本文整理汇总了C++中FBodyInstance::GetPxRigidBody_AssumesLocked方法的典型用法代码示例。如果您正苦于以下问题:C++ FBodyInstance::GetPxRigidBody_AssumesLocked方法的具体用法?C++ FBodyInstance::GetPxRigidBody_AssumesLocked怎么用?C++ FBodyInstance::GetPxRigidBody_AssumesLocked使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FBodyInstance
的用法示例。
在下文中一共展示了FBodyInstance::GetPxRigidBody_AssumesLocked方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: SubstepInterpolation
void FPhysSubstepTask::SubstepInterpolation(float InAlpha, float DeltaTime)
{
#if WITH_PHYSX
#if WITH_APEX
SCOPED_APEX_SCENE_WRITE_LOCK(PAScene);
PxScene * PScene = PAScene->getPhysXScene();
#else
PxScene * PScene = PAScene;
SCOPED_SCENE_WRITE_LOCK(PScene);
#endif
/** Note: We lock the entire scene before iterating. The assumption is that removing an FBodyInstance from the map will also be wrapped by this lock */
PhysTargetMap& Targets = PhysTargetBuffers[!External];
for (PhysTargetMap::TIterator Itr = Targets.CreateIterator(); Itr; ++Itr)
{
FPhysTarget & PhysTarget = Itr.Value();
FBodyInstance * BodyInstance = Itr.Key();
PxRigidBody* PRigidBody = BodyInstance->GetPxRigidBody_AssumesLocked();
if (PRigidBody == NULL)
{
continue;
}
//We should only be iterating over actors that belong to this scene
check(PRigidBody->getScene() == PScene);
if (!IsKinematicHelper(PRigidBody))
{
ApplyCustomPhysics(PhysTarget, BodyInstance, DeltaTime);
ApplyForces_AssumesLocked(PhysTarget, BodyInstance);
ApplyTorques_AssumesLocked(PhysTarget, BodyInstance);
ApplyRadialForces_AssumesLocked(PhysTarget, BodyInstance);
}else
{
InterpolateKinematicActor_AssumesLocked(PhysTarget, BodyInstance, InAlpha);
}
}
/** Final substep */
if (InAlpha >= 1.f)
{
Targets.Empty(Targets.Num());
}
#endif
}