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authorLéo Lam <leo@leolam.fr>2022-03-23 00:51:35 +0100
committerLéo Lam <leo@leolam.fr>2022-03-23 00:52:23 +0100
commita86fb2a9ed3ba912c9399fcb3a494554be372c1c (patch)
treead00c158a738cc37ae7d59b766998341b7dcf00a /src/KingSystem/Physics/StaticCompound/physStaticCompound.cpp
parentf3308d7bee2ba3a4d64a142e7a29a575243b3e4a (diff)
ksys/phys: Rename BodyGroup -> StaticCompoundRigidBodyGroup
Makes it obvious that it is related to StaticCompound stuff Also fixes the relative ordering (BodyGroup is located after Mgr code).
Diffstat (limited to 'src/KingSystem/Physics/StaticCompound/physStaticCompound.cpp')
-rw-r--r--src/KingSystem/Physics/StaticCompound/physStaticCompound.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/KingSystem/Physics/StaticCompound/physStaticCompound.cpp b/src/KingSystem/Physics/StaticCompound/physStaticCompound.cpp
index ea20e2df..1bf1ae18 100644
--- a/src/KingSystem/Physics/StaticCompound/physStaticCompound.cpp
+++ b/src/KingSystem/Physics/StaticCompound/physStaticCompound.cpp
@@ -2,7 +2,7 @@
#include <Havok/Common/Serialize/Util/hkNativePackfileUtils.h>
#include <Havok/Common/Serialize/Util/hkRootLevelContainer.h>
#include <Havok/Physics2012/Utilities/Serialize/hkpPhysicsData.h>
-#include "KingSystem/Physics/StaticCompound/physStaticCompoundBodyGroup.h"
+#include "KingSystem/Physics/StaticCompound/physStaticCompoundRigidBodyGroup.h"
#include "KingSystem/Physics/StaticCompound/physStaticCompoundInfo.h"
#include "KingSystem/Utils/Debug.h"
#include "KingSystem/Utils/HeapUtil.h"
@@ -98,11 +98,11 @@ bool StaticCompound::disableCollision(int actor_idx, bool x) {
return true;
}
-BodyGroup* StaticCompound::getFieldBodyGroup(int idx) {
+StaticCompoundRigidBodyGroup* StaticCompound::getFieldBodyGroup(int idx) {
return &mFieldBodyGroups[idx];
}
-bool StaticCompound::hasFieldBodyGroup(BodyGroup* group) const {
+bool StaticCompound::hasFieldBodyGroup(StaticCompoundRigidBodyGroup* group) const {
for (int i = 0, n = mFieldBodyGroups.size(); i < n; ++i) {
if (&mFieldBodyGroups[i] == group)
return true;