MCPcopy Create free account
hub / github.com/NVIDIAGameWorks/PhysX / addAggregate

Method addAggregate

physx/source/physx/src/buffering/ScbScene.cpp:677–693  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

675///////////////////////////////////////////////////////////////////////////////
676
677void Scb::Scene::addAggregate(Scb::Aggregate& agg)
678{
679 agg.setScbScene(this);
680
681 if (!mIsBuffering)
682 {
683 PxU32 aggregateID = mScene.createAggregate(agg.mPxAggregate, agg.getSelfCollide());
684 agg.setAggregateID(aggregateID);
685 agg.resetControl(ControlState::eIN_SCENE);
686#if PX_SUPPORT_PVD
687 //Sending pvd events after all aggregates's actors are inserted into scene
688 mScenePvdClient.createPvdInstance(&agg);
689#endif
690 }
691 else
692 mAggregateManager.scheduleForInsert(agg);
693}
694
695
696void Scb::Scene::removeAggregate(Scb::Aggregate& agg)

Callers

nothing calls this directly

Calls 5

getSelfCollideMethod · 0.80
setAggregateIDMethod · 0.80
scheduleForInsertMethod · 0.80
createAggregateMethod · 0.45
createPvdInstanceMethod · 0.45

Tested by

no test coverage detected