeCollisionEnd::P_TRIGGER] = trigger;
 
                 nodeA->SendEvent(E_NODECOLLISIONEND, nodeCollisionData_);
                 if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)

+ 1 - 1
Source/Engine/Physics/RigidBody.h

@@ -273,7 +273,7 @@ private:
     mutable Quaternion lastRotation_;
     /// Kinematic flag.
     bool kinematic_;
-    /// Phantom flag.
+    /// Trigger flag.
     bool trigger_;
     /// Use gravity flag.
     bool useGravity_;