Files
NazaraEngine/include/Nazara/JoltPhysics3D/Systems/JoltPhysics3DSystem.inl
SirLynix d610baf920 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
2023-04-10 17:12:23 +02:00

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// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/Debug.hpp>
namespace Nz
{
template<typename... Args>
JoltRigidBody3DComponent JoltPhysics3DSystem::CreateRigidBody(Args&&... args)
{
return JoltRigidBody3DComponent(m_physWorld, std::forward<Args>(args)...);
}
inline JoltPhysWorld3D& JoltPhysics3DSystem::GetPhysWorld()
{
return m_physWorld;
}
inline const JoltPhysWorld3D& JoltPhysics3DSystem::GetPhysWorld() const
{
return m_physWorld;
}
}
#include <Nazara/JoltPhysics3D/DebugOff.hpp>