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hub / github.com/NVIDIAGameWorks/PhysX / addActorT

Function addActorT

physx/source/physx/src/NpScene.cpp:743–757  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

741
742template<class T, class T2>
743static PX_FORCE_INLINE void addActorT(T& actor, T2& scbActor, Ps::Array<PxRigidActor*>& actors, NpScene* scene, const Gu::BVHStructure* bvhStructure, bool hasPrunerStructure)
744{
745 const bool noSimBuffered = scbActor.getActorFlags().isSet(PxActorFlag::eDISABLE_SIMULATION);
746
747 PxBounds3 bounds[8+1]; // PT: +1 for safe reads in addPrunerData/inflateBounds
748 const bool canReuseBounds = !noSimBuffered && !scene->getScene().isPhysicsBuffering() && actor.getShapeManager().getNbShapes()<=8;
749 PxBounds3* uninflatedBounds = canReuseBounds ? bounds : NULL;
750
751 scene->getScene().addActor(scbActor, noSimBuffered, uninflatedBounds, bvhStructure);
752
753 actor.getShapeManager().setupAllSceneQuery(scene, actor, hasPrunerStructure, uninflatedBounds, bvhStructure);
754 if(!noSimBuffered)
755 actor.addConstraintsToScene();
756 addRigidActorToArray(actor, actors);
757}
758
759void NpScene::addRigidStatic(NpRigidStatic& actor, const Gu::BVHStructure* bvhStructure, bool hasPrunerStructure)
760{

Callers 2

addRigidStaticMethod · 0.85
addRigidDynamicMethod · 0.85

Calls 9

addRigidActorToArrayFunction · 0.85
isSetMethod · 0.80
getShapeManagerMethod · 0.80
setupAllSceneQueryMethod · 0.80
addConstraintsToSceneMethod · 0.80
getActorFlagsMethod · 0.45
getSceneMethod · 0.45
getNbShapesMethod · 0.45
addActorMethod · 0.45

Tested by

no test coverage detected