Expose inconsistent physics callbacks
What it is?
I'm working on a game which uses multiple background physics worlds, which I've created explicitly and step manually. They are not attached to any scene and have no component representation. Because of this I'm not able to use ISceneCollisionEvents (and would prefer not to, as I'm managing my own rendering).
I'm currently using the PhysicsBody.OnIntersectionStart, PhysicsBody.OnIntersectionUpdate, and PhysicsBody.OnIntersectionEnd callbacks, but I'd also like to track the unique collision events in the parent PhysicsWorld without resorting to hacky de-duplication of the individual body intersections.
What should it be?
I would prefer the PhysicsWorld equivalents of these Action<PhysicsIntersection> be changed from internal to public to match their PhysicsBody counterparts.
(PhysicsWorld.OnIntersectionStart, PhysicsWorld.OnIntersectionUpdate, PhysicsWorld.OnIntersectionHit, and PhysicsWorld.OnIntersectionEnd).
As long as we're able to create PhysicsWorlds manually outside of the scene system, it makes sense we'd want to be able to access their collision callbacks aswell.
I'd also like to see the trigger events on PhysicsBody exposed, PhysicsBody.OnTriggerBegin, PhysicsBody.OnTriggerEnd, assuming they actually do stuff and aren't just leftovers from the old physics system. Ideally we'd also get a version of these on PhysicsWorld too?