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hub / github.com/NVIDIAGameWorks/PhysX / processSimUpdates

Method processSimUpdates

physx/source/physx/src/buffering/ScbScene.cpp:874–892  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

872
873template<typename T, typename S>
874void Scb::Scene::processSimUpdates(S*const * scObjects, PxU32 nbObjects)
875{
876#if PX_SUPPORT_PVD
877 bool isPvdValid = mScenePvdClient.checkPvdDebugFlag();
878#endif
879 for(PxU32 i=0;i<nbObjects;i++)
880 {
881 T& v = T::fromSc(*scObjects[i]);
882
883 if(!(v.getControlFlags() & ControlFlag::eIS_UPDATED)) // else the data will be synced further below
884 {
885 v.syncState();
886#if PX_SUPPORT_PVD
887 if(isPvdValid)
888 PvdFns<T>::updateInstance(*this, mScenePvdClient, &v);
889#endif
890 }
891 }
892}
893
894#define ENABLE_PVD_ORIGINSHIFT_EVENT
895void Scb::Scene::shiftOrigin(const PxVec3& shift)

Callers

nothing calls this directly

Calls 2

checkPvdDebugFlagMethod · 0.80
syncStateMethod · 0.45

Tested by

no test coverage detected