void PhysicsWorld::postUpdate(F32 dt) { for(PhysicsPlayerController* player : m_playerControllers) { NewtonDispachThreadJob(m_world, PhysicsPlayerController::postUpdateKernelCallback, player); } }
void CustomTriggerManager::PreUpdate(dFloat timestep) { for (dListNode* node = GetFirst(); node; node = node->GetNext()) { NewtonDispachThreadJob (m_world, UpdateTrigger, &node->GetInfo()); } NewtonSyncThreadJobs(m_world); // bypass the entire Post Update call by not calling the base class //CustomControllerManager<CustomTriggerController>::PreUpdate(timestep); }