本文整理汇总了C++中PxScene::getActiveTransforms方法的典型用法代码示例。如果您正苦于以下问题:C++ PxScene::getActiveTransforms方法的具体用法?C++ PxScene::getActiveTransforms怎么用?C++ PxScene::getActiveTransforms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PxScene
的用法示例。
在下文中一共展示了PxScene::getActiveTransforms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: UpdateActiveTransforms
void FPhysScene::UpdateActiveTransforms(uint32 SceneType)
{
if (SceneType == PST_Cloth) //cloth doesn't bother with updating components to bodies so we don't need to store any transforms
{
return;
}
PxScene* PScene = GetPhysXScene(SceneType);
check(PScene);
SCOPED_SCENE_READ_LOCK(PScene);
PxU32 NumTransforms = 0;
const PxActiveTransform* PActiveTransforms = PScene->getActiveTransforms(NumTransforms);
ActiveBodyInstances[SceneType].Empty(NumTransforms);
ActiveDestructibleActors[SceneType].Empty(NumTransforms);
for (PxU32 TransformIdx = 0; TransformIdx < NumTransforms; ++TransformIdx)
{
const PxActiveTransform& PActiveTransform = PActiveTransforms[TransformIdx];
PxRigidActor* RigidActor = PActiveTransform.actor->isRigidActor();
ensure(!RigidActor->userData || !FPhysxUserData::IsGarbage(RigidActor->userData));
if (FBodyInstance* BodyInstance = FPhysxUserData::Get<FBodyInstance>(RigidActor->userData))
{
if (BodyInstance->InstanceBodyIndex == INDEX_NONE && BodyInstance->OwnerComponent.IsValid() && BodyInstance->IsInstanceSimulatingPhysics())
{
ActiveBodyInstances[SceneType].Add(BodyInstance);
}
}
else if (const FDestructibleChunkInfo* DestructibleChunkInfo = FPhysxUserData::Get<FDestructibleChunkInfo>(RigidActor->userData))
{
ActiveDestructibleActors[SceneType].Add(RigidActor);
}
}
}
示例2: SyncComponentsToBodies
void FPhysScene::SyncComponentsToBodies(uint32 SceneType)
{
#if WITH_PHYSX
PxScene* PScene = GetPhysXScene(SceneType);
check(PScene);
SCENE_LOCK_READ(PScene);
PxU32 NumTransforms = 0;
const PxActiveTransform* PActiveTransforms = PScene->getActiveTransforms(NumTransforms);
SCENE_UNLOCK_READ(PScene);
for(PxU32 TransformIdx=0; TransformIdx<NumTransforms; TransformIdx++)
{
const PxActiveTransform& PActiveTransform = PActiveTransforms[TransformIdx];
FBodyInstance* BodyInst = FPhysxUserData::Get<FBodyInstance>(PActiveTransform.userData);
if( BodyInst != NULL &&
BodyInst->InstanceBodyIndex == INDEX_NONE &&
BodyInst->OwnerComponent != NULL &&
BodyInst->IsInstanceSimulatingPhysics() )
{
check(BodyInst->OwnerComponent->IsRegistered()); // shouldn't have a physics body for a non-registered component!
AActor* Owner = BodyInst->OwnerComponent->GetOwner();
// See if the transform is actually different, and if so, move the component to match physics
const FTransform NewTransform = BodyInst->GetUnrealWorldTransform();
if(!NewTransform.EqualsNoScale(BodyInst->OwnerComponent->ComponentToWorld))
{
const FVector MoveBy = NewTransform.GetLocation() - BodyInst->OwnerComponent->ComponentToWorld.GetLocation();
const FRotator NewRotation = NewTransform.Rotator();
//UE_LOG(LogTemp, Log, TEXT("MOVING: %s"), *BodyInst->OwnerComponent->GetPathName());
//@warning: do not reference BodyInstance again after calling MoveComponent() - events from the move could have made it unusable (destroying the actor, SetPhysics(), etc)
BodyInst->OwnerComponent->MoveComponent(MoveBy, NewRotation, false, NULL, MOVECOMP_SkipPhysicsMove);
}
// Check if we didn't fall out of the world
if(Owner != NULL && !Owner->IsPendingKill())
{
Owner->CheckStillInWorld();
}
}
}
#endif
}