BulletSim: add inTaintTime parameter to collision cache clear function.
parent
e377abcc35
commit
2f4a729d40
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@ -706,7 +706,7 @@ public static class BSParam
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new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
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new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
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0f,
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0f,
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(s) => { return 0f; },
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(s) => { return 0f; },
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(s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
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(s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ),
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new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
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new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
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0f,
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0f,
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(s) => { return 0f; },
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(s) => { return 0f; },
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@ -792,10 +792,10 @@ public static class BSParam
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// =====================================================================
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// =====================================================================
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// There are parameters that, when set, cause things to happen in the physics engine.
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// There are parameters that, when set, cause things to happen in the physics engine.
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// This causes the broadphase collision cache to be cleared.
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// This causes the broadphase collision cache to be cleared.
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private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
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private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime)
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{
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{
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BSScene physScene = pPhysScene;
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BSScene physScene = pPhysScene;
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physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate()
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physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate()
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{
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{
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physScene.PE.ResetBroadphasePool(physScene.World);
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physScene.PE.ResetBroadphasePool(physScene.World);
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});
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});
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