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
@@ -14,6 +14,14 @@ namespace Nz
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return m_activeBodies[blockIndex] & (UInt64(1u) << localIndex);
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}
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inline bool JoltPhysWorld3D::IsBodyRegistered(UInt32 bodyIndex) const
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{
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UInt32 blockIndex = bodyIndex / 64;
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UInt32 localIndex = bodyIndex % 64;
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return m_registeredBodies[blockIndex] & (UInt64(1u) << localIndex);
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}
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inline void JoltPhysWorld3D::RegisterCharacter(JoltCharacter* character)
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{
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auto it = std::lower_bound(m_characters.begin(), m_characters.end(), character);
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