| 5141 | } |
| 5142 | |
| 5143 | void Sc::Scene::buildActiveActors() |
| 5144 | { |
| 5145 | PxU32 numActiveBodies = 0; |
| 5146 | BodyCore*const* PX_RESTRICT activeBodies; |
| 5147 | if(!(getPublicFlags() & PxSceneFlag::eEXCLUDE_KINEMATICS_FROM_ACTIVE_ACTORS)) |
| 5148 | { |
| 5149 | numActiveBodies = getNumActiveBodies(); |
| 5150 | activeBodies = getActiveBodiesArray(); |
| 5151 | } |
| 5152 | else |
| 5153 | { |
| 5154 | numActiveBodies = getActiveDynamicBodiesCount(); |
| 5155 | activeBodies = getActiveDynamicBodies(); |
| 5156 | } |
| 5157 | |
| 5158 | mActiveActors.clear(); |
| 5159 | |
| 5160 | for(PxU32 i=0; i<numActiveBodies; i++) |
| 5161 | { |
| 5162 | if(!activeBodies[i]->isFrozen()) |
| 5163 | { |
| 5164 | PxRigidActor* ra = static_cast<PxRigidActor*>(activeBodies[i]->getPxActor()); |
| 5165 | PX_ASSERT(ra); |
| 5166 | mActiveActors.pushBack(ra); |
| 5167 | } |
| 5168 | } |
| 5169 | } |
| 5170 | |
| 5171 | // PT: TODO: unify buildActiveActors & buildActiveAndFrozenActors |
| 5172 | void Sc::Scene::buildActiveAndFrozenActors() |
nothing calls this directly
no test coverage detected