void FPhysScene::TermBody(FBodyInstance * BodyInstance) { #if WITH_SUBSTEPPING if (PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic()) { FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[SceneType(BodyInstance)]; PhysSubStepper->RemoveBodyInstance(BodyInstance); } #endif }
void FPhysScene::TermBody(FBodyInstance* BodyInstance) { #if WITH_SUBSTEPPING if (PxRigidBody * PRigidBody = BodyInstance->GetPxRigidBody()) { FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[SceneType(BodyInstance)]; PhysSubStepper->RemoveBodyInstance(BodyInstance); } #endif #if WITH_PHYSX RemoveActiveBody(BodyInstance, PST_Sync); RemoveActiveBody(BodyInstance, PST_Async); #endif }