Physics3D/Physics3DSystem: Don't update sleeping rigid bodies
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@ -23,9 +23,12 @@ namespace Nz
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m_physWorld.Step(elapsedTime);
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m_physWorld.Step(elapsedTime);
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// Replicate rigid body position to their node components
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// Replicate rigid body position to their node components
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auto velView = registry.view<Nz::NodeComponent, const RigidBody3DComponent>();
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auto view = registry.view<Nz::NodeComponent, const RigidBody3DComponent>();
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for (auto [entity, nodeComponent, rigidBodyComponent] : velView.each())
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for (auto [entity, nodeComponent, rigidBodyComponent] : view.each())
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{
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{
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if (rigidBodyComponent.IsSleeping())
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continue;
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nodeComponent.SetPosition(rigidBodyComponent.GetPosition(), CoordSys::Global);
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nodeComponent.SetPosition(rigidBodyComponent.GetPosition(), CoordSys::Global);
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nodeComponent.SetRotation(rigidBodyComponent.GetRotation(), CoordSys::Global);
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nodeComponent.SetRotation(rigidBodyComponent.GetRotation(), CoordSys::Global);
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}
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}
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