NS_BEGIN

//PhysicsContext g_PhysicsContext;

void PhysicsContext::Initialize(std::unordered_map<uint, GameObject*> allObjects)
{
	contacts.reserve(100);

	uint size = allObjects.size();
	for (std::unordered_map<uint, GameObject*>::iterator it = allObjects.begin(); it != allObjects.end(); ++it)
	{
		Collider* collider = it->second->GetComponent<Collider>();
		if (collider)
		{
			PhysicsObject o;
			o.collider = collider;
			o.rigidbody = collider->GetRigidbody();
			m_Objects.push_back(o);
			++numCollidables;
		}
	}
}