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hub / github.com/NVIDIAGameWorks/PhysX / buildActiveActors

Method buildActiveActors

physx/source/simulationcontroller/src/ScScene.cpp:5143–5169  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

5141}
5142
5143void 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
5172void Sc::Scene::buildActiveAndFrozenActors()

Callers

nothing calls this directly

Calls 8

getActiveDynamicBodiesFunction · 0.85
isFrozenMethod · 0.80
getNumActiveBodiesFunction · 0.50
getActiveBodiesArrayFunction · 0.50
clearMethod · 0.45
getPxActorMethod · 0.45
pushBackMethod · 0.45

Tested by

no test coverage detected