| 273 | } |
| 274 | |
| 275 | void Collider::CreateStaticActor() |
| 276 | { |
| 277 | ASSERT(_staticActor == nullptr); |
| 278 | void* scene = GetPhysicsScene()->GetPhysicsScene(); |
| 279 | _staticActor = PhysicsBackend::CreateRigidStaticActor(nullptr, _transform.Translation, _transform.Orientation, scene); |
| 280 | |
| 281 | // Reset local pos of the shape and link it to the actor |
| 282 | PhysicsBackend::SetShapeLocalPose(_shape, _center * GetScale(), Quaternion::Identity); |
| 283 | PhysicsBackend::AttachShape(_shape, _staticActor); |
| 284 | |
| 285 | PhysicsBackend::AddSceneActor(scene, _staticActor); |
| 286 | } |
| 287 | |
| 288 | void Collider::RemoveStaticActor() |
| 289 | { |
nothing calls this directly
no test coverage detected