JoltPhysics3D: Add elapsedTime parameter to PostSimulate
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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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