JoltPhysics3D: Allow to construct components without using the system
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@@ -128,7 +128,7 @@ int main()
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Nz::JoltRigidBody3D::StaticSettings settings;
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settings.geom = boxCollider;
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boxColliderEntity.emplace<Nz::JoltRigidBody3DComponent>(physSystem.CreateRigidBody(settings));
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boxColliderEntity.emplace<Nz::JoltRigidBody3DComponent>(settings);
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#else
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auto& boxBody = boxColliderEntity.emplace<Nz::BulletRigidBody3DComponent>(physSystem.CreateRigidBody(boxCollider));
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boxBody.SetMass(0.f);
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@@ -186,7 +186,7 @@ int main()
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settings.geom = sphereCollider;
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settings.mass = 4.f / 3.f * Nz::Pi<float> * Nz::IntegralPow(radius, 3);
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ballEntity.emplace<Nz::JoltRigidBody3DComponent>(physSystem.CreateRigidBody(settings));
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ballEntity.emplace<Nz::JoltRigidBody3DComponent>(settings);
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#else
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ballEntity.emplace<Nz::BulletRigidBody3DComponent>(physSystem.CreateRigidBody(sphereCollider));
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#endif
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@@ -231,7 +231,7 @@ int main()
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settings.geom = boxCollider;
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settings.mass = width * height * depth;
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boxEntity.emplace<Nz::JoltRigidBody3DComponent>(physSystem.CreateRigidBody(settings));
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boxEntity.emplace<Nz::JoltRigidBody3DComponent>(settings);
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#else
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boxEntity.emplace<Nz::BulletRigidBody3DComponent>(physSystem.CreateRigidBody(boxCollider));
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#endif
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@@ -309,7 +309,7 @@ int main()
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settings.geom = shipCollider;
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settings.mass = 100.f;
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shipEntity.emplace<Nz::JoltRigidBody3DComponent>(physSystem.CreateRigidBody(settings));
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shipEntity.emplace<Nz::JoltRigidBody3DComponent>(settings);
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#else
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shipEntity.emplace<Nz::BulletRigidBody3DComponent>(physSystem.CreateRigidBody(shipCollider));
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#endif
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