Projekt_Grafika/dependencies/physx-4.1/source/physx/src/NpRigidActorTemplateInternal.h

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//
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_PHYSICS_NP_RIGIDACTOR_TEMPLATE_INTERNAL
#define PX_PHYSICS_NP_RIGIDACTOR_TEMPLATE_INTERNAL
namespace physx
{
template<class T, class T2>
static PX_FORCE_INLINE void releaseActorT(NpRigidActorTemplate<T>* actor, T2& scbActor)
{
NP_WRITE_CHECK(NpActor::getOwnerScene(*actor));
NpPhysics::getInstance().notifyDeletionListenersUserRelease(actor, actor->userData);
Scb::Scene* s = scbActor.getScbSceneForAPI();
const bool noSim = scbActor.isSimDisabledInternally();
// important to check the non-buffered flag because it tells what the current internal state of the object is
// (someone might switch to non-simulation and release all while the sim is running). Reading is fine even if
// the sim is running because actor flags are read-only internally.
if(s && noSim)
{
// need to do it here because the Np-shape buffer will not be valid anymore after the release below
// and unlike simulation objects, there is no shape buffer in the simulation controller
actor->getShapeManager().clearShapesOnRelease(*s, *actor);
}
actor->NpRigidActorTemplate<T>::release();
if(s)
{
s->removeActor(scbActor, true, noSim);
static_cast<NpScene*>(s->getPxScene())->removeFromRigidActorList(actor->getRigidActorArrayIndex());
}
scbActor.destroy();
}
}
#endif