コード例 #1
0
void FPhysScene::AddTorque(FBodyInstance * BodyInstance, const FVector & Torque)
{
#if WITH_PHYSX

	if (PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic())
	{
#if WITH_SUBSTEPPING
		if (IsSubstepping())
		{
			FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[SceneType(BodyInstance)];
			PhysSubStepper->AddTorque(BodyInstance, Torque);
		}
		else
#endif
		{
			SCOPED_SCENE_WRITE_LOCK(PRigidDynamic->getScene());
			PRigidDynamic->addTorque(U2PVector(Torque), PxForceMode::eFORCE, true);
		}
	}
#endif
}
コード例 #2
0
ファイル: PhysScene.cpp プロジェクト: kidaa/UnrealEngineVR
void FPhysScene::AddTorque(FBodyInstance* BodyInstance, const FVector& Torque, bool bAllowSubstepping)
{
#if WITH_PHYSX

	if (PxRigidBody * PRigidBody = BodyInstance->GetPxRigidBody())
	{
#if WITH_SUBSTEPPING
		uint32 BodySceneType = SceneType(BodyInstance);
		if (bAllowSubstepping && IsSubstepping(BodySceneType))
		{
			FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[BodySceneType];
			PhysSubStepper->AddTorque(BodyInstance, Torque);
		}
		else
#endif
		{
			SCOPED_SCENE_WRITE_LOCK(PRigidBody->getScene());
			PRigidBody->addTorque(U2PVector(Torque), PxForceMode::eFORCE, true);
		}
	}
#endif
}