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C++ FBodyInstance::GetPxRigidBody_AssumesLocked方法代码示例

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
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:49,代码来源:PhysSubstepTasks.cpp


注:本文中的FBodyInstance::GetPxRigidBody_AssumesLocked方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。