src/body/RigidBody.cpp
void RigidBody::resetOverlappingPairs() {

    // For each collider of the body
    const Array<Entity>& colliderEntities = mWorld.mCollisionBodyComponents.getColliders(mEntity);
    for (uint32 i=0; i < colliderEntities.size(); i++) {

        // Get the currently overlapping pairs for this collider
        Array<uint64> overlappingPairs = mWorld.mCollidersComponents.getOverlappingPairs(colliderEntities[i]);

        const uint64 nbOverlappingPairs = overlappingPairs.size();
        for (uint64 j=0; j < nbOverlappingPairs; j++) {

            mWorld.mCollisionDetection.mOverlappingPairs.removePair(overlappingPairs[j]);
        }
    }

    // Make sure we recompute the overlapping pairs with this body in the next frame
    askForBroadPhaseCollisionCheck();
}
// Remove all the overlapping pairs in which this body is involved and ask the broad-phase to recompute pairs in the next frame
Remove all the overlapping pairs in which this body is involved and ask the broad-phase to recompute pairs in the next frame
Remove all the overlapping pairs in which this body is involved and ask the broad - phase to recompute pairs in the next frame
void RigidBody::resetOverlappingPairs() {
    const Array<Entity>& colliderEntities = mWorld.mCollisionBodyComponents.getColliders(mEntity);
    for (uint32 i=0; i < colliderEntities.size(); i++) {
        Array<uint64> overlappingPairs = mWorld.mCollidersComponents.getOverlappingPairs(colliderEntities[i]);
        const uint64 nbOverlappingPairs = overlappingPairs.size();
        for (uint64 j=0; j < nbOverlappingPairs; j++) {
            mWorld.mCollisionDetection.mOverlappingPairs.removePair(overlappingPairs[j]);
        }
    }
    askForBroadPhaseCollisionCheck();
}
void RigidBody :: resetOverlappingPairs ( ) { const Array < Entity > & colliderEntities = mWorld . mCollisionBodyComponents . getColliders ( mEntity ) ; for ( uint32 i = 0 ; i < colliderEntities . size ( ) ; i ++ ) { Array < uint64 > overlappingPairs = mWorld . mCollidersComponents . getOverlappingPairs ( colliderEntities [ i ] ) ; const uint64 nbOverlappingPairs = overlappingPairs . size ( ) ; for ( uint64 j = 0 ; j < nbOverlappingPairs ; j ++ ) { mWorld . mCollisionDetection . mOverlappingPairs . removePair ( overlappingPairs [ j ] ) ; } } askForBroadPhaseCollisionCheck ( ) ; }
Remove all the overlapping pairs in which this body is involved and ask the broad-phase to recompute pairs in the next frame
Remove all the overlapping pairs in which this body is involved and ask the broad - phase to recompute pairs in the next frame
// For each collider of the body // Get the currently overlapping pairs for this collider // Make sure we recompute the overlapping pairs with this body in the next frame