PhysicsObject* Physics::CreateStaticObject() { PhysicsObject* obj = new PhysicsObject(INFINITY, INFINITY, this, true); objects.push_back(obj); cpBody* body = obj->GetBody(); if (body) { assert(!findObjectByBody(body)); body_to_object[body] = obj; } return obj; }
PhysicsObject* Physics::CreateObject(cpFloat mass, cpFloat inertia) { assert(IsInitialized()); PhysicsObject* obj = new PhysicsObject(mass, inertia, this); objects.push_back(obj); cpBody* body = obj->GetBody(); if (body) { assert(!findObjectByBody(body)); body_to_object[body] = obj; } return obj; }