- 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
27 lines
703 B
C++
27 lines
703 B
C++
// 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>
|