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);
 }
예제 #5
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 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);
 }