void pWorld::updateVehicles(float dt) { int nbActors = getScene()->getNbActors(); if (!nbActors) { return; } NxActor** actors = getScene()->getActors(); while(nbActors--) { NxActor* actor = *actors++; pRigidBody *body = static_cast<pRigidBody*>(actor->userData); if (body) { if (!isVehicle(actor) && body->hasWheels()) { body->updateWheels(dt); } } if (body && isVehicle(actor)) { updateVehicle(body->getVehicle(),dt); } } }
/** btActionInterface interface. */ virtual void updateAction(btCollisionWorld* collisionWorld, btScalar step) { (void) collisionWorld; updateVehicle(step); } // updateAction