Small fixes
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4ad23a605f
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@ -4,7 +4,7 @@
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NumberOfChildren: 0
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Components:
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Camera Component:
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Position: {x: 0, y: 0, z: 0}
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Position: {x: 0, y: 0, z: 8}
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Pitch: 0
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Yaw: 0
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Roll: 0
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@ -233,9 +233,9 @@
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: -4.49353218, y: 2.57871056, z: -5}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 0.99998343, y: 0.999987662, z: 0.999981642}
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Translate: {x: -4.40482807, y: 2.57871056, z: -5.21213436}
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Rotate: {x: -0.361265004, y: 1.11661232, z: -0.626627684}
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Scale: {x: 0.999982238, y: 0.999987125, z: 0.999981165}
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RigidBody Component:
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Type: Dynamic
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Mass: 1
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@ -237,6 +237,7 @@ namespace SHADE
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case 9: // Mass
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{
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rp3dBody->setMass(component.mass);
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rp3dBody->updateLocalCenterOfMassFromColliders();
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rp3dBody->updateLocalInertiaTensorFromColliders();
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break;
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@ -37,9 +37,9 @@ namespace SHADE
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factory = &physicsFactory;
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}
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void SHPhysicsObjectManager::SetWorld(rp3d::PhysicsWorld& physicsWorld) noexcept
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void SHPhysicsObjectManager::SetWorld(rp3d::PhysicsWorld* physicsWorld) noexcept
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{
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world = &physicsWorld;
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world = physicsWorld;
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}
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/*-----------------------------------------------------------------------------------*/
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@ -84,7 +84,7 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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void SetFactory (rp3d::PhysicsCommon& physicsFactory) noexcept;
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void SetWorld (rp3d::PhysicsWorld& physicsWorld) noexcept;
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void SetWorld (rp3d::PhysicsWorld* physicsWorld) noexcept;
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/*---------------------------------------------------------------------------------*/
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/* Function Members */
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@ -273,7 +273,7 @@ namespace SHADE
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collisionListener.BindToWorld(worldState.world);
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// Link with object manager & create all physics objects
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objectManager.SetWorld(*worldState.world);
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objectManager.SetWorld(worldState.world);
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const auto& RIGIDBODY_DENSE = SHComponentManager::GetDense<SHRigidBodyComponent>();
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const auto& COLLIDER_DENSE = SHComponentManager::GetDense<SHColliderComponent>();
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@ -291,6 +291,7 @@ namespace SHADE
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{
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// Remove all physics objects
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objectManager.RemoveAllObjects();
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objectManager.SetWorld(nullptr);
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// Clear all collision info
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// Collision listener is automatically unbound when world is destroyed
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