void b3GpuDynamicsWorld::synchronizeMotionStates() { //iterate over all collision objects for ( int i=0;i<m_collisionObjects.size();i++) { btCollisionObject* colObj = m_collisionObjects[i]; btRigidBody* body = btRigidBody::upcast(colObj); if (body) synchronizeSingleMotionState(body); } }
void btDiscreteDynamicsWorld::synchronizeMotionStates() { BT_PROFILE("synchronizeMotionStates"); if (m_synchronizeAllMotionStates) { //iterate over all collision objects for ( int i=0;i<m_collisionObjects.size();i++) { btCollisionObject* colObj = m_collisionObjects[i]; btRigidBody* body = btRigidBody::upcast(colObj); if (body) synchronizeSingleMotionState(body); } } else { //iterate over all active rigid bodies for ( int i=0;i<m_nonStaticRigidBodies.size();i++) { btRigidBody* body = m_nonStaticRigidBodies[i]; if (body->isActive()) synchronizeSingleMotionState(body); } } }