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; } } }