bool CPhysicsManager::ReleasePhysicActor (CPhysicActor* actor)
{
	assert(actor != NULL);
	assert(m_pScene != NULL);
	assert(m_pPhysicsSDK != NULL);

	bool isOk = false;
	NxActor* nxActor = actor->GetPhXActor();

	if( nxActor != 0)
	{
		NxArray<NxCCDSkeleton*> skeletons;
		for (NxU32 i = 0; i < nxActor->getNbShapes(); i++) 
		{
			NxShape* shape = nxActor->getShapes()[i];
			if (shape->getCCDSkeleton() != NULL) {
				skeletons.pushBack(shape->getCCDSkeleton());
			}
		}

		for (NxU32 i = 0; i < skeletons.size(); i++) 
		{
			m_pPhysicsSDK->releaseCCDSkeleton(*skeletons[i]);
		}
		m_pScene->releaseActor(*nxActor);
		nxActor = 0;
	}
	
	return true;
}
Exemple #2
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//----------------------------------------------------------------------------
// ReleaseAllActors : Alliberem tots els actors de l'escena de PhysX 
//----------------------------------------------------------------------------
bool CPhysicsManager::ReleaseAllActors ( void ) //EUserDataFlag _eFlags )
{
	assert ( m_pScene != NULL );
	assert ( m_pPhysicsSDK != NULL );

	bool isOk = true;

	NxActor** l_ppActorList = m_pScene->getActors();
	NxU32 l_TotalActors		= m_pScene->getNbActors();

	while ( l_TotalActors -- )
	{
		NxActor* nxActor = *l_ppActorList;
		if ( nxActor != 0)
		{
			NxArray<NxCCDSkeleton*> skeletons;
			for (NxU32 i = 0; i < nxActor->getNbShapes(); i++) 
			{
				NxShape* shape = nxActor->getShapes()[i];
				if (shape->getCCDSkeleton() != NULL) {
					skeletons.pushBack(shape->getCCDSkeleton());
				}
			}

			for (NxU32 i = 0; i < skeletons.size(); i++) 
			{
				m_pPhysicsSDK->releaseCCDSkeleton(*skeletons[i]);
			}
			m_pScene->releaseActor(*nxActor);
			nxActor = 0;
		}
	}
	
	return isOk;
}