Codestyle
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@ -773,7 +773,7 @@ void JoltPhysicsEnvironment::Simulate( float deltaTime )
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// RaphaelIT7: We need to delete all dead objects after m_ContactListener.PostSimulationFrame, or else Jolt freaks out for some reason.
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// RaphaelIT7: We need to delete all dead objects after m_ContactListener.PostSimulationFrame, or else Jolt freaks out for some reason.
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// This also needs to be before pController->OnPreSimulate or else we get some crashes.
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// This also needs to be before pController->OnPreSimulate or else we get some crashes.
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DeleteDeadObjects(true);
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DeleteDeadObjects( true );
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// Run pre-simulation controllers
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// Run pre-simulation controllers
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for ( IJoltPhysicsController *pController : m_pPhysicsControllers )
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for ( IJoltPhysicsController *pController : m_pPhysicsControllers )
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@ -824,7 +824,7 @@ void JoltPhysicsEnvironment::Simulate( float deltaTime )
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// ie. callbacks etc. So flush that now.
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// ie. callbacks etc. So flush that now.
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if ( !m_bEnableDeleteQueue ) {
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if ( !m_bEnableDeleteQueue ) {
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DeleteDeadObjects();
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DeleteDeadObjects();
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DeleteDeadObjects(true); // Also delete all bodies
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DeleteDeadObjects( true ); // Also delete all bodies
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}
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}
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#ifdef JPH_DEBUG_RENDERER
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#ifdef JPH_DEBUG_RENDERER
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@ -1438,7 +1438,7 @@ void JoltPhysicsEnvironment::RemoveBodyAndDeleteObject( JoltPhysicsObject *pObje
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void JoltPhysicsEnvironment::DeleteDeadObjects( bool delBodies )
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void JoltPhysicsEnvironment::DeleteDeadObjects( bool delBodies )
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{
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{
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if (delBodies) {
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if ( delBodies ) {
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for ( JoltPhysicsObject *pObject : m_pDeadObjects )
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for ( JoltPhysicsObject *pObject : m_pDeadObjects )
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RemoveBodyAndDeleteObject( pObject );
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RemoveBodyAndDeleteObject( pObject );
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m_pDeadObjects.clear();
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m_pDeadObjects.clear();
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@ -172,7 +172,7 @@ public:
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private:
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private:
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void RemoveBodyAndDeleteObject( JoltPhysicsObject* pObject );
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void RemoveBodyAndDeleteObject( JoltPhysicsObject* pObject );
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void DeleteDeadObjects(bool delBodies = false);
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void DeleteDeadObjects( bool delBodies = false );
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template <typename T>
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template <typename T>
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void AddPhysicsSaveRestorePointer( uintp oldPtr, T* newPtr );
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void AddPhysicsSaveRestorePointer( uintp oldPtr, T* newPtr );
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