本文整理汇总了C++中FPhysScene::GetCompletionEvent方法的典型用法代码示例。如果您正苦于以下问题:C++ FPhysScene::GetCompletionEvent方法的具体用法?C++ FPhysScene::GetCompletionEvent怎么用?C++ FPhysScene::GetCompletionEvent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FPhysScene
的用法示例。
在下文中一共展示了FPhysScene::GetCompletionEvent方法的2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: ExecuteTick
void FEndPhysicsTickFunction::ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
{
check(Target);
FPhysScene* PhysScene = Target->GetPhysicsScene();
if (PhysScene == NULL)
{
return;
}
FGraphEventRef PhysicsComplete = PhysScene->GetCompletionEvent();
if (PhysicsComplete.GetReference() && !PhysicsComplete->IsComplete())
{
// don't release the next tick group until the physics has completed and we have run FinishPhysicsSim
DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.FinishPhysicsSim"),
STAT_FSimpleDelegateGraphTask_FinishPhysicsSim,
STATGROUP_TaskGraphTasks);
MyCompletionGraphEvent->DontCompleteUntil(
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
FSimpleDelegateGraphTask::FDelegate::CreateUObject(Target, &UWorld::FinishPhysicsSim),
GET_STATID(STAT_FSimpleDelegateGraphTask_FinishPhysicsSim), PhysicsComplete, ENamedThreads::GameThread
)
);
}
else
{
// it was already done, so let just do it.
Target->FinishPhysicsSim();
}
}
示例2: ExecuteTick
void FEndPhysicsTickFunction::ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
{
QUICK_SCOPE_CYCLE_COUNTER(FEndPhysicsTickFunction_ExecuteTick);
check(Target);
FPhysScene* PhysScene = Target->GetPhysicsScene();
if (PhysScene == NULL)
{
return;
}
FGraphEventRef PhysicsComplete = PhysScene->GetCompletionEvent();
if (PhysicsComplete.GetReference() && !PhysicsComplete->IsComplete())
{
// don't release the next tick group until the physics has completed and we have run FinishPhysicsSim
DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.FinishPhysicsSim"),
STAT_FSimpleDelegateGraphTask_FinishPhysicsSim,
STATGROUP_TaskGraphTasks);
MyCompletionGraphEvent->DontCompleteUntil(
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
FSimpleDelegateGraphTask::FDelegate::CreateUObject(Target, &UWorld::FinishPhysicsSim),
GET_STATID(STAT_FSimpleDelegateGraphTask_FinishPhysicsSim), PhysicsComplete, ENamedThreads::GameThread
)
);
}
else
{
// it was already done, so let just do it.
Target->FinishPhysicsSim();
}
#if PHYSX_MEMORY_VALIDATION
static int32 Frequency = 0;
if (Frequency++ > 10)
{
Frequency = 0;
GPhysXAllocator->ValidateHeaders();
}
#endif
}