Added Navigation System. Added basic AI FSM #438
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@ -239,21 +239,6 @@ namespace SHADE
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void SHPhysicsSystem::SimulateBody(SHGhostBody& ghostBody, SimulateBodyInfo& simInfo, SimulateBodyOutput& output)
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void SHPhysicsSystem::SimulateBody(SHGhostBody& ghostBody, SimulateBodyInfo& simInfo, SimulateBodyOutput& output)
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{
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{
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// Check for a valid rigidbody
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const auto* rigidBody = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(simInfo.bodyEID);
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if (!rigidBody)
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{
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SHLOG_WARNING("Entity {} does not have a rigid body to simulate! This body will collide with everything!", simInfo.bodyEID)
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}
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// Prepare simulation info (I'm basically declaring an entire body here)
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float invMass = 1.0f / ghostBody.mass;
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SHVec3 worldInvInertia = SHVec3::One;
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SHVec3 worldCentroid = SHVec3::One;
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// Asserts. Don't be an idiot.
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SHASSERT(invMass > 0, "GhostBody's mass in invalid")
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// Build raycast layer from colliders. If none exist....then this never stops simulating technically.
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// Build raycast layer from colliders. If none exist....then this never stops simulating technically.
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// I'm too lazy to handle that case, so I'll just throw an error.
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// I'm too lazy to handle that case, so I'll just throw an error.
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uint16_t raycastLayers = 0;
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uint16_t raycastLayers = 0;
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@ -275,69 +260,40 @@ namespace SHADE
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raycastInfo.continuous = false;
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raycastInfo.continuous = false;
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raycastInfo.layers = raycastLayers;
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raycastInfo.layers = raycastLayers;
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bool terminate = true;
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// Check for a valid rigidbody
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int iterationCounter = simInfo.maxSteps;
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const auto* rigidBody = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(simInfo.bodyEID);
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if (!rigidBody)
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{
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SHLOG_WARNING("Entity {} does not have a rigid body to simulate! This body will collide with everything!", simInfo.bodyEID)
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}
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double accumulatedTime = 0.0f;
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int iterationCounter = simInfo.maxSteps;
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do
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do
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{
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{
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accumulatedTime += simInfo.timeStep;
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raycastInfo.distance = ghostBody.linearVelocity.Length() * simInfo.timeStep; // Do not take the entire velocity's length as that is for an entire second.
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raycastInfo.distance = ghostBody.linearVelocity.Length() * simInfo.timeStep; // Do not take the entire velocity's length as that is for an entire second.
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raycastInfo.ray.position = ghostBody.position;
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raycastInfo.ray.position = ghostBody.position;
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raycastInfo.ray.direction = SHVec3::Normalise(ghostBody.linearVelocity);
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raycastInfo.ray.direction = SHVec3::Normalise(ghostBody.linearVelocity);
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terminate = !Raycast(raycastInfo).empty() || iterationCounter == 0;
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if (!Raycast(raycastInfo).empty())
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if (terminate)
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return;
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return;
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// Compute world space data
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while (accumulatedTime > fixedDT)
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const SHMatrix R = SHMatrix::Rotate(ghostBody.orientation);
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const SHMatrix RT = SHMatrix::Transpose(R);
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SHMatrix localInertiaTensor = SHMatrix::Identity;
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// Set the diagonals
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localInertiaTensor.m[0][0] = ghostBody.localInvInertia.x;
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localInertiaTensor.m[1][1] = ghostBody.localInvInertia.y;
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localInertiaTensor.m[2][2] = ghostBody.localInvInertia.z;
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localInertiaTensor *= RT;
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const SHVec3 DIAGONALS { localInertiaTensor.m[0][0], localInertiaTensor.m[1][1], localInertiaTensor.m[2][2] };
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worldInvInertia = R * DIAGONALS;
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// Compute world centroid
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worldCentroid = (R * ghostBody.localCentroid) + ghostBody.position;
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// Apply forces
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ghostBody.accumulatedForce += simInfo.force;
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ghostBody.angularVelocity += worldInvInertia * SHVec3::Cross(ghostBody.position + simInfo.forceOffset, simInfo.force);
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ghostBody.accumulatedTorque += simInfo.torque;
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// Integrate Velocities
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// Integrate forces and gravity into linear velocity
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const SHVec3 LINEAR_ACCELERATION = ghostBody.accumulatedForce * invMass;
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const SHVec3 GRAVITATIONAL_ACCELERATION = ghostBody.gravityScale ? worldState.settings.gravity * ghostBody.gravityScale : SHVec3::Zero;
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ghostBody.linearVelocity += (LINEAR_ACCELERATION + GRAVITATIONAL_ACCELERATION) * simInfo.timeStep * ghostBody.linearLock;
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ghostBody.angularVelocity += worldInvInertia * (ghostBody.accumulatedTorque * simInfo.timeStep);
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// Apply drag (exponentially applied)
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ghostBody.linearVelocity *= 1.0f / (1.0f + simInfo.timeStep * ghostBody.drag);
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ghostBody.angularVelocity *= 1.0f / (1.0f + simInfo.timeStep * ghostBody.angularDrag);
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// Integrate Positions & Orientations
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const SHQuaternion QV = SHQuaternion{ ghostBody.angularVelocity.x * simInfo.timeStep, ghostBody.angularVelocity.y * simInfo.timeStep, ghostBody.angularVelocity.z * simInfo.timeStep, 0.0f } * 0.5f;
