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
@@ -24,6 +24,7 @@ namespace Nz
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JPH::CharacterSettings settings;
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settings.mShape = shapeResult.Get();
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settings.mLayer = 1;
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m_character = std::make_unique<JPH::Character>(&settings, ToJolt(position), ToJolt(rotation), 0, m_physicsWorld.GetPhysicsSystem());
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m_character->AddToPhysicsSystem();
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@@ -108,7 +109,7 @@ namespace Nz
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m_character->Activate(false);
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}
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void JoltCharacter::PreSimulate(float elapsedTime)
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void JoltCharacter::PreSimulate(float /*elapsedTime*/)
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{
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}
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