Codestyle

This commit is contained in:
RaphaelIT7 2023-10-02 22:08:19 +02:00
parent 9e0d54616f
commit 6493adbcc3
2 changed files with 4 additions and 4 deletions

View File

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

View File

@ -172,7 +172,7 @@ public:
private: private:
void RemoveBodyAndDeleteObject( JoltPhysicsObject* pObject ); void RemoveBodyAndDeleteObject( JoltPhysicsObject* pObject );
void DeleteDeadObjects(bool delBodies = false); void DeleteDeadObjects( bool delBodies = false );
template <typename T> template <typename T>
void AddPhysicsSaveRestorePointer( uintp oldPtr, T* newPtr ); void AddPhysicsSaveRestorePointer( uintp oldPtr, T* newPtr );