Shapes+RigidActors+CreateExclusiveShape+add createRigid dynamic/static to physics

This commit is contained in:
bloeys
2022-01-28 09:05:48 +04:00
parent 082215d4ac
commit eb4519cc53
14 changed files with 263 additions and 13 deletions

View File

@ -95,12 +95,18 @@ func (rd *RigidDynamic) SetGlobalPose(tr *Transform, autoAwake bool) {
C.CPxRigidDynamic_setGlobalPose(rd.cRd, &tr.cT, C._Bool(autoAwake))
}
func (rd *RigidDynamic) ToActor() *Actor {
return &Actor{
func (rd *RigidDynamic) ToActor() Actor {
return Actor{
cA: C.CPxRigidDynamic_toCPxActor(rd.cRd),
}
}
func (rd *RigidDynamic) ToRigidActor() RigidActor {
return RigidActor{
cRa: C.CPxRigidDynamic_toCPxRigidActor(rd.cRd),
}
}
func CreateDynamic(p *Physics, t *Transform, g *Geometry, m *Material, density float32, shapeOffset *Transform) *RigidDynamic {
return &RigidDynamic{
cRd: C.CPxCreateDynamic(p.cPhysics, &t.cT, g.cG, m.cM, C.float(density), &shapeOffset.cT),