feat: add moving platform support + fix jolt
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@@ -35,7 +35,7 @@ public:
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void Step(float fixedDt) override;
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void SyncKinematicBodiesToPhysics() override;
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void SyncKinematicBodiesToPhysics(float fixedDt) override;
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void SyncDynamicBodiesToTransforms() override;
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PhysicsBodyHandle CreateBody(const PhysicsBodyDesc& desc) override;
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@@ -29,9 +29,9 @@ public:
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virtual void Step(float fixedDt) = 0;
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// - Kinematic: Transform -> physics body before Step()
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// - Kinematic: moved towards its Transform over the step, so it has a velocity
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// - Dynamic: physics body -> Transform after Step()
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virtual void SyncKinematicBodiesToPhysics();
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virtual void SyncKinematicBodiesToPhysics(float fixedDt);
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virtual void SyncDynamicBodiesToTransforms();
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virtual PhysicsBodyHandle CreateBody(const PhysicsBodyDesc& desc) = 0;
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@@ -49,7 +49,7 @@ public:
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PhysicsRaycastHit& hit,
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PhysicsBodyHandle ignoreBody = {}) const override;
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void SyncKinematicBodiesToPhysics();
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void SyncKinematicBodiesToPhysics(float fixedDt) override;
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void SyncDynamicBodiesToTransforms();
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[[nodiscard]] const glm::vec3& GetGravity() const { return m_Gravity; }
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