void WorldGravity::GenerateForces(shared_ptr<ForceApplier> forceApplier, float timePassed) { for (shared_ptr<Entity> e : world_->GetEntities()) { if (dynamic_pointer_cast<Player>(e)) continue; forceApplier->AddForce(e, e->GetWeight() * gravity_, e->ToWorldSpace(vec3(0, 0, 0), 1), timePassed); } }