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hub / github.com/NVIDIAGameWorks/PhysX / removeStatic

Method removeStatic

physx/source/simulationcontroller/src/ScScene.cpp:4855–4874  ·  view source on GitHub ↗

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4853}
4854
4855void Sc::Scene::removeStatic(StaticCore& ro, Ps::InlineArray<const Sc::ShapeCore*,64>& removedShapes, bool wakeOnLostTouch)
4856{
4857 PX_ASSERT(ro.getActorCoreType() == PxActorType::eRIGID_STATIC);
4858
4859 StaticSim* sim = ro.getSim();
4860 if(sim)
4861 {
4862 if(mBatchRemoveState)
4863 {
4864 removeShapes(*sim, mBatchRemoveState->bufferedShapes ,removedShapes, wakeOnLostTouch);
4865 }
4866 else
4867 {
4868 Ps::InlineArray<Sc::ShapeSim*, 64> shapesBuffer;
4869 removeShapes(*sim, shapesBuffer ,removedShapes, wakeOnLostTouch);
4870 }
4871 mStaticSimPool->destroy(static_cast<Sc::StaticSim*>(ro.getSim()));
4872 mNbRigidStatics--;
4873 }
4874}
4875
4876void Sc::Scene::addBody(BodyCore& body, void*const *shapes, PxU32 nbShapes, size_t shapePtrOffset, PxBounds3* outBounds, bool compound)
4877{

Callers 2

switchRigidToNoSimMethod · 0.80
addOrRemoveRigidObjectFunction · 0.80

Calls 2

getSimMethod · 0.45
destroyMethod · 0.45

Tested by

no test coverage detected