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C++ FPhysScene::GetCompletionEvent方法代码示例

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();
	}
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:29,代码来源:PhysLevel.cpp

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
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:40,代码来源:PhysLevel.cpp


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