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hub / github.com/NVIDIAGameWorks/PhysX / scheduleForInsert

Method scheduleForInsert

physx/source/physx/src/buffering/ScbScene.cpp:60–79  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

58static const bool tWakeOnLostTouchCheck = true;
59
60void Scb::ObjectTracker::scheduleForInsert(Scb::Base& element)
61{
62 ControlState::Enum state = element.getControlState();
63 PxU32 flags = element.getControlFlags();
64 PX_ASSERT(!(flags & ControlFlag::eIS_RELEASED));
65 PX_ASSERT(state == ControlState::eNOT_IN_SCENE || state == ControlState::eREMOVE_PENDING);
66
67 if(state == ControlState::eREMOVE_PENDING)
68 {
69 element.setControlState(ControlState::eIN_SCENE);
70 if(!(flags & ControlFlag::eIS_UPDATED))
71 remove(element);
72 }
73 else
74 {
75 PX_ASSERT(!(flags & ControlFlag::eIS_UPDATED));
76 element.setControlState(ControlState::eINSERT_PENDING);
77 insert(element);
78 }
79}
80
81void Scb::ObjectTracker::scheduleForRemove(Scb::Base& element)
82{

Callers 3

addMethod · 0.80
addRigidNoSimMethod · 0.80
addAggregateMethod · 0.80

Calls 1

removeFunction · 0.85

Tested by

no test coverage detected