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https://github.com/bloeys/physx-go.git
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Switch to mostly returning objects instead of pointers since
almost all objects contain only one pointer inside, making them very small, so no point paying (de)allocation costs. This has also been done to physx-c
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@ -14,7 +14,7 @@ package pgo
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import "C"
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type RigidDynamic struct {
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cRd *C.struct_CPxRigidDynamic
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cRd C.struct_CPxRigidDynamic
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}
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func (rd *RigidDynamic) AddForce(force *Vec3, fmode ForceMode, autoAwake bool) {
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@ -121,8 +121,8 @@ func (rd *RigidDynamic) ToRigidActor() RigidActor {
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}
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}
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func CreateDynamic(p *Physics, t *Transform, g *Geometry, m *Material, density float32, shapeOffset *Transform) *RigidDynamic {
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return &RigidDynamic{
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func CreateDynamic(p Physics, t *Transform, g Geometry, m Material, density float32, shapeOffset *Transform) RigidDynamic {
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return RigidDynamic{
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cRd: C.CPxCreateDynamic(p.cPhysics, &t.cT, g.cG, m.cM, C.float(density), &shapeOffset.cT),
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}
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}
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