void PhysicsEngine::reinsertObject(ObjectMotionState* object) { // remove object from DynamicsWorld bumpAndPruneContacts(object); btRigidBody* body = object->getRigidBody(); if (body) { _dynamicsWorld->removeRigidBody(body); // add it back addObjectToDynamicsWorld(object); } }
void PhysicsEngine::reinsertObject(ObjectMotionState* object) { removeObjectFromDynamicsWorld(object); addObjectToDynamicsWorld(object); }
void PhysicsEngine::addObjects(const VectorOfMotionStates& objects) { for (auto object : objects) { addObjectToDynamicsWorld(object); } }