void RigidBody::GetCollidingBodies(ea::vector<RigidBody*>& result) const { if (physicsWorld_) physicsWorld_->GetCollidingBodies(result, this); else result.clear(); }
void PhysicsWorld2D::Raycast(ea::vector<PhysicsRaycastResult2D>& results, const Vector2& startPoint, const Vector2& endPoint, unsigned collisionMask) { results.clear(); RayCastCallback callback(results, startPoint, collisionMask); world_->RayCast(&callback, ToB2Vec2(startPoint), ToB2Vec2(endPoint)); }