JoltPhysics3D: Rework RigidBody wrapper
- Add a clear way to setup dynamic/kinematic or static bodies - Body registration to the world is batched (all bodies created before a physics step are added together, which is what Jolt is optimized for) - Added support for empty shapes (= rigid bodies without collision) using a very small shape and tagging the body as sensor
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committed by
Jérôme Leclercq
parent
67b1710adb
commit
d610baf920
@@ -348,8 +348,10 @@ int main()
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auto floorCollider = std::make_shared<Nz::JoltBoxCollider3D>(Nz::Vector3f(planeSize.x, 1.f, planeSize.y));
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auto translatedFloorCollider = std::make_shared<Nz::JoltTranslatedRotatedCollider3D>(std::move(floorCollider), Nz::Vector3f::Down() * 0.5f);
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auto& planeBody = floorEntity.emplace<Nz::JoltRigidBody3DComponent>(physSytem.CreateRigidBody(translatedFloorCollider));
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planeBody.SetMass(0.f);
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Nz::JoltRigidBody3D::StaticSettings floorSettings;
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floorSettings.geom = std::move(translatedFloorCollider);
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auto& planeBody = floorEntity.emplace<Nz::JoltRigidBody3DComponent>(physSytem.CreateRigidBody(floorSettings));
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std::shared_ptr<Nz::GraphicalMesh> boxMeshGfx = Nz::GraphicalMesh::Build(Nz::Primitive::Box(Nz::Vector3f(0.5f, 0.5f, 0.5f)), meshPrimitiveParams);
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