| 318 | } |
| 319 | |
| 320 | void spawnAsset(int32_t num) |
| 321 | { |
| 322 | m_lastSpawnedAsset = physx::PxClamp<int32_t>(num, -1, (uint32_t)m_assets.size() - 1); |
| 323 | |
| 324 | if (m_lastSpawnedAsset < 0) |
| 325 | { |
| 326 | return; |
| 327 | } |
| 328 | |
| 329 | PxVec3 shift(PxZero); |
| 330 | for (SceneActor* a : m_sceneActors) |
| 331 | { |
| 332 | shift += a->getSpawnShift(); |
| 333 | } |
| 334 | |
| 335 | SceneAsset* asset = m_assets[m_lastSpawnedAsset]; |
| 336 | asset->spawn(shift); |
| 337 | } |
| 338 | |
| 339 | void addSceneActor(SceneActor* actor) |
| 340 | { |
nothing calls this directly
no test coverage detected