JoltPhysics3D: Add elapsedTime parameter to PostSimulate
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@ -82,7 +82,7 @@ namespace Nz
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void Destroy();
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private:
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void PostSimulate() override;
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void PostSimulate(float elapsedTime) override;
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void PreSimulate(float elapsedTime) override;
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std::shared_ptr<JoltCharacterImpl> m_impl;
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@ -100,7 +100,7 @@ namespace Nz
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JoltCharacterImpl(JoltCharacterImpl&&) = delete;
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virtual ~JoltCharacterImpl();
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virtual void PostSimulate(JoltCharacter& character);
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virtual void PostSimulate(JoltCharacter& character, float elapsedTime);
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virtual void PreSimulate(JoltCharacter& character, float elapsedTime);
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JoltCharacterImpl& operator=(const JoltCharacterImpl&) = delete;
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@ -20,7 +20,7 @@ namespace Nz
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JoltPhysicsStepListener(JoltPhysicsStepListener&&) = delete;
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virtual ~JoltPhysicsStepListener();
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virtual void PostSimulate();
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virtual void PostSimulate(float elapsedTime);
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virtual void PreSimulate(float elapsedTime);
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JoltPhysicsStepListener& operator=(const JoltPhysicsStepListener&) = delete;
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@ -197,10 +197,10 @@ namespace Nz
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m_collider.reset();
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}
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void JoltCharacter::PostSimulate()
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void JoltCharacter::PostSimulate(float elapsedTime)
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{
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m_character->PostSimulation(0.05f);
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m_impl->PostSimulate(*this);
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m_impl->PostSimulate(*this, elapsedTime);
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}
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void JoltCharacter::PreSimulate(float elapsedTime)
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@ -211,7 +211,7 @@ namespace Nz
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JoltCharacterImpl::~JoltCharacterImpl() = default;
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void JoltCharacterImpl::PostSimulate(JoltCharacter& /*character*/)
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void JoltCharacterImpl::PostSimulate(JoltCharacter& /*character*/, float /*elapsedTime*/)
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{
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}
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@ -473,7 +473,7 @@ namespace Nz
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m_world->physicsSystem.Update(stepSize, 1, &m_world->tempAllocator, &jobSystem);
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for (JoltPhysicsStepListener* stepListener : m_stepListeners)
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stepListener->PostSimulate();
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stepListener->PostSimulate(stepSize);
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m_timestepAccumulator -= m_stepSize;
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stepCount++;
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@ -9,7 +9,7 @@ namespace Nz
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{
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JoltPhysicsStepListener::~JoltPhysicsStepListener() = default;
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void JoltPhysicsStepListener::PostSimulate()
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void JoltPhysicsStepListener::PostSimulate(float /*elapsedTime*/)
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{
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}
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