| 105 | } |
| 106 | |
| 107 | void RenderBaseActor::update(float deltaTime) |
| 108 | { |
| 109 | // Setup render transform from physics transform, if physics object exists |
| 110 | if(mPhysicsShape) |
| 111 | { |
| 112 | if(!mArticulationLink && ( !mDynamicActor || mDynamicActor->isSleeping())) |
| 113 | return; |
| 114 | |
| 115 | PxTransform newPose = PxShapeExt::getGlobalPose(*mPhysicsShape, *mPhysicsActor); |
| 116 | PxVec3 newShapeCenter = getShapeCenter(mPhysicsActor, mPhysicsShape, mCCDWitnessOffset); |
| 117 | |
| 118 | bool updateCCDWitness = true; |
| 119 | if(gRaycastCCD && mEnableCCD) |
| 120 | updateCCDWitness = doRaycastCCD(mPhysicsActor, mPhysicsShape, newPose, newShapeCenter, mCCDWitness, mCCDWitnessOffset); |
| 121 | |
| 122 | // Copy physics pose to graphics pose |
| 123 | setTransform(PxTransform(newPose.p, newPose.q * mPhysicsToGraphicsRot)); |
| 124 | |
| 125 | if(updateCCDWitness) |
| 126 | mCCDWitness = newShapeCenter; |
| 127 | |
| 128 | setWorldBounds(PxShapeExt::getWorldBounds(*mPhysicsShape, *mPhysicsActor)); |
| 129 | } |
| 130 | } |
| 131 | |
| 132 | void RenderBaseActor::render(Renderer& renderer, RenderMaterial* material, bool wireFrame) |
| 133 | { |
nothing calls this directly
no test coverage detected