public void AddRigidBody(RigidBody body, int group, int mask) { CollisionObjectArray.Add(body, group, mask); }
public void AddRigidBody(RigidBody body) { CollisionObjectArray.Add(body); }
public void AddRigidBody(RigidBody body, CollisionFilterGroups group, CollisionFilterGroups mask) { CollisionObjectArray.Add(body, (int)group, (int)mask); }
public void RemoveRigidBody(RigidBody body) { CollisionObjectArray.Remove(body); }
public void AddSoftBody(SoftBody body, int collisionFilterGroup, int collisionFilterMask) { body.SoftBodySolver = _deformableBodySolver; CollisionObjectArray.Add(body, collisionFilterGroup, collisionFilterMask); }
public void RemoveSoftBody(SoftBody body) { CollisionObjectArray.Remove(body); }
public void AddSoftBody(SoftBody body, CollisionFilterGroups collisionFilterGroup, CollisionFilterGroups collisionFilterMask) { body.SoftBodySolver = _softBodySolver; CollisionObjectArray.Add(body, (int)collisionFilterGroup, (int)collisionFilterMask); }
public void AddSoftBody(SoftBody body) { body.SoftBodySolver = _softBodySolver; CollisionObjectArray.Add(body); }