| 3628 | } |
| 3629 | |
| 3630 | void RiggedObject::UpdateCollisionObjects() { |
| 3631 | for (auto& physics_bone : skeleton_.physics_bones) { |
| 3632 | BulletObject* cbo = physics_bone.col_bullet_object; |
| 3633 | if (!cbo) { |
| 3634 | continue; |
| 3635 | } |
| 3636 | cbo->SetTransform(physics_bone.bullet_object->GetTransform()); |
| 3637 | cbo->UpdateTransform(); |
| 3638 | } |
| 3639 | skeleton_.UpdateCollisionWorldAABB(); |
| 3640 | } |
| 3641 | |
| 3642 | void RiggedObject::AddBloodAtPoint(const vec3& point) { |
| 3643 | blood_surface.CreateBloodDripNearestPointTransformed(point, 0.1f, false); |
nothing calls this directly
no test coverage detected