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ghostBody.position += ghostBody.linearVelocity * simInfo.timeStep;
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ghostBody.orientation += ghostBody.orientation * QV * SHQuaternion::FromEuler(ghostBody.angularLock);
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ghostBody.orientation = SHQuaternion::Normalise(ghostBody.orientation);
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// Clear forces
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ghostBody.accumulatedForce = SHVec3::Zero;
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ghostBody.accumulatedTorque = SHVec3::Zero;
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if (!simInfo.continuousForce)
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{
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{
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simInfo.force = SHVec3::Zero;
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simulateBody(ghostBody, simInfo);
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simInfo.torque = SHVec3::Zero;
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accumulatedTime -= fixedDT;
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if (!simInfo.continuousForce)
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{
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simInfo.force = SHVec3::Zero;
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simInfo.torque = SHVec3::Zero;
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}
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if (--iterationCounter == 0)
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return;
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}
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}
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if (output.positions)
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if (output.positions)
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@ -346,8 +302,6 @@ namespace SHADE
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if (output.orientations)
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if (output.orientations)
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output.orientations->emplace_back(ghostBody.orientation);
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output.orientations->emplace_back(ghostBody.orientation);
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--iterationCounter;
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} while (true);
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} while (true);
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}
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}
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@ -494,4 +448,61 @@ namespace SHADE
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return onComponentRemovedEvent.get()->handle;
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return onComponentRemovedEvent.get()->handle;
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}
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}
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void SHPhysicsSystem::simulateBody(SHGhostBody& ghostBody, const SimulateBodyInfo& simInfo) noexcept
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{
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float invMass = 1.0f / ghostBody.mass;
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SHVec3 worldInvInertia = SHVec3::One;
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SHVec3 worldCentroid = SHVec3::One;
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SHASSERT(invMass > 0, "GhostBody's mass in invalid")
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// Compute world space data
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const SHMatrix R = SHMatrix::Rotate(ghostBody.orientation);
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const SHMatrix RT = SHMatrix::Transpose(R);
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SHMatrix localInertiaTensor = SHMatrix::Identity;
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// Set the diagonals
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localInertiaTensor.m[0][0] = ghostBody.localInvInertia.x;
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localInertiaTensor.m[1][1] = ghostBody.localInvInertia.y;
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localInertiaTensor.m[2][2] = ghostBody.localInvInertia.z;
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localInertiaTensor *= RT;
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const SHVec3 DIAGONALS { localInertiaTensor.m[0][0], localInertiaTensor.m[1][1], localInertiaTensor.m[2][2] };
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worldInvInertia = R * DIAGONALS;
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// Compute world centroid
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worldCentroid = (R * ghostBody.localCentroid) + ghostBody.position;
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// Apply forces
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ghostBody.accumulatedForce += simInfo.force;
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ghostBody.angularVelocity += worldInvInertia * SHVec3::Cross(ghostBody.position + simInfo.forceOffset, simInfo.force);
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ghostBody.accumulatedTorque += simInfo.torque;
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// Integrate Velocities
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// Integrate forces and gravity into linear velocity
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const SHVec3 LINEAR_ACCELERATION = ghostBody.accumulatedForce * invMass;
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const SHVec3 GRAVITATIONAL_ACCELERATION = ghostBody.gravityScale ? worldState.settings.gravity * ghostBody.gravityScale : SHVec3::Zero;
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ghostBody.linearVelocity += (LINEAR_ACCELERATION + GRAVITATIONAL_ACCELERATION) * fixedDT * ghostBody.linearLock;
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ghostBody.angularVelocity += worldInvInertia * (ghostBody.accumulatedTorque * fixedDT);
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// Apply drag (exponentially applied)
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ghostBody.linearVelocity *= 1.0f / (1.0f + fixedDT * ghostBody.drag);
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ghostBody.angularVelocity *= 1.0f / (1.0f + fixedDT * ghostBody.angularDrag);
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// Integrate Positions & Orientations
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const SHQuaternion QV = SHQuaternion{ ghostBody.angularVelocity.x, ghostBody.angularVelocity.y, ghostBody.angularVelocity.z, 0.0f } * fixedDT * 0.5f;
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ghostBody.position += ghostBody.linearVelocity * simInfo.timeStep;
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ghostBody.orientation += ghostBody.orientation * QV * SHQuaternion::FromEuler(ghostBody.angularLock);
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ghostBody.orientation = SHQuaternion::Normalise(ghostBody.orientation);
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// Clear forces
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ghostBody.accumulatedForce = SHVec3::Zero;
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ghostBody.accumulatedTorque = SHVec3::Zero;
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}
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} // namespace SHADE
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} // namespace SHADE
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@ -274,5 +274,7 @@ namespace SHADE
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SHEventHandle onComponentAdded (SHEventPtr onComponentAddedEvent);
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SHEventHandle onComponentAdded (SHEventPtr onComponentAddedEvent);
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SHEventHandle onComponentRemoved (SHEventPtr onComponentRemovedEvent);
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SHEventHandle onComponentRemoved (SHEventPtr onComponentRemovedEvent);
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void simulateBody (SHGhostBody& ghostBody, const SimulateBodyInfo& simInfo) noexcept;
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};
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};
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} // namespace SHADE
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} // namespace SHADE
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Reference in New Issue