|
@@ -251,6 +251,13 @@ bool BodyInterface::IsActive(const BodyID &inBodyID) const
|
|
return lock.Succeeded() && lock.GetBody().IsActive();
|
|
return lock.Succeeded() && lock.GetBody().IsActive();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+void BodyInterface::ResetSleepTimer(const BodyID &inBodyID)
|
|
|
|
+{
|
|
|
|
+ BodyLockWrite lock(*mBodyLockInterface, inBodyID);
|
|
|
|
+ if (lock.Succeeded())
|
|
|
|
+ lock.GetBody().ResetSleepTimer();
|
|
|
|
+}
|
|
|
|
+
|
|
TwoBodyConstraint *BodyInterface::CreateConstraint(const TwoBodyConstraintSettings *inSettings, const BodyID &inBodyID1, const BodyID &inBodyID2)
|
|
TwoBodyConstraint *BodyInterface::CreateConstraint(const TwoBodyConstraintSettings *inSettings, const BodyID &inBodyID1, const BodyID &inBodyID2)
|
|
{
|
|
{
|
|
BodyID constraint_bodies[] = { inBodyID1, inBodyID2 };
|
|
BodyID constraint_bodies[] = { inBodyID1, inBodyID2 };
|