src/systems/DynamicsSystem.cpp
void DynamicsSystem::resetBodiesForceAndTorque() {

    // For each body of the world
    const uint32 nbRigidBodyComponents = mRigidBodyComponents.getNbComponents();
    for (uint32 i=0; i < nbRigidBodyComponents; i++) {
        mRigidBodyComponents.mExternalForces[i].setToZero();
        mRigidBodyComponents.mExternalTorques[i].setToZero();
    }
}
// Reset the external force and torque applied to the bodies
Reset the external force and torque applied to the bodies
Reset the external force and torque applied to the bodies
void DynamicsSystem::resetBodiesForceAndTorque() {
    const uint32 nbRigidBodyComponents = mRigidBodyComponents.getNbComponents();
    for (uint32 i=0; i < nbRigidBodyComponents; i++) {
        mRigidBodyComponents.mExternalForces[i].setToZero();
        mRigidBodyComponents.mExternalTorques[i].setToZero();
    }
}
void DynamicsSystem :: resetBodiesForceAndTorque ( ) { const uint32 nbRigidBodyComponents = mRigidBodyComponents . getNbComponents ( ) ; for ( uint32 i = 0 ; i < nbRigidBodyComponents ; i ++ ) { mRigidBodyComponents . mExternalForces [ i ] . setToZero ( ) ; mRigidBodyComponents . mExternalTorques [ i ] . setToZero ( ) ; } }
Reset the external force and torque applied to the bodies
Reset the external force and torque applied to the bodies
// For each body of the world